Yep. I have worked 60 hours from Sunday through yesterday. I have forces in .MUL, which lets you load and play them with megamek, but I can't find a way to a user-friendly text file and it looks like I can't attach them as a file here. Can everyone PM me their e-mail addresses and I'll share? I'll then ask you to manually transcribe the units and their skills and send them to me in e-mail/PM, where I will add them to the main post. Battle Value isn't perfectly balanced and I gave combined arms forces a bit more BV, but I think it's good enough for what we're doing.
Preliminary match-up info:
Kana against Da Moon Rulz
Wiet against PhantZon (Phant, I gave you a mixed force, because I couldn't balance an all-tank force well and it would have overwhelmed you with units)
Waffle Maus against Riemann
Elldren against TiamatZ
My name...
Sorry @Pharezon, I've been playing Mechwarrior Online with a PA guy named PhantZon and my brain just ellided over those pesky nonconforming consonants and vowels in the middle of your name.
Is it allowed to publically post my unit list, and if yes, would anyone be interested in me going by my list and giving an impression of their good/bad sides? We have a couple of newbies, maybe it'd help them a little on their way of picking their own forces.
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kaliyamaLeft to find less-moderated foraRegistered Userregular
Is it allowed to publically post my unit list, and if yes, would anyone be interested in me going by my list and giving an impression of their good/bad sides? We have a couple of newbies, maybe it'd help them a little on their way of picking their own forces.
Of course, that's why I asked for the unit lists in text - so I could update the OP with them. Also great idea to walk newbies through their units.
sorry about the delay. Here is the full unit info copied out of the .MUL
For the skills remember lower is better, 4/5 is normal for a professional Inner Sphere mechwarrior. Also note that improved skills greatly increases the BV of the unit.
Medium Pulse Laser
Streak SRM 2
Medium Pulse Laser
Streak SRM 2
LRM 15
Narc
LRM 15
Medium Pulse Laser (R)
Medium Pulse Laser (R)
A good bombadier mech that also can dish out decent damage at short range has has two rear facing lasers that can suprise faster mechs. An XL engine does mean it lacks the staying power of the Warhammer.
Medium Pulse Laser
ER PPC
Medium Pulse Laser
Medium Pulse Laser (R)
Gauss Rifle
Medium Pulse Laser (R)
Despite its size this mech is extremely fragile due to its slow speed and XL engine. It needs to stay at long range to stay alive and make the most of its weapons.
Jump Jets
Hatchet
Large Pulse Laser
Medium Laser
Medium Laser
Medium Laser
AC/20
A brutal close range brawler. It also is quite heavy for a mech that packs jump jets and it's hatchet can dish out 13 damage at point blank range (enough to take the head off any mech in the game at full armor). It is something of a glass cannon though.
A very mediocre long range fire support mech. Despite their low damage, it lacks the heat sinks to keep firing its long range weapons for more than a couple turns without a break.
ER PPC
Large Laser
ER PPC
Large Laser
Medium Laser
Medium Laser
Definetly the worst of the many long range fire support mechs in this company. It doesn't have nearly enough heat sinks so has to fire either the PPCs or the Lasers but never both. Also rather fragile.
By the time this game takes place this mech is an antique. It is also an excellent all round mech. Packs a decent punch for the weight and the jump jets help it stay mobile.
Another old standby of the Federated Suns, I think this mech will prove a bit of a liability against more advanced tech. The pilot is extremely skilled but that also means it costs more than a much more powerful mech.
ER Large Laser
Medium Laser
Medium Laser
Medium Laser (R)
Medium Laser
This is a light mech that packs a hell of a punch. It doesn't have jump jets though and will need to keep moving fast as it doesn't have much in the way of armor at all.
This mech is very light on the weapons even for a light mech (from this era anyway). I think in practice it's going to be just a mobile LRM10 using its jets to stay out of the fight. Because of the pilot I can't even take it as a cheap points-filler mech as it's quite pricey.
This has less firepower than a single Clan elemental. It could be useful against infantry though.
Attacked by tweeeeeeees!
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kaliyamaLeft to find less-moderated foraRegistered Userregular
edited November 2012
All the kvetching about "this era", Riemann! Upgrades proliferated through the houses' militaries slowly in the 3050s. It really wasn't until the 3060s that you plausibly could see line units without some older equipment. So, I wouldn't worry too terribly much about being less equipped than your opposition.
@Satan's_Lil_Helper - at the moment, no, but i'll let you know if anybody drops out (somebody usually does) or if I need NPCs.
@Kaliyama you should probably drop me and let santa in, I don't think my schedule is going to work out on this thing anyway. Starting to get busy again.
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
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kaliyamaLeft to find less-moderated foraRegistered Userregular
Sorry to hear, Kana. I PM'd him a while ago and didn't hear anything, so we have an open slot.
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ElldrenIs a woman dammitceterum censeoRegistered Userregular
TiamatZ and I tried to play through our round today, but between lots of issues with MegaMek and the annoying size of combined arms forces we couldn't finish.
fuck gendered marketing
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TiamatZGhost punsThe Banette of my existenceRegistered Userregular
Well, Elldren and myself tried a match tonight.
When I hosted, we got to the 2nd turn before it crashed.
When he hosted, it crashed on his 8-10th turn movement phase. We tried running from the last save. Same result every time.
Still, it was a good game while it lasted. I recommend Elldren facing off someone else just to see if it might be the connection in general that's at fault. If his is OK, then it must be mine that's at fault.
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ElldrenIs a woman dammitceterum censeoRegistered Userregular
Turn 4 movement was when it stopped working. Specifically every time I selected my jump infantry
When I hosted, we got to the 2nd turn before it crashed.
When he hosted, it crashed on his 8-10th turn movement phase. We tried running from the last save. Same result every time.
Still, it was a good game while it lasted. I recommend Elldren facing off someone else just to see if it might be the connection in general that's at fault. If his is OK, then it must be mine that's at fault.
I have no compunction about rejiggering your forces if combined arms is proving buggy or unwieldy. I'd be able to rework on Monday.
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ElldrenIs a woman dammitceterum censeoRegistered Userregular
When I hosted, we got to the 2nd turn before it crashed.
When he hosted, it crashed on his 8-10th turn movement phase. We tried running from the last save. Same result every time.
Still, it was a good game while it lasted. I recommend Elldren facing off someone else just to see if it might be the connection in general that's at fault. If his is OK, then it must be mine that's at fault.
I have no compunction about rejiggering your forces if combined arms is proving buggy or unwieldy. I'd be able to rework on Monday.
Yeah, conventional infantry seem to bug out all the time in my limited experience
When I hosted, we got to the 2nd turn before it crashed.
When he hosted, it crashed on his 8-10th turn movement phase. We tried running from the last save. Same result every time.
Still, it was a good game while it lasted. I recommend Elldren facing off someone else just to see if it might be the connection in general that's at fault. If his is OK, then it must be mine that's at fault.
I have no compunction about rejiggering your forces if combined arms is proving buggy or unwieldy. I'd be able to rework on Monday.
Yeah, conventional infantry seem to bug out all the time in my limited experience
Also they drag out turns like whoa
Yeah, infantry really shouldn't count towards regular initiative. I think there's a bunch of options that change that, though.
When I hosted, we got to the 2nd turn before it crashed.
When he hosted, it crashed on his 8-10th turn movement phase. We tried running from the last save. Same result every time.
Still, it was a good game while it lasted. I recommend Elldren facing off someone else just to see if it might be the connection in general that's at fault. If his is OK, then it must be mine that's at fault.
I have no compunction about rejiggering your forces if combined arms is proving buggy or unwieldy. I'd be able to rework on Monday.
Yeah, conventional infantry seem to bug out all the time in my limited experience
Also they drag out turns like whoa
Yeah, infantry really shouldn't count towards regular initiative. I think there's a bunch of options that change that, though.
Yeah, inf should be moved 3 or so at a time, at the end of a turn, based on certain settings. The crashing, though, is a new one.
Posts
I saved the game which you can load and create an MUL from I think
Man, that map setup did neither of us any favors.
Sorry @Pharezon, I've been playing Mechwarrior Online with a PA guy named PhantZon and my brain just ellided over those pesky nonconforming consonants and vowels in the middle of your name.
Of course, that's why I asked for the unit lists in text - so I could update the OP with them. Also great idea to walk newbies through their units.
@Satan's_Lil_Helper - at the moment, no, but i'll let you know if anybody drops out (somebody usually does) or if I need NPCs.
For the skills remember lower is better, 4/5 is normal for a professional Inner Sphere mechwarrior. Also note that improved skills greatly increases the BV of the unit.
1st FedCom 3d Company
Warhammer WHM-7S 70 Tons, Heavy, 1,477 BV
Gunnery: 4, Piloting: 5
ER PPC
Medium Pulse Laser
Streak SRM 2
Small Laser
Medium Pulse Laser
Streak SRM 2
Small Laser
Archer ARC-5S 70 Tons, Heavy, 1353 BV
Gunnery: 4, Piloting: 5
Streak SRM 2
Medium Pulse Laser
Streak SRM 2
LRM 15
Narc
LRM 15
Medium Pulse Laser (R)
Medium Pulse Laser (R)
Caesar CES-3R 70 Tons, Heavy, 2178 BV
Gunnery: 3, Piloting: 4
ER PPC
Medium Pulse Laser
Medium Pulse Laser (R)
Gauss Rifle
Medium Pulse Laser (R)
Axman AXM-1N 65 Tons, Heavy, 1896 BV
Gunnery: 3, Piloting: 4
Hatchet
Large Pulse Laser
Medium Laser
Medium Laser
Medium Laser
AC/20
JagerMech JM6-A 65 Tons, Heavy, 1548 BV
Gunnery: 3, Piloting: 4
AC/2
LRM 15
AC/2
Medium Laser
Medium Laser
JagerMech III JM6-D3 65 Tons, Heavy, 1537 BV
Gunnery: 4, Piloting: 5
Ultra AC/2
PPC
Ultra AC/2
Medium Laser
Medium Laser
Rifleman RFL-5D 60 Tons, Heavy, 1953 BV
Gunnery: 2, Piloting: 5
Large Laser
ER PPC
Large Laser
Medium Laser
Medium Laser
Enforcer ENF-4R 50 Tons, Medium, 1032 BV
Gunnery: 4, Piloting: 5
Large Laser
AC/10
Small Laser
Centurion CN9-A 50 Tons, Medium, 1720 BV
Gunnery: 2, Piloting: 3
LRM 10
Medium Laser
Medium Laser (R)
Wolfhound WLF-2 35 Tons, Light, 1273 BV
Gunnery: 3, Piloting: 5
Medium Laser
Medium Laser
Medium Laser (R)
Medium Laser
Valkyrie VLK-QD 30 Tons, Light, 1114 BV
Gunnery: 3, Piloting: 4
Medium Pulse Laser
LRM 10
Fireball ALM-7D 20 Tons, Light, 443 BV
Gunnery: 4, Piloting: 4
Machine Gun
@Kaliyama you should probably drop me and let santa in, I don't think my schedule is going to work out on this thing anyway. Starting to get busy again.
When I hosted, we got to the 2nd turn before it crashed.
When he hosted, it crashed on his 8-10th turn movement phase. We tried running from the last save. Same result every time.
Still, it was a good game while it lasted. I recommend Elldren facing off someone else just to see if it might be the connection in general that's at fault. If his is OK, then it must be mine that's at fault.
I have no compunction about rejiggering your forces if combined arms is proving buggy or unwieldy. I'd be able to rework on Monday.
Yeah, conventional infantry seem to bug out all the time in my limited experience
Also they drag out turns like whoa
Yeah, inf should be moved 3 or so at a time, at the end of a turn, based on certain settings. The crashing, though, is a new one.