You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Originally posted by eggman111 I often keep infantry around my Mech to discourage a Charge, but that can get eaten up by artillery pretty easily. Luckily, not many people use artillery where I play, so that's not a problem, but for many others I'm sure it would be. Charge is just too easy to do IMO. A +2 defense would certainly limit it, but then would make it a bit too useless. If +2 defense was incorporated, then maybe it shouldn't add an extra heat for the Charge. Or, make it +1. Still, I think that we're throwing out ideas in vain. I have a feeling that WK won't do anything to nerf Charge at all... hopefully they prove me wrong :ermm:.
Charge is so out of whack that I'm almost certain they are considering something to "fix" it. If they are willing to throw out proposed rule changes, they are certainly considering charge. If they aren't, well...The people in control of the "rule changes" have issues :P j/k
To me, it sounded like Counterstrike is going to contain some new rules...So...Maybe that will have something to do with the current Charge rule...
Either way, Charge needs to be looked at big time.
I always thought the line of sight was the best answer to charge.
You can only charge if you have a clear line of sight to the target
That way you can actually hide behind units or terrain to avoid the charge and when you're in someone's blind spot or rear arc they can't charge YOU next turn...I think that's totally stupid.
IMO what really seems wrong with charge is the fact that a mech can run full speed, then turn 90 degress around a corner and slam into another mech without loosing any speed at all.
I propose this change to charge. The charging mech must have the target in its LOS. The charge must be in a straight line and you can only charge if the target is beyond your printed speed value (because your printed speed value is your walking speed)
I tried this with my brother and it worked out great. This way it is easier to avoid a charges easier.
Originally posted by MidnightWolf Posted this in another htread but it seems more appropriate here.
Another fix for charge would be to have mechs still take 2-3 clicks of heat but not allow them to run while charging. If a mech had to rely on it's printed speed value most mechs would be either in range of other units or could be better avoided. Just a suggestion.
The problem with limiting Charge to single or 1.5x movement will bring tank drop back to the forte. One of the things keeping Schmitt- drop in check (Co-Cho drop outranges this) is the fact that a 20" charge outranges it.
If they fix Charge (God I hope they do!) then the;yy have to work on tank drop.
Don;t like charges? Play VTOLS!!!! Can't charge me in the air!!!!:grin:
My idea to fix charge would go something like this;
"When a unit is the target of a charge attack, that unit's defense is raised by +2. The charging unit receives 1 click of damage if the charge is successful, if the charging unit fails the attack, it instead takes 2 clicks of damage."
That would simulate the target trying to get out of the way of the attacking unit, and if the attack fails would simulate the attacker tripping or falling while making the attempt.IMHO
The problem with that is that it blurs the line between Charging and DFAing. Or maybe that's what we want. I don't like the 2 damage on a failed attempt really. It just makes it even more of a chancey move. The extra heat doesn't deter people much it seems, so why would an extra damage? Charge just needs to be harder to do.
Originally posted by broman10 The problem with limiting Charge to single or 1.5x movement will bring tank drop back to the forte. One of the things keeping Schmitt- drop in check (Co-Cho drop outranges this) is the fact that a 20" charge outranges it.
If they fix Charge (God I hope they do!) then the;yy have to work on tank drop.
Don;t like charges? Play VTOLS!!!! Can't charge me in the air!!!!:grin:
True tank drop would still be a problem if mechs could only charge from normal speed value and I agree they need to work on it but as you've said before tank drop can easily be dealt with. In fact tank drop can be hindered in ways a charging mech can't. Terrain placement is one crucial way of hampering tank drop. It would involve a little more strategy to take out but I still think it would be better.