It'd be really good to have alternate ammunition types for the Mech Mortars as it would increases the flexibility of mechs using them to a massive degree.
Discussion
Anonymous
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2014-10-01
The citation for this is TacOps, page 373.
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This commit adds support for all of the mech mortar ammo types. I'm confident in flare, semi-guided, and flare ammos. I think that airburst is probably right. These could use more testing though, and with airburst in particular there was some fuzziness with the rules.
Right now, AP rounds mostly work as they are written in the rule book, but I didn't go through it thoroughly making sure it did damage as AE, so buildings don't take damage, terrain doesn't take damage, and units in buildings might take damage incorrectly.
The citation for this is TacOps, page 373.
Initial commit in [r11835].
This commit adds support for all of the mech mortar ammo types. I'm confident in flare, semi-guided, and flare ammos. I think that airburst is probably right. These could use more testing though, and with airburst in particular there was some fuzziness with the rules.
Anti-personnel rounds though, there's a healthy dose of fuzziness. This post http://bg.battletech.com/forums/tactical-operations/%28answered%29-what-is-the-point-of-anti-personnel-mortar-ammo/msg504791/#msg504791 indicates that AP rounds should not be area-effect, and target units instead of hexes. However, that post is from 2012 but has not been added to errata yet. Before I spend a lot of time implementing AP rounds, I want to make sure that implementation isn't going to totally change.
Right now, AP rounds mostly work as they are written in the rule book, but I didn't go through it thoroughly making sure it did damage as AE, so buildings don't take damage, terrain doesn't take damage, and units in buildings might take damage incorrectly.
Related
Commit: [r11835]
Going to mark this as implemented, and revisit the AP rounds later when I hear back from Xotl.