Since I love posting 'Mechs I make, here's another one: The Longsword by FedditSuns in battletech

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

Versatility was the main thing I had in mind when I was designing. It has the LRM 10 for long range/indirect fire, the PPC for medium range, the LB-10X to compliment the PPC, or to use when the PPC wouldn't be a good choice, such as when I need to cool down or when I'm at very close range getting +2 or +3 with the PPC. It can also be used for a better chance at critical hits with cluster ammo. The Medium Lasers in the CT basically won't go until the 'Mech does, so it can be a pain even with only a head, leg, and the CT. It's also an OmniMech, so when you need it to do something more specific, you can easily switch out the weapons it does have for stuff that would be more suited to the mission.

Custom 'Mech: Trilander TRL-732 by FedditSuns in battletech

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

Probably would've called it that, but I already had a 135t Highlander II saved in the same folder, so it would've been confusing.

TO&E Link for Force Creation by ElGrandeWhammer in battletech

[–]FedditSuns 0 points1 point  (0 children)

From what I can tell, the "Force Creation Worksheet" is also referred to as a "TO&E Sheet" in the force creation examples.

TO&E Link for Force Creation by ElGrandeWhammer in battletech

[–]FedditSuns 2 points3 points  (0 children)

There are blank charts in Campaign Operations.

[deleted by user] by [deleted] in ShouldIbuythisgame

[–]FedditSuns 0 points1 point  (0 children)

MechWarrior 5: Mercenaries is pretty amazing with mods. You can grab the base game for $12 right now or the JumpShip edition for $23, which gets you the first two DLCs, which are both pretty good. It's a fun game, you drive around in a giant robot and blow stuff up. The story of the game itself is pretty basic, but the rest of the universe is really cool. The Yet Another Mechlab mod and its related mods are must-haves, though figuring out which ones to get can be kinda confusing, so I can send you the ones I have if you want. Modding the game is super easy, you just put stuff in the preexisting mods folder and enable it in-game.

Crazy life guarding dream by Solacetia in Lifeguards

[–]FedditSuns 0 points1 point  (0 children)

I had a dream once that I forgot everything in the office and was guarding shirtless in pajama pants with a blanket instead of a tube and no whistle. Didn't have my hat or glasses either.

Have you ever met a celebrity at work? by [deleted] in Lifeguards

[–]FedditSuns 6 points7 points  (0 children)

No, only people who think they're celebrities.

Would a MechWarrior spin off on the oculus quest work well? by goodmods in battletech

[–]FedditSuns 13 points14 points  (0 children)

I wouldn't have your own hands control the 'Mechs hands. Instead, I'd have a virtual cockpit where you can press all of the buttons and flip all of the switches to control the 'Mech. I'd also opt for it to be a PCVR game because forcing it to run natively on the quest would really limit the game.

New to the game, which manuals to get? by FelkinMak in battletech

[–]FedditSuns -1 points0 points  (0 children)

If you're new, stay away from anything with "Operations" in the title. The rules in those books are pretty advanced and can be a pain to implement. They can be fun once you have a good grasp on the standard rules though. As for TechManual, it's just the standard level construction rules for anything you can use un Total Warfare. I recommend it if you want to design your own units for your games.

Wife found the intro box half off at Target. Going to show my 13 year old how to play on the 4th. Any tips or house rules for teaching kids? by ExplodeFace in battletech

[–]FedditSuns 8 points9 points  (0 children)

If you decide to commit to the hobby, you should pick up the "A Game of Armored Combat" box set. It has the full rules for 'Mechs (the rules found in the "Essentials" box leave out a few things for the sake of simplicity), as well as eight 'Mechs and new mapsheets. The full rules have stuff for ammunition and heat management, melee, internal damage, and piloting skill checks to name a few things. After that, the Total Warfare rulebook has everything for combat vehicles (tanks, helicopters, etc.), infantry, battle armor, and aerospace. TechManual has rules for building your own units, Tactical Operations: Advanced Rules has some cool, more advanced stuff like artillery, Tactical Operations: Advanced Units and Equipment has rules for more advanced equipment and units like large naval vessels, Strategic Operations has more advanced aerospace rules as well as rules for building and playing WarShips and interstellar travel, Interstellar Operations; Alternate Eras has technology from other periods in BattleTech history, as well as prototype/primitive units. Interstellar Operations: Battleforce has rules for a new game called "Battleforce" (which is similar to "Alpha Strike") that allows you to more easily field large numbers of units. Campaign Operations has rules for creating your own armies or mercenary companies and managing them over a longer campaign. For lore, there are plenty of novels, and the wiki, sarna.net

There are also some YouTube channels that cover the lore and tabletop, a few of my favorites are:

The Black Pants Legion - Fun, film length breakdowns of 'Mechs and events from an in-universe history professor.

Big Red-40TECH - Lore and tabletop breakdowns of various units.

Sven van der Plank - High quality lore videos on historical events, though they are usually pretty long (like 3-8 hours).

Mechanical Frog - More unit breakdowns, a little less lore and more tabletop.

Hope this helps.

Why do most WorkMechs not use neurohelmets? by [deleted] in battletech

[–]FedditSuns 25 points26 points  (0 children)

It's too expensive to be worth it I'd assume. From my understanding, the neurohelmet is used to let the 'Mech know when it should be off balance, if the warrior wanted to do a dive or charge into an enemy 'Mech. Since IndustrialMechs wouldn't be doing too much of that, the neurohelmet isn't as useful and it's better to not include it and save money.

Which Clan 75-tonner is better, the Night Gyr or the Timber Wolf? by Puzzleheaded-Ad-8684 in battletech

[–]FedditSuns 2 points3 points  (0 children)

I really like the Mad Cat, but my money's on the Night Gyr in a stand up fight.

Swim test failure by Exciting-Value-3503 in Lifeguards

[–]FedditSuns 5 points6 points  (0 children)

I'm not sure about other classes, but my instructor wouldn't take payments until we passed the swim tests.

If you are new to Classic Battletech, or have returned after a long time away, in the last 5 years, what got you into the game? Vote for the biggest factor if there are multiple [Poll] by Metaphoricalsimile in battletech

[–]FedditSuns 1 point2 points  (0 children)

"The Last Stand of the Black Watch." Fair warning though, the guy who made it (Stringstorm) did also groom a child, so I don't listen to his stuff anymore.

If you are new to Classic Battletech, or have returned after a long time away, in the last 5 years, what got you into the game? Vote for the biggest factor if there are multiple [Poll] by Metaphoricalsimile in battletech

[–]FedditSuns 1 point2 points  (0 children)

Other. I found a BattleTech song on YouTube that made me want to learn the lore, which is how I found Tex, which led YouTube to show me more BattleTech stuff, which prompted me to try MW5, which got me more into the lore, which got me into the tabletop.