Battletech - Also known as Trannytech

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Hello again, lads. I remembered I have an account here and I'm still catching up. Has there been any discussion on the new rules revision? Consensus among my group is basically mostly good or neutral, with a few that made us go "okay, but why?".

Being unable to change any hard stats (tonnage, range, damage, heat, etc) gave them a very narrow design space to work with, so I'm surprised they did as much as they did there.
 
Hello again, lads. I remembered I have an account here and I'm still catching up. Has there been any discussion on the new rules revision? Consensus among my group is basically mostly good or neutral, with a few that made us go "okay, but why?".

Being unable to change any hard stats (tonnage, range, damage, heat, etc) gave them a very narrow design space to work with, so I'm surprised they did as much as they did there.
The general feeling I've gotten from my friends who play BT is that the changes are overall good. I think they might be a little TOO good in a couple cases, but I'd want to play some matches out to test that theory.
 
Hello again, lads. I remembered I have an account here and I'm still catching up. Has there been any discussion on the new rules revision? Consensus among my group is basically mostly good or neutral, with a few that made us go "okay, but why?".

Being unable to change any hard stats (tonnage, range, damage, heat, etc) gave them a very narrow design space to work with, so I'm surprised they did as much as they did there.
I like it.

Buffing AC's is nice. Having them eat an critical hit and still work is pretty cool.
Getting rid of Ultra jamming chance is also extremely nice.
I've seen people huff about the ammo explosion rule but honestly its a nice change. It still has a huge impact when it does happen but depending on the weight or if it has Case or Case 2 can change how things go.
Getting rid of asphalt skidding rule is also cool, we never really used that rule as the extra dice rolls tend to bog games down, even more when you actually do skid and weird shit happens.
 
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I've seen people huff about the ammo explosion rule but honestly its a nice change. It still has a huge impact when it does happen but depending on the weight or if it has Case or Case 2 can change how things go.
It's also one of the rules that can be easily ignored if the table wants to play with old rules as well.

I think a lot of people just forget that Battletech is a pretty casual game and flexible in what rules you play with.
 
Getting rid of asphalt skidding rule is also cool, we never really used that rule as the extra dice rolls tend to bog games down, even more when you actually do skid and weird shit happens.
Skidding was always weird. I get why it's there, and it's hilarious with hover vehicles, but the results were often time-consuming to calculate, and also counter-intuitive. We might have gotten the rules wrong, but I'm pretty sure at some point we had a Falcon moving a longer distance than its actual straight line speed due to a turn leading into a skid, and that just ain't right.

I think a lot of people just forget that Battletech is a pretty casual game and flexible in what rules you play with.
Definitely, and a lot of tables are heavily houseruled. Hell, their changes to the water movement rules were the same as my group's house rules, because nobody liked playing Chumbawamba whenever they had to cross more than a couple hexes of water.
 
I think a lot of people just forget that Battletech is a pretty casual game and flexible in what rules you play with.
Its one of the things I like about Battletech is that you can just play with the bare minimum or you can go full wierdo if you want.

Another thing i forgot to mention was the MRM changes which was sorely needed. I'll take a negative to clusters versus +1 to shooting. Honestly never made sense that a weapon that was supposed to be easy to use had that much of a negative penalty.
 
Being unable to change any hard stats (tonnage, range, damage, heat, etc) gave them a very narrow design space to work with, so I'm surprised they did as much as they did there.
Changing hard stats opens up a ton of worms with mech designs and the overall combat, so them just scratching those off and going "AC/10? Yeah, still 10 damage, and always will be" is IMO the only way to do something like this.

As to my own views, never got much into the TT game but considering I've bitched on here before about how shit autocannons are, those changes alone are well deserved. Lasers were already ahead of ballistics before DHS, so the Ultras and specialized ammo getting much needed buffs is only a good thing IMO, let alone the MRM's which to my knowledge have been almost universally despised as worthless ever since their introduction due to that accuracy penalty.
 
Its one of the things I like about Battletech is that you can just play with the bare minimum or you can go full wierdo if you want.

Another thing i forgot to mention was the MRM changes which was sorely needed. I'll take a negative to clusters versus +1 to shooting. Honestly never made sense that a weapon that was supposed to be easy to use had that much of a negative penalty.
Well said, what does Apollo do now tho?

I'm looking forward to all sorts of alt ammo use, be it AC or missiles, I've always really had too much fun with FASCAM SMOKE etc. I almost want HVAC to be improved because such trash, legit one of the worst weapons in the game, up there with RE lasers.

I have too many funny stories to see skidding go away, nothing but laughs or rage. I mean it's kinda dumb but I guess I will miss a pristine Zeus sliding going head first into a multi floor basement and dead. Shit was peak CBT.
 
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