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ps I know that would negate the emplacements having any move at all. They shouldn't anyways, and it would have brought their cost back down to reasonable.
Originally posted by WarriorSage I think a better way would have been to give the emplacements no speed mode (leave it blank) and rewrite the transport rules so that units with speed mode VTOl and units with no speed mode at all can't be transported.
First, I don't think rewriting the rules is preferable to using a rule that is already in place.
Second, the problem with rewriting the rules as you suggest is that the existing zero movement units were intended to be transportable.
I am slightly impressed with FP... But keep in mind that my expectations were low...
Good things:
1/ Highlander players can now stop complaining.
2/ The Slyphs! (the SC ones are definately playable)
3/ A heavy tank that people will actually USE.
4/ New Special Equipment.
5/ Units that sacrifice one stat to boost another. (ie low attack/high damage)
Bad things:
1/ Most of the mechs are poop.
2/ More busted arty... After all the #### about the SS Arrow IV, they now give us the Paladin arty???
3/ Too many factions left behind. (BR and SW get nothing, SC gets very little)
Random thoughts:
The Highlander Kelswa seems like a turtler's dream.
Fielding artillery now seems mandatory.
Salvage mechs are great, but are they REALLY worth about 100pts?
Why do long range arty units (which stay in the back) have higher defense than short range "front line" units (like mechs)?
The thing about Falcons Prey is that the mechs are only effective within the set, outside of the set almost no mechs that anyone would ever consider using. FP marquess are about the best thing for this game. FP is so balanced in and of itself, however outside the set only a few peices are going to be used.
WK needs to start desiging peices around the new set and the old sets, so that every peice from every set has a chance to see playability
Originally posted by KahnWolf The thing about Falcons Prey is that the mechs are only effective within the set, outside of the set almost no mechs that anyone would ever consider using. FP marquess are about the best thing for this game. FP is so balanced in and of itself, however outside the set only a few peices are going to be used.
WK needs to start desiging peices around the new set and the old sets, so that every peice from every set has a chance to see playability
*points to this post and whispers set retirement *
Originally posted by John Kerensky The mechs are balanced within the set ?
have you seen the atack values of infantry and vehicles and have you seen the defense values of the mechs
How are they balanced within the set
I have got to agree here...
For the most part, 'mechs out ranged, outgunned, and underdefended in FP, with a VERY few notable exceptions. Most 'mechs in this set can go toe-to-toe with infantry and lose fairly consistently. That's not what i'd call balanced.
Worst expansion ever released for "MECH"warrior. Only 5 mechs with defence better than 20, not to mention most of the mechs are out ranged by infantry???? What are the designers thinking.....
The poll I remember asked to make Mechs more prominate on the battlefield, so are asperations are answered with the worst set of mechs to date. I am so glad we take the time to answer polls that get ignored anyway.
(Note to self: stop answering polls...the results are obviously not being concidered)
Overall I like alot of this set. The sculpting is excellent. I like the new special equipment and faction abilities. I do have to agree with the others here that the defenses (and on a few designs the ranges) are a little disappointing. On one hand a lot of the mechs like the Koshi, Stinger and Panther are light mechs. More speed and manueverability. Not so much armor. On the other hand, Griffins, Shadowhawks, even the Templar ought to be a little better defended then their smaller cousins. And lets just add that a 2" range for a mech might as well not have range at all. As far as the quality of the pieces I have only had one bad pull of a salvagemech MOD on the wrong base. Overall rating for the set I'd say B-. Mechs are kings of the battlefield no longer.
Talk about power creep. The infantry pieces in this set are some of the most powerful in the game. All that is missing is a 3-damage with AP, 16-inch range, high-defense with camo infantry piece.
Tanks with 24-defense.
Why play mechs anymore? Why buy boosters when every booster has a mech that is almost worthless?
I was hoping that his set would make me want to buy lots of FP and not worry about set retirement because FP was going to be the set that "saves" MechWarrior.
I've been disapointed with the capabilities of 'mechs in this set.
Take the SS Koshi. Terribly short ranged and terrible defense. It has excellent speed and jump jets. I'm guessing that its a arty hunter. IN MWDA, a 'mech's superiority over infantry came in weapon range, pushablity and defense. Except for the Griffins, there are no non-uniques in this set that have a ballasitic range over 6 inches. This means that 'mechs biggest threat is infantry, which are way cheaper, and now have better weapon ranges! Although infantry are powerful in this set, I have noted that we're not seeing any Battle armors with a speed over 8. I'm glad that they're slowing down some of the more front-line infantry.
To Wizkids: If you're going to make 'mechs with short ranged guns, give them the defense, and weapons to deal with infantry in close quarters. If They have poor defenses, give them speed and a longer ranged ballastic attack to pick apart infantry, and for goodness sake, make em cheap!