MegaMek / megamek

MegaMek is a networked Java clone of BattleTech, a turn-based sci-fi boardgame for 2+ players. Fight using giant robots, tanks, and/or infantry on a hex-based map.
http://www.megamek.org
GNU General Public License v2.0
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Errata: Punches with damaged vs non-present hand actuators should have identical to-hit. #2983

Open xWowie opened 3 years ago

xWowie commented 3 years ago

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":

3) ⑤ Under “Missing Actuators”, last sentence Likewise, ’Mechs that do not come equipped with a lower arm actuator on the punching arm must add a +2 modifier to the to-hit number (in place of the +1 modifier for punching without a hand actuator), Change to: Likewise, ’Mechs that do not come equipped with a lower arm actuator on the punching arm must add a +2 modifier to the to-hit number,

Files

Saved Game: punch.sav.gz Playername: Wowie

(my first time subbing a bug or even using github dontkillmepls)

NickAragua commented 3 years ago

image Here we have an Archer with a damaged left hand actuator taking a +1 to the target number.

image 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?

NickAragua commented 3 years ago

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.

xWowie commented 3 years ago

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.)

NickAragua commented 3 years ago

I think I see what you're talking about now. It's helpful to include that sort of thing in the initial bug report.