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Section Z posted:While I’m optimistic enough for them to want to hold true to this claim, it’s also the kind of thing that flies in the face of keeping in headcaps where the AI urbanmech trashes your dome from across the map. No, it doesn't. Mission failure and campaign failure are two different states. Some classic BT dice can and probably will do mean things to you in a mission just like they'll do mean things to the enemy sometimes, but the logical followthrough of "we don't want a turn 1 headcap to sink an entire campaign" is that you will be able to do something to save the campaign: salvage the mission through superior tactics and BURNING RAGE OVER MY ATLAS, cut your losses and go take another mission, or whatever. I mean, sure, of course random can burn you repeatedly because...it's random! But as long as the odds of a random headcap burning you enough times in a row to sink a campaign independent of player mistakes is statistically low enough, it should be fine. Psion fucked around with this message at 03:52 on Jun 6, 2017 |
# ? Jun 6, 2017 03:50 |
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# ? May 15, 2024 02:52 |
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Amechwarrior posted:Reading that made me realize that the AC/10 is exactly what the Gauss Rifles BT damage value would be. That's why it's so drat good. Which is why the Urbie is so good, it's practically a Hollander.
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# ? Jun 6, 2017 04:01 |
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Q_res posted:Which is why the Urbie is so good, it's practically a Hollander. A hollander that's had a leg blown off, sure.
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# ? Jun 6, 2017 04:02 |
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I said "practically"...
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# ? Jun 6, 2017 04:04 |
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Section Z posted:But even the Assault isn’t safe, so yeaaaaaah. Just going “Well use tactics and expendable pilots then” can’t work around something no amount of tactics can prevent. You're supposed to lose some guys to random chance. All you can do is hope to mitigate it as best you can.
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# ? Jun 6, 2017 04:18 |
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It would be pretty amazing for a BTech mercenary game to come along where mechs are actually rare. But that would mean most of your merc company is made up of tanks/aircraft/infantry, you don't get to salvage and keep anything you find, and players won't get to experience all the different mech types available. Instead I'm sure we'll all end the campaign with more mechs in our hangars than what we know what to do with.
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# ? Jun 6, 2017 04:39 |
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I would be genuinely all the gently caress over an infantry game for BattleTech. Pull security for DropPorts, escort VIPs, go guerilla to oppose a planetary invasion, all while doing it at a scale where a single Locust can seriously gently caress Your poo poo Up if you don't have a good drat plan for it right drat now.
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# ? Jun 6, 2017 04:41 |
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Eldragon posted:It would be pretty amazing for a BTech mercenary game to come along where mechs are actually rare. But that would mean most of your merc company is made up of tanks/aircraft/infantry, you don't get to salvage and keep anything you find, and players won't get to experience all the different mech types available. After the story ends, you can keep doing procedurally generated contracts and missions so I'm sure at some point there will be a use for everything.
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# ? Jun 6, 2017 04:41 |
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My last few games have been focused on keeping my lights alive and generally getitng a feel for the Good Ones. Its pretty hard but here are my thoughts on the matter: The missile locust owns and with evasive can pepper missile on a target in safety for the entire fight. The MG locust is a trap because it makes you think you should use those machine guns. You will die doing this. Do not use it. The commando 2d has a similar problem of tempting you into suicidal situations but makes a great late-game sweeper because SRMs are so good. Good sensor lock candidate. The other commando is poo poo and i keep forgetting it exists. Dont use it. The panther is hosed by the PPC being poo poo and its slow. Just a worse jenner right now. The 9R in PNT-9R stands for "Dont use it". The jenner is good but runs really hot if you want to use the jump jets. Give it sensor lock so you can cool off for a turn without being useless. Urbanmechs are disgustingly effective snipers and complement bulwark heavies and assaults very nicely. Angel of Death candidates, obviously. These are my opinions on robots thank you for reading
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# ? Jun 6, 2017 04:42 |
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Strobe posted:I would be genuinely all the gently caress over an infantry game for BattleTech. Pull security for DropPorts, escort VIPs, go guerilla to oppose a planetary invasion, all while doing it at a scale where a single Locust can seriously gently caress Your poo poo Up if you don't have a good drat plan for it right drat now. It's old as gently caress but check out Crescent Hawks Inception. Keeping your naked rear end alive while a locust tries to kill it is a huge part
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# ? Jun 6, 2017 04:57 |
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MG Locust is perfectly fine as the cheapest means of getting Sensor Lock on the board. It just shouldn't be shooting anything until you've downed at least one Mech and everything else on the OpFor has at least 1 or 2 stripped sections.
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# ? Jun 6, 2017 05:01 |
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The Jenner owns, owns, owns. Also, I must be playing a lot different than some of you. LRMs are dangerous and the stability probably needs to be toned down, but it's not really affecting my choices and I certainly haven't anyone headcapped in one shot or had a pilot killed before a mech got cored.
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# ? Jun 6, 2017 05:06 |
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There's a reason the Jenner costs 3.9m, almost as much as a medium. It's the best at reserving deep into a round so it can scuttle away after without taking damage.
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# ? Jun 6, 2017 05:13 |
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Atlas with evasive is just comical. It's insane how much damage that walking mountain can dodge.
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# ? Jun 6, 2017 05:29 |
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Large laser commando owns and you should be using it. It's just as annoying as you'd expect and pairs well with precision strikes. Can confirm the Panther is not as fun as you'd expect and costs a lot for very little return. Use that Commando instead.
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# ? Jun 6, 2017 05:37 |
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Raged posted:Atlas with evasive is just comical. It's insane how much damage that walking mountain can dodge. Jump on it and won't be dodging nuffin'!
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# ? Jun 6, 2017 05:48 |
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Yeah but then your in melee range of an Atlas and he's gonna beat the loving brakes off you.
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# ? Jun 6, 2017 06:15 |
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I just got some "Good" Mileage out of my evasive skill commando because the enemy would happily turn it's back on my Orion and and Catapult in favor of attacking it's armless, weaponless torso multiple times. I guess the enemy heavy was feeling sore for being shot in the back 3 times, but I dunno what the hunchback's excuse was. Meanwhile, because it wasn't rolling headcap kills, I spent the whole fight ignoring the enemy urbanmech landing potshots into my exposed backs. Until it was time to swifly put the boots to it's neck when it was the sole survivor "Okay, my crippled catapult. Fire your 4 medium lasers at the enemy light. haha, blew it's leg off already" Well okay, I'm pretty sure it was the one that finished off my Sensor spam commando, who took one too many indirect fire LRMs and not even cowering in the woods on the opposite side of the map while braced could save it from the RNJesus. Section Z fucked around with this message at 06:51 on Jun 6, 2017 |
# ? Jun 6, 2017 06:29 |
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Raged posted:Atlas with evasive is just comical. It's insane how much damage that walking mountain can dodge. Yeah I think this might be one of those 'pairing an assault with a pilot with skills intended to keep a light mech alive leads to unintended consequences' things.
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# ? Jun 6, 2017 08:42 |
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Heard there was a new x-com game coming out lads, super pumped.
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# ? Jun 6, 2017 08:42 |
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Skoll posted:Three if you count the Highlander and King Crab. I think there were only 5 left in the IS by the Third Succession War. And kintaro. But what I meant - the black knight isn't on the confirmed mech list. Hence the "surprise". Also, it is a lostech variant, not SW downgrade. Got endo-steel, BAP, more armour, and better equipment models.
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# ? Jun 6, 2017 08:58 |
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Prawned posted:Heard there was a new x-com game coming out lads, super pumped. X-Com : Crescent Hawks Inception
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# ? Jun 6, 2017 09:00 |
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I'm looking forward to JohnnyLumps mod that makes the game longer, more customizable and arguably overly complicated- Succession War And then watch Beagle abuse the gently caress out of FASCAM Arrow IV missiles.
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# ? Jun 6, 2017 09:06 |
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Paingod556 posted:I'm looking forward to JohnnyLumps mod that makes the game longer, more customizable and arguably overly complicated- Succession War Goddamn someone get beagle to play battletech in turbo hard mega tough campaign mode or something.
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# ? Jun 6, 2017 10:09 |
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You did it Hams. You showed us the light.
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# ? Jun 6, 2017 10:13 |
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Psycho Landlord posted:You did it Hams. You showed us the light. XCom 2: Shadows of Hamn
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# ? Jun 6, 2017 10:37 |
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Love the new thread title
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# ? Jun 6, 2017 10:57 |
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I'm glad I'm waiting for the official release because my decision to buy this game hinges exclusively on PPC's being good, and Warhammers being in it. We're maybe partway there.
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# ? Jun 6, 2017 11:09 |
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GoLambo posted:I'm glad I'm waiting for the official release because my decision to buy this game hinges exclusively on PPC's being good, and Warhammers being in it. Warhammers are going to be in and I think everyone agrees PPCs need a bit of a damage buff so fingers crossed.
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# ? Jun 6, 2017 11:15 |
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I like the new thread title too, but could we add (BattleTech) to it? So we don't get idiots looking for a BattleTech thread and not seeing it.
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# ? Jun 6, 2017 11:23 |
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sebmojo posted:XCom 2: Shadows of Hamn I read it as "haman", and thought for a sec "what purim is doing here?"
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# ? Jun 6, 2017 11:31 |
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One thing I did like from X-COM Long War was the fatigue system, where your troops got fatigue from missions and usually had to sit out one or two missions. It forced you to create a broad stable of troops, meaning that you did not end up with 6 super troops and the rest rookies. Then losing one was less of a campaign ending thing. It still sucked losing troops but you could take it and still go on. I don't know if something similar would be good for BT:Mechs-COM, since you have fewer pilots with more personality etc. I'm assuming it will be a thing for damaged mechs, repair time and such.
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# ? Jun 6, 2017 11:34 |
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kingcom posted:Warhammers are going to be in and I think everyone agrees PPCs need a bit of a damage buff so fingers crossed. Would making PPCs 60 damage do the trick? I've got some use out of them currently but it does seem like a single 50-damage weapon with a big heat impact can be pretty underwhelming.
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# ? Jun 6, 2017 11:45 |
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John Charity Spring posted:Would making PPCs 60 damage do the trick? I've got some use out of them currently but it does seem like a single 50-damage weapon with a big heat impact can be pretty underwhelming. Yeah just bump them up a little bit and see how it goes imo. It's just such a huuuge heat shock that it doesn't seem to provide much value as a weapon especially for the mechs built around them. A little up and we can re-evaluate the damage then is the best way to improve this.
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# ? Jun 6, 2017 11:56 |
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John Charity Spring posted:Would making PPCs 60 damage do the trick? I've got some use out of them currently but it does seem like a single 50-damage weapon with a big heat impact can be pretty underwhelming. The biggest problem with bumping the PPC to 60 damage (something I've suggested, too) is that it becomes a headcapper (one shot kill on a headshot against a fully armored Mech). Combine that with its very high hit %s and long range... It's problematic. But then, no more problematic than the AC/
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# ? Jun 6, 2017 12:37 |
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I would be down with PPCs imparting a to-hit penalty to enemy mechs. In many interpretations they've had EMP effects when they hit. Give them a little bit of an auxiliary effect and you won't have to raise their damage to make them good. AC's got refire-penalties too, it's not like new mechanics is a big no-no.
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# ? Jun 6, 2017 12:44 |
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Q_res posted:The biggest problem with bumping the PPC to 60 damage (something I've suggested, too) is that it becomes a headcapper (one shot kill on a headshot against a fully armored Mech). Combine that with its very high hit %s and long range...
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# ? Jun 6, 2017 15:29 |
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Yeah, the increase in headcappers is a little weird given that we don't have Gauss Rifles commonly available yet. While I definitely think the PPC could use a damage buff, probably not enough to make it a headcapper, and it definitely could use a bit of a heat reduction, because it's just not worth using in most situations now. Zaodai fucked around with this message at 16:04 on Jun 6, 2017 |
# ? Jun 6, 2017 15:36 |
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If there is an increase in headcappers, and the direct damage weapon of choice, PPC seems underpowered, seems like a buff to head armor should go along with a buff to PPC damage. I'd rather AC20/Gauss remain the exclusive headcapper set.
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# ? Jun 6, 2017 16:00 |
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# ? May 15, 2024 02:52 |
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It seems to me that an easy way to solve the "too many headcappers" problem and "are my pilots going to die like flies" problem is to substantially increase the relative armor of the head. Head hits would still be debilitating due to incurred pilot damage and taking multiple would still kill you, but it would reduce the incidence of an Urbanmech blowing your head off from the fog.
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# ? Jun 6, 2017 16:01 |