Open xWowie opened 3 years ago
Here we have an Archer with a damaged left hand actuator taking a +1 to the target number.
Here we have an Awesome which has no right hand actuator taking a +1 to the target number.
So they do both take the same penalty. Is the problem that they're both taking a +1 instead of +2?
Based on clarification, MM currently implements these rules as written. If you punch with a lower arm actuator missing, that's a +2. Lower arm AND hand, that's a +3. Whether the actuator is damaged or never existed in the first place doesn't seem to affect the modifiers.
Thanks for the report, though.
The problem is with mechs that don't have hands in the first place. Like a Rifleman doesn't factor in the penalty for not having hands even though an Awesome or an Archer does - the Awesome and Archer already handle missing/damaged hands correctly. That's what the errata touched on - previously, riflemen didn't suffer the missing hands penalty, but now they do, because the clause in parenthesis was removed. (IE, a Rifleman should suffer a +3 when punching. Everything else is already correct.)
I think I see what you're talking about now. It's helpful to include that sort of thing in the initial bug report.
Environment
Standard Megamek version 0.48.0 Windows 7
Description
Mechs built without hand actuators should have the same to-hit modifiers as mechs with damaged hand actuators when making punch attacks. Total Warfare Errata 8.0 page 27, Under "punch attacks":
Files
Saved Game: punch.sav.gz Playername: Wowie
(my first time subbing a bug or even using github dontkillmepls)