ShadowLogan wrote:Killer Cyborg wrote:Sounds like none of it proved to be worth doing.
I'd expect any periscope/mast/boom would be a vulnerable, less armored target on a tank.
Where it's just a natural part of being a 20' tall bot that's already fully armored.
I do agree with most of this for the real world for the armored vehicles though I also think it's a mix of vulnerability, cost, need, and development elsewhere that might have taken its place.
As for the Fictional world of Rifts, most of the sensors are found in the head, which is typically less armored than the [body] and some units even have dedicated sensor turrets which again aren't very durable (compared to the main body).
Sure, but the head of a 20' tall bot is still likely to be a harder and more armored target than a 12' tall mast/periscope on an 8' tall tank.
And I believe the sensor turrets tend to have extra sensors, not just basic "I'm looking through the eyes of the robot" type sensors.
Rifts 196
Destroying the sensor turret on the left shoulder of the Enforcer will destroy the radar and targeting system. The pilot must now rely on his own human vision and other optical enhancements of the robot.So if somebody takes out that turret (lightly armored: 50 MDC), the bot can still do what I'm talking about, which is have a nearly 20' tall bird's eye view of things, and it can still use Thermo, infrared, and ultraviolet vision. (I'm not seeing telescopic vision listed specifically, which is kinda weird. Why NOT have that feature?
)
So it's not really the same thing.
Killer Cyborg wrote:See if you can identify any advantage in one of the following, over the other:
1. Taking a tank into a giant garage/factory and spending a day or a week with a crew of people adding extra armor to it.
2. Taking a Bot into a giant Men's Warehouse, where it puts on a suit of custom armor and walks back out within a few minutes or maybe an hour.
I don't see #2 being done in the amount of time you do since you aren't factoring in the time to make the customized armor (that or you are being very generous about the time to make the alterations), something the vehicle time appears to take into consideration.
I wasn't taking into account the time it takes to make custom tank armor for specific models of tank, either.
Counting armor-making time for one and not the other would be unfair.
Remember, the implication I take from VK is that Dragon Armor isn't great for giant bots because there is already (checks notes) "Conventional armor" for giant bots that is "cheaper and more efficient" than the dragon armor.
What this entails, I'm not sure. 20' tall Plastic Man designed for Enforcers?
Dunno, since it's never been statted, or even referred to again (that I know of).
But if they're making conventional armor for giant bots, the armor would be made at the factory with vent holes and such
Killer Cyborg wrote:See if you can identify any advantage in one of the following, over the other:
1. Taking a tank into a giant garage/factory and spending a week with a crew of people adding special bridge-building equipment onto it, so that it can place one bridge.
2. A bot picking up a large shovel.
Why do you assume that it will take a week to put the extra equipment on the tank. With the proper logistics and forethought, it shouldn't take that much time (then again it could also have been deployed with it).
I'm pulling that number out of a hat based on the next-to-nothing I know about real-world tank modification engineering.
I don't know of any tank art that shows attachment points built into the tank for armor, though, nor any tank that mentions it. So I assume there'd be a good amount of cutting, welding, and so forth.
Now, it could be argued that the tanks should be designed by Palladium to have attachment points, and that a Nascar-pitcrew-style team of experts could add or remove extra armor from tanks quite quickly, but you're still talking about a crew of additional professionals and equipment required compared to a robot that could presumably put its own armor on.
I would also point out that pulling the 'bot off the line to do combat engineering could also be seen as a negative, when you could just bring in proper equipment to do the job. It is also possible that the 'bot(s) could take longer to do the same job as a team of "conventional" vehicles.
That depends entirely on what the line is doing.
Remember, my point here is that giant robots are more versatile than tanks.
When there's not any action going on, a tank can be used as a tractor to pull or push stuff.
A robot with a big shovel can dig fortifications, build bridges, push stuff, pull stuff, lift stuff, and pretty much anything a giant human could do in that same situation.
Not everything happens in the front lines during combat.
And in the front lines during combat, which is more faster for getting past enemy fortifications you just found out about and have to get past?
a) Radioing for additional specialist vehicles to get past enemy trenches/pits/walls, etc
or
b) Handing a shovel to one or more of the many giant robots already on the scene.
Again, picture the versatility of human soldiers versus a 3' tall mini-tank crewed by Smurfs.
That tank might well be a formidable weapon of war; I'm not dissing it.
But there's a lot that humans can do that a 3' tall tank can't.
Arguing that the military could call in 3' tall mini-construction equipment doesn't really rebut the point.
Killer Cyborg wrote:I don't think there's a huge need for underwater tanks in Rifts.
I DO think there's a significant need for versatile armored vehicles in Rifts which can switch environments without having to get retooled first, which is why I'm talking about stuff like Bots' ability to operate underwater.
I certainly agree there is a need for versatile conventional armored vehicles and such, but there is no reason one can not develop that versatility into a conventional vehicle. Really in terms of official stuff like this, we are at the mercy of the Authors/Editors and what they choose to come up with.
I agree with that last sentence...
But tell me more what specifically you're thinking here.
Got examples of the kinds of things you'd like to see?
Killer Cyborg wrote:Dude, why are you pretending missiles don't exist in ranged combat...?
I literally just mentioned them in the post you're responding to, as one of the things that Roll can help against.
I haven't forgotten that misisles exist, but they certainly are more complex when you consider:
1. Missiles can be shot down, unlike bullets/energy-blasts, which means you have more options to respond with before you even need to consider Rolling
Right.
Missiles can be shot down, dodged, and if neither of those succeed, you can Roll with impact.
Tanks have extremely limited dodge, and can't Roll at all.
Out of 3 defenses against missiles, tanks have 1.25.
Bots have 3.
Oops, 4, because bots have arms they can block missiles with.
(and I believe they can still Roll when they do a Block Sacrifice, reducing the damage to their arms)
This is my point.
2. Missiles come in a variety of warhead types, one of which you can not use the Roll mechanic (Plasma)
Yup.
I believe Armor Piercing is another one where Roll won't work.
But explosive are standard, so it still can come up a lot in combat.
3. Missiles are not the end-all-be-all of ranged combat. You also have bullets, lasers, energy beams (ion/particle), plasma, and exotics (Microwave, CTF "energy", Tri-Beam, etc). Missiles are more the exception in Ranged Combat in being applicable to the Roll Mechanic than the rule.
BUT missiles are the main thing you seriously need to defend against. If you're hit with a rail gun or lasers, you take what, 6d6 MD? 1d6x10? 2d6x10?
That can be shrugged off, and it's often more practical to just take the hit and use your attacks to shoot the enemy.
Missiles can be a show-stopper, because (as you mention next), volley size is a factor.
Two CR-1 Enforcers get into a fight, the 1d6x10 MD rail gun isn't that big of a deal (average damage of 35 MD, so like TEN hits to the torso to take out the other bot.
But a volley of 4 Medium Range HE missiles? That's 8d6x10 MD, an average of 280 MD, with the strong possibility to kill your bot on a single successful attack.
Say Medium Range missiles are too expensive, and the other guy only fires Short Range at you.
That's still a volley of up to 4 HE missiles, for 4d6x10 MD in one attack, an average of 140 MD. Three hits like that, and you're toast
6 attacks before the rail gun would have dropped you.
Even the mini-missile launcher can do 20d6 MD per attack with volleys of 4 HE minis, dropping you in half the time it'd take the rail gun to knock you out.
Or plasma, which would be back up to 1d6x10 MD per missile, netting out the same as the short range missiles above, only you can't Roll With Impact; you have to Shoot them down, Dodge (which tanks can only sometimes do) or Block Sacrifice (which tanks cannot do).
Meaning tanks will generally have to rely on shooting them, in which case there's a strong chance they'll still get hit by some or all of the missiles.
Missiles are the kings of long range combat in Rifts, when it comes to damage, and that's probably why UAR-1s have so many of them.
4. Missile attack damage is a lot harder to easily define due to classification of the warhead AND possible VOLLEY Size. In theory here one could fire enough missiles that the Roll Mechanic could be useless.
i.e., "if they fire 2x the number of missiles it would take to kill a tank with the same MDC, Roll doesn't matter."
Killer Cyborg wrote:Naruni are super-tech aliens that were rare to start, then driven mostly off the planet. Maybe they came back, I forget, but I doubt they ever became common enough to be a real consideration in a discussion about tanks in general versus bots in general.
It shouldn't matter when in the available timeline one looks, just that they are there in the setting.
Killer Cyborg wrote:The top tech major western nations each have TWO hover tank models.
This is not a lot. It's not going to come up in battle often, unless these hover tanks have replaced the nations' conventional tanks as the standard armored unit.
Does the CS even operate conventional tracked tanks (I know they have APCs and other land vehicles, even x1 tank that has wheels but no tracks)? Same goes for Triax (they do have the Mini-tank in WB5, but that is wheeled and not tracked)?
Well, crap. That's a good and fair question.
Let me do some skimming...
CWC has the CTX-52 Sky-Sweeper anti-aircraft tank (CWC 156).
That's all I can find for tracked CS tanks. They have at least one tracked APC, but yeah, I think I have to withdraw my discounting of hover tanks as a serious game element; there are more hover tanks than tracked tanks or wheeled tanks, I think (but not than tracked tanks AND wheeled tanks!
)
(I'm just going to assume that this is pretty standard; if the CS is this way, than other places likely are as well. GAW has tracked tanks, but their specialty is trying to make obsolete vehicles viable again, so that's not a great argument for tracked tanks being the Rifts Earth standard or for hovertanks not being significantly present.)
Killer Cyborg wrote:There are SOME hover tanks.
I don't know of any hover giant robots.
Please Define "Hover Giant Robots".
Giant robots that hover as standard instead of walking as standard.
Like the SAMAS can walk, but mostly it's a suit of flying power armor; flying is more normal than walking.
Something like that, on the 10'+ humanoid Robot scale.
There are 'bots that can fly and hover in terms of options for movement.
Sure... but I don't know of any off hand that fly using hover technology outside of custom jobs in SB1, which don't count for this conversation or we'd be having an entirely different conversation about tanks.
There are also 'bots that don't have legs and operate via some type of hover/flight system:
-Naruni Combat Pods in Mercenaries are considered a Robot (in the fluff text on pg128), you also have the two support drones (robots technically)
-Mindwerks Robot Drones, has x2 that don't have legs and move via hover/flight (size wise they are closer to PA though)
-Kittani have x2, though like Mindwerks they are Drones and PA/man-size
-The Farie 'bot comes to mind, but that is also a TW creation (IIRC) I only bring them up because they might be considered giant robot relative to the pilot (and not humans, the Pogtailian PA is giant robot size due to the size of its pilot)
-you also have several bodies the Mechanoids use in SB2, while officially classified as Cyborg, size-wise some of them are Giant Robot sized (plus their Cyborg Bodies could be considered Robots with "brain transplant" like Triax is said to have in WB5).
Are those the kinds of robots people think we should be seeing tanks and aircraft instead of in Rifts?
My impression is that the conversation is about giant humanoid bots.