I read a lot on these forums about this problem or that problem and I've come to realize that much of these are all due to the accuracy being way to high.
In TT everything was done using two six sided dice (2D6). There is a 2.77% chance of any pair of numbers coming up (1 in 36 possible combinations). Since there is only one combination of the dice that results in a "12" there is a 2.77% chance of rolling "Box Cars". An 11 can be rolled 2 different ways, die A has a 5 and die B has a 6 OR die A has a 6 and die B has a 5 so there is a 5.54% chance of rolling an 11 and cumulatively an 8.31% chance of rolling an 11 or more.
In BT you wanted to roll your target number or higher.
The to-hit score was calculated by first checking the range between you and your target with short range being a 2 medium 4 long 6 and extreme 8. This is the base number you must roll higher than on 2D6 in order to score a "hit". This was changed when total warfare came out to be 0/+2/+4 I think because a lot more additional modifiers were added.
To this base range number a ton of modifiers are added I won't go through them all but you can see the list at
http://www.sarna.net/wiki/CBT_Tables
In the end you'll come up with a number you must roll higher than, if memory serves a "6" was an easy shot 7 or 8 was typical and 9 or 10 take it if you have too.
A 6 is 72%
A 7 is 58%
An 8 is 41%
a 9 is 27%
OK, so having a higher hit ratio makes the game go faster, why is that bad?
Simple, tactics. Tactics is what this game is supposed to be about. It was originally billed as "A game of armored combat".
There were trade offs in the various weapon systems. Autocannons produced little heat, but were heavy large and had limited ammo. Lasers were small and light had "unlimited" ammo but produced a lot of heat. PPC hit hard had a long range but used a ton of heat and were unusable at very close range. Gauss, ER, Pulse, LB10X changed some of these all clan weapons did. The point being you had to pick and choose what to play and each choice came with benefits and drawbacks.
In the current system Heat is a killer, especially when you consider that 4 of the biomes make heat worse and many (most?) missions are in these hazardous biomes. Autocannons don't produce heat (to speak of) and since I never (rarely) run out of ammo why choose energy? An AC/20 used to be king of the battlefield, but was used sparingly because of a severely limited ammo capacity. Now I run a dragon with an AC/20m and 2 tons ammo and NEVER run out of ammo. In TT an alpha strike was rare (and why it was singled out as an alpha strike) but now running mostly AC/'s I pretty much alpha EVERY shot. I don't run PPC's on any of my Mechs because of the heat and only deploy my JagerMech on cold planets (though it's fully retired now). My current lance?
Highlander 732B
Armor:1400 Move 4/6/4
RA -Gauss
RT - LLaser++ (Tried a PPC, too hot)
LT - LRM20++
Highlander 733P
Armor: 1720 Move 3/5/3
RT - LLaser ++
RT - LLaser ++
LT - LRM/20+
Orion ONV-1 (I have 2 of these)
Armor: 1080 Move 4/6/2
RA - LLaser
RT - AC/20
Ideally I'd run a bunch of AC/10's (which I did during the medium stage) but I don't have the ballistic hard points sooo... I'm at Week 88 day 2. Dekker is the only original pilot KIA.
One last point, until CASE came into the game, an ammo explosion KILLED a mech. None of my mechs EVER mounted MG's because the damage they did (1) was insignificiant and the ammo they carried (200 shots) would kill most mechs if it exploded. For those of you who don't know, CASE "Cellular Ammunition Storage Equipment," is designed so that when you have an ammo explosion it directs the blast out the back of the mech. You lose the location where the explosion occurred but not the adjoining location a lost torso still loses the adjoining arm. Damage is supposed to transfer inward so once the right arm is blown off any excess damage transfers to the right torso and when the right torso is blown off excess damage transfers to the center torso and when it's gone the mech is destroyed. When an ammo explosion occurs all damage that the ammo represents is take by the exploding mech. So, if you had a MG ammo in your right torso and I blow through the RT armor and get an ammo crit, that's 200 points of damage (in TT, in this game it'd be 600 as each shot does 3 points) that would finish off the RT structure 21 points and the remaining 179 points would transfer to the CT where unless it was an assault mech it's dead. And even if it was an assault mech it's in a world of hurt with multiple internal crits engine hits gyro gone etc...
TL/DR: Accuracy makes ammo good, heat makes energy bad
In TT everything was done using two six sided dice (2D6). There is a 2.77% chance of any pair of numbers coming up (1 in 36 possible combinations). Since there is only one combination of the dice that results in a "12" there is a 2.77% chance of rolling "Box Cars". An 11 can be rolled 2 different ways, die A has a 5 and die B has a 6 OR die A has a 6 and die B has a 5 so there is a 5.54% chance of rolling an 11 and cumulatively an 8.31% chance of rolling an 11 or more.
In BT you wanted to roll your target number or higher.
The to-hit score was calculated by first checking the range between you and your target with short range being a 2 medium 4 long 6 and extreme 8. This is the base number you must roll higher than on 2D6 in order to score a "hit". This was changed when total warfare came out to be 0/+2/+4 I think because a lot more additional modifiers were added.
To this base range number a ton of modifiers are added I won't go through them all but you can see the list at
http://www.sarna.net/wiki/CBT_Tables
In the end you'll come up with a number you must roll higher than, if memory serves a "6" was an easy shot 7 or 8 was typical and 9 or 10 take it if you have too.
A 6 is 72%
A 7 is 58%
An 8 is 41%
a 9 is 27%
OK, so having a higher hit ratio makes the game go faster, why is that bad?
Simple, tactics. Tactics is what this game is supposed to be about. It was originally billed as "A game of armored combat".
There were trade offs in the various weapon systems. Autocannons produced little heat, but were heavy large and had limited ammo. Lasers were small and light had "unlimited" ammo but produced a lot of heat. PPC hit hard had a long range but used a ton of heat and were unusable at very close range. Gauss, ER, Pulse, LB10X changed some of these all clan weapons did. The point being you had to pick and choose what to play and each choice came with benefits and drawbacks.
In the current system Heat is a killer, especially when you consider that 4 of the biomes make heat worse and many (most?) missions are in these hazardous biomes. Autocannons don't produce heat (to speak of) and since I never (rarely) run out of ammo why choose energy? An AC/20 used to be king of the battlefield, but was used sparingly because of a severely limited ammo capacity. Now I run a dragon with an AC/20m and 2 tons ammo and NEVER run out of ammo. In TT an alpha strike was rare (and why it was singled out as an alpha strike) but now running mostly AC/'s I pretty much alpha EVERY shot. I don't run PPC's on any of my Mechs because of the heat and only deploy my JagerMech on cold planets (though it's fully retired now). My current lance?
Highlander 732B
Armor:1400 Move 4/6/4
RA -Gauss
RT - LLaser++ (Tried a PPC, too hot)
LT - LRM20++
Highlander 733P
Armor: 1720 Move 3/5/3
RT - LLaser ++
RT - LLaser ++
LT - LRM/20+
Orion ONV-1 (I have 2 of these)
Armor: 1080 Move 4/6/2
RA - LLaser
RT - AC/20
Ideally I'd run a bunch of AC/10's (which I did during the medium stage) but I don't have the ballistic hard points sooo... I'm at Week 88 day 2. Dekker is the only original pilot KIA.
One last point, until CASE came into the game, an ammo explosion KILLED a mech. None of my mechs EVER mounted MG's because the damage they did (1) was insignificiant and the ammo they carried (200 shots) would kill most mechs if it exploded. For those of you who don't know, CASE "Cellular Ammunition Storage Equipment," is designed so that when you have an ammo explosion it directs the blast out the back of the mech. You lose the location where the explosion occurred but not the adjoining location a lost torso still loses the adjoining arm. Damage is supposed to transfer inward so once the right arm is blown off any excess damage transfers to the right torso and when the right torso is blown off excess damage transfers to the center torso and when it's gone the mech is destroyed. When an ammo explosion occurs all damage that the ammo represents is take by the exploding mech. So, if you had a MG ammo in your right torso and I blow through the RT armor and get an ammo crit, that's 200 points of damage (in TT, in this game it'd be 600 as each shot does 3 points) that would finish off the RT structure 21 points and the remaining 179 points would transfer to the CT where unless it was an assault mech it's dead. And even if it was an assault mech it's in a world of hurt with multiple internal crits engine hits gyro gone etc...
TL/DR: Accuracy makes ammo good, heat makes energy bad
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