Shark_Force wrote:armours that don't even *have* a helmet (and in some extreme cases, such as millenium leaf armour, don't even provide any protection to the sides of the torso, arms, or legs at all) are also quite common.
When I see stuff like that, I figure it ought to have an AR similar to cyber-armor or the MDC clothing introduced in NGR. But it doesn't... so we might figure that it protects the whole body (no AR issues) due to some kinda magical aura from the leaf.
Shark_Force wrote:the explosion rule that explosions hit everywhere essentially means that any non-environmental body armour is worthless.
Not being able to protect you from a missile doesn't make armor worthless. It just means missiles are very valuable.
Shark_Force wrote:the moment you're in an explosion, which is neither all that expensive nor all that uncommon.
the RMB featured a couple of weapons with underslung grenade launchers, and while mini-missiles are pretty expensive for what they do, grenades are pretty inexpensive actually.[/quote]
Grenade launchers, much like missile launchers, are weapons that aren't going to be appearing everywhere. It's doubtful they would be allowed within towns, for example.
They would be super-cool out in the wilderness, sure...
But if you're going around in the wilderness, perhaps you should wear full-body armor or go in a vehicle or something like that.
Or... y'know, a guy with a nade launcher might hold non-armored guys hostage and they could co-operate with them, lay down arms, etc.
Shark_Force wrote:never mind the various weapons that have a explosions that hit a small area (1-3 foot radius sounds small, but a 3' radius on your torso will hit most of your body except for the feet) like triax pump guns or bursts from other weapons with explosive rounds.
This means your helmet will take some damage, yup. There are advantages to using non-E-clip weapons, this'd be one.
Shark_Force wrote: you're acting like this *only* matters for explosives that are already hitting the main body of something.
No I believe I mentioned stuff like missiles hitting legs.
Shark_Force wrote:what about explosives that hit someone else (or that miss and hit the ground next to you) and you're caught in the splash?
That depends on the blast radius and the distance someone is leaping when they dodge or how far off the GM rules someone's aim is when they miss.
Shark_Force wrote:the half damage there is also applied to your main body, but if AOE hits all locations equally, you've got basically half your actual MDC against those effects.
If you can't leap totally clear, a roll with impact would be a good idea then.
Shark_Force wrote:what about magic or other effects that hit an area for the same amount of damage? you've got basically half MDC (or none, if you're not in environmental armour) against all effects of that nature. same with, say, a flamethrower.
That makes those spells pretty cool then.
Shark_Force wrote:anyone without a forcefield and an AOE attack is at a severe disadvantage
In real warfare, this would be true, I don't see the problem. Of course, there are disadvantages to lacking non-forcefield armor and non-AoE weapons too, since they have unique value as well.
Shark_Force wrote:non-environmental body armours are basically worthless and should be nearly impossible to sell
Just like how SDC armor and SDC weapons are basically worthless? Or SDC vehicles? They still have worth, not everyone designs what they get solely based on surviving artillery.
I mean, look at IRL armor that cops and army use... does it protect against grenades? But it's still used.
Tiree wrote:Tor wrote:I'm having trouble figuring out whether or not we are disagreeing about anything. Correct me if I'm wrong but what we seem to agreee on is:
1) missiles can be aimed at the main body (the default target)
2) missiles can be aimed at other locations via called shots
Guardiandashi already made the point.
Usually when someone is going over what multiple parties agree on, this involves bringing up already-introduced ideas, I am confused at feeling criticized as if I were claiming to introduce new points here.
Shark_Force wrote:can't make called shots with guided missiles, they always strike the main body. Mini-Missiles tend to not be guided and thus can strike other targets.
Guided or smart?
Shark_Force wrote:there are man portable mini-missile launchers that can fire 4 or more missiles at a target (See Black Market Sourcebook)
That's new stuff, and black market stuff at that. Power creep's to be expected. Originally you had a 1-shot mini-missile launcher. If we're going to look at power creep in later books then we may as well look at that super-rifle in South America.
Shark_Force wrote:if a player (in a PA, Robot, or anything with Hit Locations) also deals with Splash Damage from Missiles, it will cause a very brutal backlash. That is unless you limit such weaponry within your games, but that is an alteration to the setting.
Limiting missiles is not an alteration to the setting, it can be viewed as an interpretation of it. Consider how certain weapons are harder to find than others IRL. Obvious Rifts is less regulated, but aside from cost, it's likely that many market-places will limit the sale of dangerous area-effect weaponry, or prohibit its entry into cities.
Shark_Force wrote:I don't want the players to 1 shot a badguy with one missile, unless they specifically target a weak spot. If I used your rules the Invid would be 1 shotted insta death because of their weak hit location instant death shot. Called Shots are important in Robotech, especially with mini-missiles. But blast radii should not be in affect for direct hits on the same target.
There's always dodging a single missile or shooting down a volley with 1 of your missiles.
Zer0 Kay wrote:Show me a single example in any Palladium combat rule examples where damage was delivered to more than the main body? The half damage within the blast radius is for other targets who take that half damage to their main body also.
Palladium combat writeups aren't exactly chock full of missile-use examples.
I recall in RMB that in the instance missiles were fired at a fleeing hover-car, the whole thing got blown up so there wouldn't have been any point in calculating secondary areas when the main wasn't around to hold them together.
HWalsh wrote:If you start saying: "Area of effects damage all parts of a robot's body simultaneously."
That isn't what I'm saying. I'm saying that it should damage other locations if they are within the blast radius and not shielded by other parts. The shaping of an expanding sphere and cover is pretty complicated but it would result in only some locations taking it.
HWalsh wrote:Then they affect all parts of everything simultaneously.
Robot rules don't exactly extend to rules for other things, otherwise arm-block-sacrifice would be something anyone could do instead of just bots.
HWalsh wrote:Meaning suddenly anyone who isn't a natural MDC creature, and I do mean anyone, is instantly fragged by just about any decent explosion.
You forget high-SDC guys like Amaki or cool-power guys like Prometheans, and any plain SDC human can avoid damage sphere deaths by using environmental armor.
HWalsh wrote:Do you realize how deadly that makes combat? (Especially coming from a guy who seems to think that +1d6 on a Cyber-Knight's Psi-Sword is too much?)
Please do not bring up my opinions on other discussions, especially if you are going to misrepresent them.
HWalsh wrote:Lets take a CS grunt and a Plasma-Grenade, that explosion instantly neutralizes the CS grunt (if he isn't killed)... If the grenade deals high damage damage, if the grunt is in CA-2 Armor (light armor) and doesn't roll with the explosion he's dead. Even if he DOES roll w're taith the explosion he is completely disarmed, as all of his weapons are vaporized, and he's going to be dead shortly.
Grenades are dangerous, not cute props, problem?
Can I have some page numbers for what nade and what armor you're talking about here? Also why are you mad that a grunt should have to roll with a grenade blast?