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Post by James Tiberius Kirk on Feb 15, 2007 9:29:47 GMT 10
These tables are a crucial part of a skilled mechwarriors tactical prowess. i recommend printing them and comparing them. for example look out for weapons with a minimum range. (note these are listed in hex's, each hex being 30 metres or roughly 100 feet wide) Inner Sphere long range missiles need time to arm in flight, getting within the 6 hex minimum range will lessen the damage. anyone who has ever "humped" a stock longbow bot may have noticed it doesnt do nearly as much damage compared to being a half klick out from its position. other weapons need to build kinetic energy for max damage and again getting "inside" the minimum range of these will lessen their effect. knowing and exploiting these factors will give you an edge, particulary in a one on one. if you know what your opponents weapons are, look for its weakness and exploit it. it may be a minimum range, or its heat load, or even its cycle time. Another place for excellent data is the second CD that comes with mercs, on it is a folder called goodies, under which is a folder called manual. the two pdf files there have some excellent data and game tips, those who havent seen these files before will be pleasantly suprised at whats there.
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Post by 1heliguy on Jul 11, 2007 12:46:15 GMT 10
thers also the smoke trumper and the inferno thumper, off of mekpack
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