anyway.



thread: 2009-04-08 : Mechaton Area-effect Weapon Rules

On 2009-04-08, Simon C wrote:

That's not bad.  Certainly better than the previous rules.

I think there's going to be a lot of tweaking in the area these weapons cover.  For them to be tactically significant, you want them to force mechs to spread out to a point where it's affecting their combat effectiveness.  In other words, the choice should be "Do I spread out to avoid area effect, or bunch up to benefit from spotting and cover and such?"

With that in mind, I'm not sure that 3 is enough.  I think you could make it 4 or 5 without serious repercussions.  This could also be an option, like one-shot rockets and direct fire range.  In fact, it's probably best, if it is a fixed amount, to make it a function of direct fire range, so 1/3 or 1/2 of direct fire range.



 

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