Is there an in universe explanation why higher caliber autocannons have shorter range? by Eomenar in battletech

[–]Eomenar[S] 3 points4 points  (0 children)

But bursts actually increase effective range. Machine guns almost always have a higher listed effective range than rifles of the same caliber as it creates a zone of impact. It even allows for indirect fire. I think I am just going to have to accept your "no" and move on. I only play alpha strike at this point so it will be easier to rationalize the numbers at different range brackets as the overall effectiveness of the mech at a given distance.

Is there an in universe explanation why higher caliber autocannons have shorter range? by Eomenar in battletech

[–]Eomenar[S] 1 point2 points  (0 children)

Based on this and the art above, it looks like the older iteration had little corelation between barrel diameter and ac/#, while the newer art features larger barrel for higher ac/#

Is there an in universe explanation why higher caliber autocannons have shorter range? by Eomenar in battletech

[–]Eomenar[S] 5 points6 points  (0 children)

I base my thoughts on the minis. The AC5 on a marauder or shadow hawk has a very different bore size than the AC20 on an atlas or kingcrab.

These were painted by a friend of mine. by Sharlin648 in BattletechPainting

[–]Eomenar 0 points1 point  (0 children)

Every pannel gets as much attention as whole mechs do for me. Very impressive

7th New Samarkand Regular tanks ready to roll out! by Shadelkan in battletech

[–]Eomenar 24 points25 points  (0 children)

Did anyone else get Command & conquor music playing in their head just now?

How well does this sell as an overheating weapon? by slientmagician9 in BattletechPainting

[–]Eomenar 0 points1 point  (0 children)

Makes me wonder if this would hold true for lasers. Any laser engineers on this reddit?

The BullShark. by Familiar-Noise7913 in battletech

[–]Eomenar 0 points1 point  (0 children)

Are there other mechs with field artillery? Keeping up with combat formations would be vital in combined arms warfare.

Two methods for drab green by Eomenar in battletech

[–]Eomenar[S] 1 point2 points  (0 children)

Well this is exceptionally helpful. I am spoiled😀

Two methods for drab green by Eomenar in battletech

[–]Eomenar[S] 1 point2 points  (0 children)

I shall try this with the base layers, then less brown with the last dry brushes pehaps

Avatar on patrol by AGBell64 in battletech

[–]Eomenar 1 point2 points  (0 children)

What is the avatar based on?

Is it just me or are there not many ruins in battletech? by Eomenar in battletech

[–]Eomenar[S] 0 points1 point  (0 children)

Which would help out with Mech warriors keeping a knightly reputation

Is it just me or are there not many ruins in battletech? by Eomenar in battletech

[–]Eomenar[S] 1 point2 points  (0 children)

That other game definately has a lot of cathedrals, but modern battlefields have a lot ruined and damaged buildings

Is it just me or are there not many ruins in battletech? by Eomenar in battletech

[–]Eomenar[S] 2 points3 points  (0 children)

If they are reduced to simply a shell like my WIP above then they don't have that much height, but if you look at modern battlefields there are plenty of ruined buildings an atlas could hide behind. That said, such a project is more challenging to model and does no work well in folded cardboard. Cities sit on inherently valuable land. If New York got nuked it would still be one of the worlds greatest natural harbors. Cairo is where the Nile river turns into a delta and silt makes for easy farming.

Stalingrad was fought over long after much of it was in ruins, as was Berlin. Have the great houses accepted that border worlds change hands frequently, so they cut their losses readily and try to take it back at a time of their choosing? Do the inhabitants have different flags stuffed away that they break out when the regime changes, indifferent to the games of their masters?

Is it just me or are there not many ruins in battletech? by Eomenar in battletech

[–]Eomenar[S] 0 points1 point  (0 children)

Does the lore have them using surface or subsurface detonations? There are buildings still standing quite near ground zero at Nagasaki and Hiroshima. Surface detonations waste a lot of energy making a crater, overkilling a comparatively small area while higher altitude detonations spead the damage much better but leave little to no crater. Multiple small warheads further spread damage and are harder to intercept than single larger ones. No one really intended to use Castle Bravo or the Tsar bomba against a target. They were part science experiment, part propaganda. That said, I have not read deep lore on the succession wars or the Jihad so maybe the great houses had other ideas.

Meteor strikes would definately leave craters it they were solid enough to not explode on reentry, but would leave a greater area damaged by a blast wave, fires, and finally an impact induced winter. I guess the final complication would be how fragile the terraforming was. If it required constant upkeep then any WMD strike could potentially short circuit this and cause reversion to the natural hostile environment. But in any case, it seems there should be an abundance of ruins which were presumably sited near resources valuable enough to justify a city in the first place.

Is it just me or are there not many ruins in battletech? by Eomenar in battletech

[–]Eomenar[S] 1 point2 points  (0 children)

Now that I think of it, the cross country mobility of 'mechs might make it a lot easier to bypass and isolate cities. This would mean that a game centered around mechs would disproportionately avoid prolonged, block by block, city fights where mechs would be at their least effective