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Author Topic: Buffing Ground Vehicles  (Read 1570 times)

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Ghost Cub

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Buffing Ground Vehicles
« on: July 10, 2017, 06:23:54 PM »

I think that ground vehicles are way to fragile, and so for my roll20 AToW game I am trying to think of simple ways to give them a bit of a buff. I think one of the big problems is they have twice as many side hexes as mechs and the side hit location gives them a 19.42% chance of a potential critical hit, and that isn't even going into the amount of potential motive hits. Mechs only have that 2.77% chance of a crit on a 2, although a head hit is in many ways more lethal. So I think removing that potential crit on an 8 would help significantly to make vehicles a bit more equitable in the field, but not such a big buff that they will over shadow mechs. I am curious if what other people think. Do other people have some house rules for ground vehicles, and if so what are they?
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worktroll

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Re: Buffing Ground Vehicles
« Reply #1 on: July 10, 2017, 07:17:33 PM »

Look, I like the balance at the moment. In-universe, the 'Mechs are meant to be that bit better. In movement terms vehicles get specific advantages depending on motive type & terrain; 'Mechs have all-around mobility, plus jump jets, plus orbital drop, but that doesn't give them that much more superiority.

Depending on the vees you take, and with the current crit mechanism, tracked vees run the risk of becoming pillboxes, but are still potentially useful; hovers & vtols pay in fragility for the potential for blinding speed, and wheels pay terrain limitations outside urban maps). So IMHO yes, they are weaker than the equivalent tonnage of 'Mechs, but fit within the 'metagame' which says 'Mechs rule.

W.
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Dragon Cat

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Re: Buffing Ground Vehicles
« Reply #2 on: July 10, 2017, 07:30:17 PM »

The armoured chassis is a very handy addition for vehicles

My only real house move for them so far has been flame resistant and an auto extinuisher to avoid fire damage

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Ghost Cub

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Re: Buffing Ground Vehicles
« Reply #3 on: July 10, 2017, 07:37:52 PM »

I agree that mechs should be the focus of the game, and they should be better than vehicles. I am just looking at ways for small tweaks that will keep mechs on top but allow vehicles to have a bit more of a presence. I don't want a tank to overshadow a mech. That is why I was looking at the side potential critical hit on an 8. I think with twice the side hex sides of a mech it makes tactical maneuvering much more difficult for a vehicle, but with the easier crit maneuvering is very important. That is why I am asking for ideas for little tweeks.
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Moonsword

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Re: Buffing Ground Vehicles
« Reply #4 on: July 10, 2017, 09:30:55 PM »

Slightly reduce the motive hit risk across the board, possibly?
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