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Adam_Taylor

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Are you kidding me?
 

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Pineapple Salad

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The number of times I've had an enemy mech live with 1hp left in CT is just staggering. A couple of times I thought I could finish them off with a single LRM volley and multi-shot rest of my weapons on other enemies, only to have none of the 20 missiles hit the CT. One time it took 3 volleys to finally score a CT hit.
 

Adam_Taylor

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I've had lots of times when I for some reason can't hit the CT, even with the enemy prone and in perfect range. But this is the first time I've seen something survive with 1 damn health. lol

Fortunately I had another unit ready to go right after, so I prevented the turret from crit headshotting one of my guys, which you know it would have if it got a turn. :p
 

Hasler

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I should have screened it, but I once stripped a mech of all(including the head) armor before killing the thing. Every attack I thought this will be the one only to have my weapons hit everywhere but the CT.
 

mjbroekman

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That brings me back to my days of play D&D. My character was a great fighter...but he had a really bad habit of leaving the enemy with 1 HP and then having to be saved from that enemy by his party... It happened so often that we said that the enemy was "Kalimared" when it happened (after my characters name). The number of kills my guy missed out on for want of rolling 1 higher on the damage dice.
 

stjobe

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I love this part of the game; it reminds me of the original BattleTech lore where 'Mechs were really hard to kill, and presented a real and credible threat even if beaten within inches of a kill.
 

MeiSooHaityu

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That's what makes multi-shot nice. Just lob one Medium Laser at the turret and all the other weapons at your target of choice.
 

Adam_Taylor

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@mjbroekman

Yeah, in D&D (and most RPG's of that style), enemies were just as lethal at 1 hit point as they were at full. Which is always something that bugged me about those systems.
It's why I enjoyed games like Shadowrun so much. Instead of just an arbitrary pool of health that are somehow unrelated to your actual condition, it uses a wound track. So your character gets a wound threshold which is made up from their toughness and armor. When being hit, things first have to penetrate your armor and toughness, and what does wounds you. As you get wounded, you get building penalties to all actions. Which makes sense. If you get shot in the arm, you're not going to be doing backflips and attacks just as perfectly as before you were shot as in D&D (and you don't get a magically growing amount of health as you level up). It made combat a lot more visceral and deadly. It wasn't about charging in to a crowd of enemies and just hacking away until you're the only one standing (and honestly about selling miniatures to push their rule system). In Shadowrun it's about picking your fights, finding good cover, and making sure you hit them before they hit you.

Battletech is similar, as you're blasting away at the enemy and taking parts off, blowing up weapons, you're slowly making it harder and harder for the enemy to succeed, while they try to do the same to you. It's not just about standing there trading blows at full strength until one of you suddenly falls over.