dotbops.blogg.se

Mechcommander 2 omnitech walkthrough
Mechcommander 2 omnitech walkthrough













mechcommander 2 omnitech walkthrough

If it had something that covered its minimum range better, I might take one and stick it in a group of heavier mechs as a damage soak, have it run interference. It can take a beating, but can't be too much of a nuisance on its own. The capacitor makes it scary, but if you need to tone down on average damage then you can use the capacitor every turn (and even give them down turns to exploit). If you want a mook you can throw at the PCs, or that you can assign them to help, then this is a good one. It's lacking a sufficiently well-rounded arsenal to be a good trooper, imo. If terrain doesn't allow for ranged pummeling, skip straight to the kicking. I would probably handle it by hitting it from outside its max range as long as possible until it falls over, then kick it repeatedly with a fast mech that has been hiding out of sight. It's a threatening gun, sure, but not enough so that it would particularly bother me.

mechcommander 2 omnitech walkthrough

You're got hardened armor, a compact gyro, and a SFE, all protecting what essentially amounts to a single gun. Snubbie or ERPPC with cap might work better. It also doesn't really work as a city defender, thanks to the min range on the HPPC. But you probably won't be running too often anyways. Hardened is a +1 to PSRs, which might suck on pavement. If you expect to be hiding every other turn, then it's more useful. The capacitor isn't a bad investment for a little extra punch, but bear in mind that if you use it every turn you will actually be doing less damage on average. Now, for your design.you basically have a tough hunchback with longer max range but also a minimum. I tend to post the OOC stuff in the post, and the fluff in the image. At least have a comment summarising that shit. >Also, I wish people didn't just post images with huge blocks of fluff. Someone made a conventional infantry one a while back, which was pretty handy although I've not delved into it fully yet. One of these days I'll hunt around for a BA-maker spreadsheet, or make one myself. Would give us more to talk about if people had more stuff to work on. I also really, REALLY wish that SSW would release a tripod/superheavy version, as well as a BA builder, fixing bugs in SAW, etc. If it's got no fluff but found a way to get a LTC and ammo on a 35 ton mech in a viable way, hell yeah I'm interested. If it's a boring design with good fluff.eh, I probably still won't care. I get most interested in a custom when it does something odd. Or someone else said it already, on occasion.

mechcommander 2 omnitech walkthrough

I should give advice more myself, but often I'm browsing on my phone and by the time I can give anything longer than a sentence or two the thread is gone or I forgot what I was going to say. >And then any advice usually tends to be on optimisation, so if that thread is followed to its conclusion you wind up with "OMG just use an 8/12/8 design with MLs" or whatever.Ĭonversely, you have faggots like this Wesharrisb guy, who when given decent advice goes "lalala being shit is character!" The original Monument certainly had its place as an AA/general defense platform (maybe switching the AES and Pulses for smoke and Inferno loaded SRMs) I like my hole punchers also being headcappers, if for no other reason than to be a psychological deterrent to mechs, but I agree with dropping the Thunderbolt Launcher to 15.Īlso, I kind of have an attachment to the T-Bolt/LB10 combo, matching range brackets make a weapon combo feel right to me. I still like to have some infantry defense independent of the turret, so infantry don't distract the turret from bigger targets. Rather than increase speed for survivability, I gave it some MML5s to put down smoke and still be useful for combat in between rounds of making cover. I figure I'd stay pretty comfortably in the assault tank region, while still being a jack of all trades. It has the option of just saying "fuck it, everything is on fire now." I ended up with something that looks much less FedCom and far more Cappie. I didn't take everyone's advice, but I did take some of it. >we are back! accepting requests and all that jazzĪllright, so I'm back. Read this if you stopped playing a long time ago or if you are a newcomer >A summary explaining a little of everything. Aimed for miniature play, fast games and newcomers. >BT too slow for you? AS has simplified rules based on Quick-Strike and Battleforce.

mechcommander 2 omnitech walkthrough

>Read this to get a brief overview of the game and the fluff Nasty talk last thread, go read it if you missed it The Last General is dead! Long live the new General!















Mechcommander 2 omnitech walkthrough