Menu

#1261 Alternative ammunition types for Mech Mortars

stable 0.42
closed
None
6
2015-06-01
2014-06-06
Anonymous
No

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

    Anonymous - 2014-10-01

    The citation for this is TacOps, page 373.

     
  • Nicholas Walczak

    • status: open --> accepted
    • assigned_to: Nicholas Walczak
    • Group: undetermined --> stable 0.42
     
  • Nicholas Walczak

    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]

  • Nicholas Walczak

    Going to mark this as implemented, and revisit the AP rounds later when I hear back from Xotl.

     
  • Nicholas Walczak

    • status: accepted --> implemented
     
  • Dylan Myers

    Dylan Myers - 2015-06-01
    • Status: implemented --> closed
     

Log in to post a comment.