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- Newsgroups: rec.games.mecha
- Path: sparky!uunet!cs.utexas.edu!zaphod.mps.ohio-state.edu!rpi!batcomputer!cornell!uw-beaver!news.u.washington.edu!stein.u.washington.edu!foregone
- From: foregone@stein.u.washington.edu (Carl Chavez)
- Subject: Re: Machine Guns in BTECH
- Message-ID: <1992Dec23.000346.9470@u.washington.edu>
- Sender: news@u.washington.edu (USENET News System)
- Organization: University of Washington, Seattle
- References: <1992Dec20.040840.46640@ns1.cc.lehigh.edu>
- Date: Wed, 23 Dec 1992 00:03:46 GMT
- Lines: 16
-
- In article <1992Dec20.040840.46640@ns1.cc.lehigh.edu> sjb5@ns1.cc.lehigh.edu (STACY JOHN BEHRENS) writes:
- >Personally I find the autocannon/2 and to a lesser extent ac/5 along with the
- >machine guns to be among the most useless weapons availlable. I mean 6 tons
- >(not counting ammo) for a gun that does a measly *2* points of damage?
- >Granted it has terrific range, but that doesn't make up for much except
- >against infantry. And machine guns almost never come into play because (at
- >least for us) most battles end long before you would ever get close enough to
- >use them, and even if you do, they barely do any damage anyway. Just some
- >personal gripes about the rules...
- >
-
- It depends on your combat system, though. I use modified Solaris VII rules in
- large battles (argh). This makes weapons like AC/2s and (Ultra) AC/5s
- very dangerous. Basically, you get weapons that reload instaneously and
- fire at long range vs. weapons that take 4 turns and fire at short range.
- The latter usually lose (except in an arena, forest, city, or mountain).
-