Quoting Roger Bell_West <
roger+r...@nospam.firedrake.org>:
>On 2018-01-23, David Damerell wrote:
>>Quoting Roger Bell_West <
roger+r...@nospam.firedrake.org>:
>>>Let's look at the Rifleman.
>>To be fair, the Rifleman is particularly bad there. Most of the overgunned
>>book designs do seem to suggest a desire to have short and long range
>>options - even those working from Unseen designs like the Warhammer and
>>Battlemaster.
>Sure - most of them do a better job. The Wolverine with SRM-6 and AC/5
>is a good example.
I can never remember the Wolverine, I think it sorts into the Shadow Hawk
hashbucket in my brain. (I went to look it up).
>>>Ignore the medium lasers for now.
>>Although they do seem a particularly odd choice given the large lasers
>>don't even have a minimum range.
>Medium lasers are best used for sticking as many as will fit on, I think.
I recognise they're in general very good, but they do look odd on an
overgunned underarmoured under-HSed 'Mech with no-minimum-range weapons. I
mean, yes, maybe the answer to that isn't to remove the medium lasers, but
if we're stuck with the overgunned...
>>it no better. I guess the only way to fix it given those clear four big
>>guns would be to make it much heavier.
>Four LLs is 32, plus 20+ heat sinks, and you're already beyond the
>move-4 sweet spot of 42.5 tons of equipment plus armour.
We could stick with the existing armament but bump it to 75 tons, finding
6 more tons for armour and heatsinks. Which would still be kind of bad,
but perhaps better.
>(You've done that calculation, right?
Not since secondary school. :-)
>>3 AC/5s and one large laser could be done, losing both medium lasers,
>>another tonne of armour... but leaving it able to actually use its
>>armament.
>Until someone spat at it, yeah. But then it would be asymmetrical.
Well, it's already a bit odd in that 4 apparently identical guns in the
art turn out to be 2 of one sort and 2 of the other. Put in some fluff
about how Star League Riflemen had 2/2 but the difficulty of getting laser
unobtanium and the fortunate decision to make the mounts modular means
the modern Rifleman is 3/1.
>>(and the Victor
>>which combines both errors...), the JagerMech (admittedly, the AC/2 is so
>>bad that I can see why no-one was ever going to produce a good design using
>>AC/2s...)
>Maybe if you had a whole stack of AC/2s on a reasonably mobile 'Mech,
>that could keep out of range and be really annoying as it sandblasted
>the enemy to death.
I'd rather have LRMs, even with the slightly lesser range. My impression,
without a detailed calculation, is that you might well find even once
you've fired off all your ammo that the enemy is not significantly
sandblasted, unless you got lucky with crits/heads. All the fire will be
at long range and presumably the target will not obligingly stand still in
the open to be sandblasted; it's only got to sit in heavy woods for 5/6 of
that ammo to go to waste.
>The Wolverine can be surprisingly effective and hard to kill. And I've
>had a soft spot for the Stalker for a while, though I can see it has
>problems.
The Stalker gets a lot just by going 3/5/0 - ridiculously overgunned but
that's better than being ridiculously undergunned.
The Scorpion has that PPC plus SRM 6 combination that's just
>about my favourite fit which doesn't include medium lasers, and modulo
>the torso bomb (which I think we've talked about before) it's pretty
>solid. (Even without any special rules for being four-legged.)
Here I think's the first place we seriously differ. The Scorpion loses so
much by not going 5/8/0 - aside from the speed it's hard to see it offers
much over the Panther, a full 20 tons lighter, and the Panther's jump jets
make up for a lot of the difference. Sure, it's an SRM6 not an SRM4, and 8
points more armour... but on the other hand the Panther squeezes in more
heat sinks.
>That old weapon table generated a lot of interesting design choices
>and tradeoffs.
I may be being a bit harsh. The PPC vs. 2xAC/5 thing bugs me a lot; the
rest of the table doesn't really have any such egregious misdesign.