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Improved TSM
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Vagabond
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PostPosted: 16-May-2014 02:35    Post subject: Improved TSM Reply to topic Reply with quote

Improved TSM
Tech Base: Inner Sphere
Unit Restrictions: Only BattleMechs may install improved triple-strength myomer.
Game Rules: Improved Triple-strength myomers are considered inactive if the unit is shut down, and may not be used if the pilot is otherwise prevented from acting.
Improved triple-strength myomer provides a benefit even when a BattleMech is not running hot and grants the following when equipped:
• Increase the ’Mech’s Walking MP by 1 and recalculate its Running MP; multiply the new Walking MP by 1.5, rounding up. Triple-strength myomer does not affect Jumping MP.
• Apply a +1 modifier to all Piloting Skill Rolls.
• All attacks (ranged and physical) receive a +1 to-hit modifier.
• Double the damage for punch, kick and club attacks, as well as some physical weapon attacks (see TW p. 146).
• Double the ’Mech’s lifting ability (see Cargo Carriers in the Creating Scenarios section, TW p. 261).
Critical Hits: Critical hits against slots containing improved triple-strength myomer have no effect and are re-rolled.
Construction Rules: The installation of improved triple-strength myomer in BattleMechs is covered under Special Physical Enhancements (MASC/TSM)in Step 2 of the BattleMech core construction rules (see TW p. 48).
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chihawk
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PostPosted: 18-May-2014 19:47    Post subject: Improved TSM Reply to topic Reply with quote

I'm not a fan of TSM...I think it's incredibly unbalanced because there is no real negative. At its "sweet spot" (9 heat) it's +1 to hit for weapons fire for +1MP, double physical damage, and it can't ever be destroyed.

That's the definition of "munchy".
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Mordel
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PostPosted: 19-May-2014 11:57    Post subject: Improved TSM Reply to topic Reply with quote

I don't mind TSM because it requires you to manage your heat. My issue is that most of the players today don't know how to manage their heat and use it all the time without determining if it's active or not!
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Vagabond
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PostPosted: 19-May-2014 21:44    Post subject: Re: Improved TSM Reply to topic Reply with quote

chihawk wrote:
I'm not a fan of TSM...I think it's incredibly unbalanced because there is no real negative. At its "sweet spot" (9 heat) it's +1 to hit for weapons fire for +1MP, double physical damage, and it can't ever be destroyed.

That's the definition of "munchy".


That is why in part I made this version. +1 to-hit and +1 pilot checks for +1 mp and double damage on physicals.
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Vagabond
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PostPosted: 19-May-2014 21:47    Post subject: Re: Improved TSM Reply to topic Reply with quote

Mordel wrote:
I don't mind TSM because it requires you to manage your heat. My issue is that most of the players today don't know how to manage their heat and use it all the time without determining if it's active or not!


Yes, TSM originally required skill to use, but now its more confusing in how it works. From a game stand point, TSM is complicated to use. This makes it simple and straight forward. Yes, dumb dumb easy to use... but far simpler.
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chihawk
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PostPosted: 20-May-2014 15:56    Post subject: Improved TSM Reply to topic Reply with quote

TSM is only complicated if you can't read or do math. Laughing
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Vagabond
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PostPosted: 21-May-2014 01:01    Post subject: Re: Improved TSM Reply to topic Reply with quote

chihawk wrote:
TSM is only complicated if you can't read or do math. Laughing


complicated enough that TPTB had to answer questions and explain the whole damned thing lol.
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chihawk
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PostPosted: 21-May-2014 21:19    Post subject: Improved TSM Reply to topic Reply with quote

I think there were a lot of people intentionally "misunderstanding" the rules for it. Wink
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Vagabond
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PostPosted: 21-May-2014 22:01    Post subject: Re: Improved TSM Reply to topic Reply with quote

chihawk wrote:
I think there were a lot of people intentionally "misunderstanding" the rules for it. Wink


Good possibility. Still, the system does not need to be even as complicated as it presently is in the rules. I feel the entire system should have been setup like I have it here. Its their and gives a bonus or its not.
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Sleeping Dragon
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PostPosted: 24-May-2014 01:21    Post subject: Re: Improved TSM Reply to topic Reply with quote

What's so complicated on TSM?!?

While you have 9+ heat on your next turn you get 2 aditional walking MP, standard modifiers for heat still apply. You double your carrying capacity and physical damage.

That's literally IT.

BTW did you compare the improved TSM with the industrial TSM, which is the official always-on variant?

It has +2 on physical attacks and +1 on pilotingand no additional MP...
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Vagabond
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PostPosted: 24-May-2014 16:05    Post subject: Re: Improved TSM Reply to topic Reply with quote

Sleeping Dragon wrote:
What's so complicated on TSM?!?

While you have 9+ heat on your next turn you get 2 aditional walking MP, standard modifiers for heat still apply. You double your carrying capacity and physical damage.

That's literally IT.

BTW did you compare the improved TSM with the industrial TSM, which is the official always-on variant?

It has +2 on physical attacks and +1 on pilotingand no additional MP...


it was part of the basis for my design. And yet, they have needed to release examples and clarifications on how it operates.
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chihawk
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PostPosted: 25-May-2014 11:10    Post subject: Re: Improved TSM Reply to topic Reply with quote

Vagabond wrote:
Sleeping Dragon wrote:
What's so complicated on TSM?!?

While you have 9+ heat on your next turn you get 2 aditional walking MP, standard modifiers for heat still apply. You double your carrying capacity and physical damage.

That's literally IT.

BTW did you compare the improved TSM with the industrial TSM, which is the official always-on variant?

It has +2 on physical attacks and +1 on pilotingand no additional MP...


it was part of the basis for my design. And yet, they have needed to release examples and clarifications on how it operates.


Because:
A) The rules changed and many did not notice
B) as frequently happens in BattleTech, people were trying to gain a bonus they were not entitled to under the rules.
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Vagabond
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PostPosted: 26-May-2014 22:49    Post subject: Re: Improved TSM Reply to topic Reply with quote

chihawk wrote:
Vagabond wrote:
Sleeping Dragon wrote:
What's so complicated on TSM?!?

While you have 9+ heat on your next turn you get 2 aditional walking MP, standard modifiers for heat still apply. You double your carrying capacity and physical damage.

That's literally IT.

BTW did you compare the improved TSM with the industrial TSM, which is the official always-on variant?

It has +2 on physical attacks and +1 on pilotingand no additional MP...


it was part of the basis for my design. And yet, they have needed to release examples and clarifications on how it operates.


Because:
A) The rules changed and many did not notice
B) as frequently happens in BattleTech, people were trying to gain a bonus they were not entitled to under the rules.


all valid points.
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