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wiegieman posted:The core motivation of the Clans is the fact that despite being horrible oppressive brutal murderous barbarians, they consider themselves the height of culture and refinement. https://www.youtube.com/watch?v=GZUeiuMOjt8 Also, since my logo was picked for the short lived unit, here's the final version with some "additions" done by the pilots of the company.
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# ? Apr 18, 2018 07:17 |
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# ? May 5, 2024 06:48 |
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Arcturas posted:Since this seems to be the MekHQ thread, does anyone have insight on how the mass repair/salvage option works? I can't seem to get it to do anything useful. Running MinBTH/MaxBTH of 1/12, 12/1, 12/12, 1/1, 4/4, any combination doesn't seem to actually get my techs to do anything. Sorry for the super late answer. It may be bugged, slightly. My solution was , I think, to save the settings as the new default for repairs in that screen, once I was done setting it. Even when it works it it still sort of wonky tho and may require some manual, finishing repairs.
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# ? Apr 24, 2018 09:40 |
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Rock Paper Shotgun's got the review up for it: https://www.rockpapershotgun.com/2018/04/24/battletech-review-pc/ TL;DR they didn't like it, called it a slog.
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# ? Apr 24, 2018 11:25 |
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That's battlemechs for you. Tons of filling in dots on the armour sheet. Bit like battleship combat, you just shoot for hours until you get a solid damage-dealing hit, except the slowness is from ablative armour instead of just single-digit percentage hit rates.
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# ? Apr 24, 2018 12:58 |
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90s Cringe Rock posted:That's battlemechs for you. Tons of filling in dots on the armour sheet. Bit like battleship combat, you just shoot for hours until you get a solid damage-dealing hit, except the slowness is from ablative armour instead of just single-digit percentage hit rates. Yeah, my monthly TT group of 8 or so people plays for about 7 hours a session. The thrill of lucky dice is such a high though, it’s absolutely worth chasing. Luckily we have a good GM that constantly shakes things up with new scenarios and gimmicks every month. Honesty I’m glad if it’s “boring” due to the lack of instant gratification, games these days are so focused on second to second highs there’s no real room to build genuine tension, so I’m psyched to start playing in a few hours.
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# ? Apr 24, 2018 14:13 |
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Only been in the first couple of missions, and have had two pilots injured so far. No destroyed limbs or lost weapons though! Def have to consider getting extra guts on next try through. Injured reserve is expensive time-wise.
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# ? Apr 25, 2018 04:42 |
After four hours of clowning the low-level trash you start off fighting, I emerged from the first (non-tutorial) "story" mission with one pilot dead and another with three months worth of wounds.
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# ? Apr 25, 2018 05:29 |
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I've yet to lose a pilot or have a mech mission killed, I'm two contracts post Weldry, so I'm sure it'll get my comuppence soon
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# ? Apr 27, 2018 01:13 |
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Can someone explain the rules for reinforcements? Is there some reason why you're not supposed to just dogpile all your Lance's into each battle in MekHq?
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# ? Apr 27, 2018 02:27 |
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Tindahbawx posted:Can someone explain the rules for reinforcements? Is there some reason why you're not supposed to just dogpile all your Lance's into each battle in MekHq? It's vague and kinda silly, but it's in an excel sheet that's floating around. It has a lot of the 'rules' that MekHQ's AtB campaigns follow, and rules that haven't been implemented into the game. Reinforcements is one of them. So the way it's supposed to work, is that if you have a unit that's in battle, any other deployed unit in Fight or Scout stance has a chance of being reinforcements. Fight lances are a 6 on a 1d6. Scout lances are a 5 and 6 on a 1d6. Again, this only applies to deployed lances that are set to Fight or Scout. Neither Defense nor Training can respond. Now I don't know how aerospace might play into it since they can't deploy, so that's probably use your best judgement combined with the weather conditions. Hope this helps!
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# ? Apr 27, 2018 12:22 |
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EDIT: poo poo, not the Battletech thread.
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# ? Apr 27, 2018 14:59 |
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Tindahbawx posted:Can someone explain the rules for reinforcements? Is there some reason why you're not supposed to just dogpile all your Lance's into each battle in MekHq? If you turned off lance weight/number limits, then it's the honor system because mekhq is just there to help you run your own drat campaign and you can make a "lance" of as many mechs as you please. If you're actually using multiple lances in your organization then the walk/cruise speed of each mech in the lance determines when each unit arrives. I think it's 12-walk no. of turn, so a walk 7 unit gets there on turn 5 but a walk 4 unit gets there on turn 8. Also, the Strategy skill of the Officer commanding the original deployed lance reduces this timer by one turn per level. You can choose to deploy additional lances as reinforcements from the organization tab but the original deployed lance doesn't change, as it's defined when the scenario spawns.
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# ? Apr 27, 2018 19:18 |
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Taking a whole company of mostly IS1 mechs (four Star league recovered including a lol 2x AC20 punisher with an elite pilot with ac20 skill) on a anti-clan contract in 3049 is literally the greatest thing. Two missions in against equal BV forces (but like 20k BV aside wtf) I have three functional mechs from fourteen and all my infantry are exploded. But I have four recovered clan mechs, a shitton of stripped FF armor to keep them going and amongst the tank salvage six cGauss, five cERPPC and three cLPL. If I survive this contract I'm going back to the IS with some serious asskicking toys.
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# ? Apr 28, 2018 00:41 |
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How does the Dragoon rating get moved up? Have completed two contracts and am in the middle of a third without a battle lost to date.
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# ? Apr 28, 2018 01:43 |
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anakha posted:How does the Dragoon rating get moved up? Have completed two contracts and am in the middle of a third without a battle lost to date. Depends on how you get it calculated! Either Campaign Ops (which I am far less familiar with) or Field Manual: Mercenaries (which I usually play with) As for how to rank up, you can see all of the point criteria if you open up MekHQ, go to Reports, and select Unit Rating. I seem to have misplaced my Field Manual so I'll leave it to another to give you the actual ranges and point value increases for everything. You've got: Quality - Average experience rank of your merc company Command - Command skills of your Commander. Tactics, Strategy, Leadership, and Negotiation, each a 1 for 1 point increase. Combat Record - Each contract successfully completed adds to this. Each failed contract or a mission breach contract lowers it. Transportation - Do you have a dropship for all of your combat mechs/have a dropship at all? Do you have a jumpship? Note these are both VERY expensive to maintain and don't really save you much if any money. But the rating boost! Technology - The more IS2 (Star League and Recovery tech) and Clan tech in your mechs improves this score. Support - Do you have enough techs? Do you have admin for Command, HR, Logistics, and Transport? Do you have enough doctors and hours on staff? If yes, max points. Finances - Only can lose points here it seems. Are you in debt? Have you defaulted? Do you have collateral out there? Scale goes from F (the worst, quite literally scraping by with trash) to... I think A. Might be higher than that. A or higher is Wolf Dragoons or other really name brand mercs.
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# ? Apr 28, 2018 04:02 |
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I know that this LP is over, but in honour of Phrosphor's playthrough, which has helped me work out how best to play BattleTech, I want to go over what I'm doing with my own playthrough of the campaign. 1. Specialize early! My own pilot is going to be a flanker (max piloting, then gunnery, then guts/tactics). I have one who is going to be a sharpshooter (max gunnery, bulwark from guts, but maximize tactics for the improved indirect fire). I have another who is going to be a recon specialist (max tactics for master tactician, then piloting), and the last will be my brawler (max guts, then gunnery for multi-target). And I'll be keeping backups for all of them, rotating them in and out. 2. Build up your own evasion while denying the enemy theirs! Move your 'Mechs around, use cover, use sensor lock, and gang up on single 'Mechs to eat up evasion arrows. And use Melee whenever possible. 3. Once my recon guy has master tactician, I can stick him into a medium to take advantage of the boost to initiative, but he won't be vulnerable to being smote by heavier 'Mechs. 4. Only buy the equipment that has ++ in its name. Nearly everything else will show up as salvage. 5. Jumpjets are awesome. 6. DFA has a cost (due to potential leg damage), but Melee is free, does plenty of damage, and denies the enemy their evasion and guarded status (and can cause a knockdown, allowing everyone to pile on). 7. The sequence of attack needs to be, Sensor Lock, Melee, and then weapons. 8. Modify your 'Mechs when you're travelling, and don't be afraid to change them up! I find that the Blackjack is surprisingly tolerable, now that I've replaced its AC/2s with AC/5s. 9. Retreat is always an option (except for, I think, the story missions).
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# ? Apr 30, 2018 07:36 |
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painedforever posted:
Interesting read, some good info in there. However, if I'm understanding you correctly, this bit is actually wrong. If you're Sensor Lock-ing a Mech, then punching it, then shooting it you're probably wasting a Sensor Lock. Melee ignores the first 4 Evasion Pips, and if you knock the target unsteady it will strip off all of them. So, if you Sensor Lock a Mech with 4 pips on it and knock it down to just 2. Then punch it and knock it Unsteady, you've just wasted your Sensor Lock action.
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# ? Apr 30, 2018 08:30 |
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Sensor Lock is actually there so that you can unload an ungodly amount of LRMs onto some poor idiot who thought they could leave Knockdown Town.
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# ? Apr 30, 2018 09:08 |
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Xarbala posted:Sensor Lock is actually there so that you can unload an ungodly amount of LRMs onto some poor idiot who thought they could leave Knockdown Town. No-one gets off Mr Lurms Wild Ride
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# ? Apr 30, 2018 09:31 |
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Q_res posted:Interesting read, some good info in there. However, if I'm understanding you correctly, this bit is actually wrong. If you're Sensor Lock-ing a Mech, then punching it, then shooting it you're probably wasting a Sensor Lock. Melee ignores the first 4 Evasion Pips, and if you knock the target unsteady it will strip off all of them. So, if you Sensor Lock a Mech with 4 pips on it and knock it down to just 2. Then punch it and knock it Unsteady, you've just wasted your Sensor Lock action. Well, not on the same target. I guess I meant "priority"? Sensor lock needs to come first, then I resolve all of the melee attacks that I can, and then I shoot.
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# ? Apr 30, 2018 10:13 |
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Sensor lock is a bit of a noob trap it seems to me. In the vast majority of cases you should be able to find something better to do with your mech than remove 2 pips of evasion. It's only real use is spotting targets beyond LOS so you can dunk on them with lrms or PPCs.
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# ? Apr 30, 2018 19:09 |
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Pharnakes posted:Sensor lock is a bit of a noob trap it seems to me. In the vast majority of cases you should be able to find something better to do with your mech than remove 2 pips of evasion. It's only real use is spotting targets beyond LOS so you can dunk on them with lrms or PPCs. Sensor Lock is less a noob trap and more an early game tool. It's not that useful late game when everybody's stopping around in slow assaults with high gunnery. It's amazing early on when light mechs are regularly generating 4 chevrons worth of evasion and your team is Gunnery 2-3.
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# ? Apr 30, 2018 19:26 |
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Eh, my favorite way of dealing with that now in mid game (2 meds, 2 heavies) is missile spam. An lrm 15/20 or a couple srm6 will still hit the light well enough to make it unsteady even at 4 pips. Plus, it will still deal damage. I find that piloting is the best tree to go down followed by guts. The extra evasion goes a long way when played well
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# ? Apr 30, 2018 20:48 |
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I find Precision Shot extremely useful for getting rid of annoying Lights. Locusts and Commandos don't have enough armour to endure a barrage of Medium Lasers to their centre torso, and even Firestarters won't last long if you focus fire on their legs and side torsos.
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# ? May 1, 2018 05:51 |
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There are plenty of viable strategies, be it precision to the core, missile spam, generalist squads or what have you. I like having at least some indirect fire capability, but I have a great fondness for 'Throw nasty weapons in face' builds, so for a midgame pairing of a Hunchback with a quad-SRM6 Kintaro to core and explore pretty much anything.
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# ? May 1, 2018 15:02 |
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What is the backstory behind the "Death to Mercenaries" in the Combine?
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# ? May 2, 2018 01:28 |
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Scalding Coffee posted:What is the backstory behind the "Death to Mercenaries" in the Combine? The novel Wolves on the Border. Basically when the warlord of the Galedon Military District tried and failed to entrap the Dragoons into becoming a permanent DCMS unit, and got Jaime Wolf's friend and DMCS liaison Minobu Tetsuhara killed in an "honor vs. country" dilemma, Jaime Wolf was so infuriated he pulled off a massive to Takashi Kurita's face in the aftermath. Which, as you might imagine, is simply something you just don't do to a Successor Lord, and especially not to the Coordinator of the Draconis Combine. The entire fiasco was such a disaster that Takashi had said warlord, Grieg Samsonov, executed, and resulted in him giving his infamous Death to Mercenaries edict.
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# ? May 2, 2018 01:47 |
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# ? May 5, 2024 06:48 |
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Though I'm pretty sure Samsonov managed to escape till lime-flavored boba fett got him.
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# ? May 2, 2018 01:51 |