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PoptartsNinja posted:Maybe bigger weapons eat multiple hardpoints? Probably they won't. I don't believe so. Unless they've changed it so you can stick MGs in both ballistic and support hardpoints, but I doubt they've done that.
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# ? Apr 4, 2018 03:18 |
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# ? May 31, 2024 18:36 |
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Galaga Galaxian posted:They do not. Its probably just a holdover from basing their hardpoints off MWO's weapon options since they dependent on the mech's model/graphic details. That would make sense, if they want to be able to have the models reflect the loadout
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# ? Apr 4, 2018 03:30 |
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Having not played a lick of the actual game yet, how much improvement does the Shadow Hawk merit if your rip out the JJs and replace the SRM-2 with an SRM-4 and a half ton of armor?
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# ? Apr 4, 2018 03:39 |
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Strobe posted:Having not played a lick of the actual game yet, how much improvement does the Shadow Hawk merit if your rip out the JJs and replace the SRM-2 with an SRM-4 and a half ton of armor? Given that SRM2s are (so far) agreed to be the last truly lovely weapon in Battletech, it would probably be an improvement overall.
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# ? Apr 4, 2018 04:53 |
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An SRM2 is bad if its your only SRM, but since SRMs and LRMs can now share ammo across different launcher sizes*, filling in the last bit of tonnage with an SRM2 isn't a terrible if you already have some other SRMs. * This was a pretty common house rule in Tabletop
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# ? Apr 4, 2018 05:15 |
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sebmojo posted:I think they just let you repair exploded limbs, and manage getting new robots through getting scrap. I vaguely recall isildur saying they had a plan for looting body parts but cut it as too complex? After a lot of playtesting, we figured out that you just simply couldn't upgrade your lance. Like you'd get through half the game with still just your starter 'Mechs, and 5/8 of every other 'Mech in the setting. So we lowered the number to 5, playtested more, and then lowered it to 3. Now I think you get a few too many 'Mechs, but I'm okay with it because it makes the game more fun and gives you more options.
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# ? Apr 4, 2018 06:23 |
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Do you get fewer RoBits on harder difficulties?
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# ? Apr 4, 2018 06:30 |
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There is no difficulty settings afaik, difficulty is controlled by just taking higher skull rated contracts.
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# ? Apr 4, 2018 06:33 |
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isildur posted:Yeah there was a whole idea i had for salvaging each piece individually. We never implemented it because we realized how obnoxious it was going to be. So instead we went to 8 'mech parts', which was just making the individual pieces generic, instead of requiring specifically 'one left arm' and 'one right torso', to reduce the obnoxiousness. I'm sure people will mod it to change how many parts you need.
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# ? Apr 4, 2018 06:58 |
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If 3 is too much and 5 is not enough then why not 4?
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# ? Apr 4, 2018 07:00 |
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OXBALLS DOT COM posted:If 3 is too much and 5 is not enough then why not 4? “It makes the game more fun” Literally in the same post
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# ? Apr 4, 2018 07:08 |
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While salvage and the mechlab seem to be getting most of the attention. One other thing for sanity streamlining cited as "Not wanting to punish people for getting better mechs". Maintenance is a universal flat rate for mechs in active mechbays Though I expect the fees for actually having more active mechbays to be where you feel the pain, at least you won't be nickle and dimed just for having the nerve to keep a heavier mech on standby. I've also been reminding myself that if we end up seeing traditional "Pay for upgrades, that will let pay for upgrades!" buying power for your ship, it probably won't involve digging for thermal vents in your own basement or praying for exposed wires in a favorable position and let us just throw money at the problem Section Z fucked around with this message at 07:55 on Apr 4, 2018 |
# ? Apr 4, 2018 07:49 |
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Section Z posted:While salvage and the mechlab seem to be getting most of the attention. One other thing for sanity streamlining cited as "Not wanting to punish people for getting better mechs". Maintenance is a universal flat rate for mechs in active mechbays Though I expect the fees for actually having more active mechbays to be where you feel the pain, at least you won't be nickle and dimed just for having the nerve to keep a heavier mech on standby. Yeah that's how it works.
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# ? Apr 4, 2018 08:24 |
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Section Z posted:I've also been reminding myself that if we end up seeing traditional "Pay for upgrades, that will let pay for upgrades!" buying power for your ship, it probably won't involve digging for thermal vents in your own basement or praying for exposed wires in a favorable position and let us just throw money at the problem From what we've seen of the ship upgrading on the stream, it's basically a list of upgrades (Power 1, Power 2, Power 3/Hab 1, Hab 2, Hab 3/MechBay 1, Mechbay 2, Mechbay 3/Tech 1, Tech 2, Tech 3 etc etc) that each have an initial cost, adds to monthly upkeep, and with requirements (f.ex. Power 1 seems to be a pre-req for a lot of other upgrades). Of course the interface makes it look better than that, and apparently upgrades will be visible on the ship model which sounds cool as heck. And the different upgrades seem to come up frequently in random events as well.
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# ? Apr 4, 2018 08:26 |
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Antilles posted:From what we've seen of the ship upgrading on the stream, it's basically a list of upgrades (Power 1, Power 2, Power 3/Hab 1, Hab 2, Hab 3/MechBay 1, Mechbay 2, Mechbay 3/Tech 1, Tech 2, Tech 3 etc etc) that each have an initial cost, adds to monthly upkeep, and with requirements (f.ex. Power 1 seems to be a pre-req for a lot of other upgrades). Of course the interface makes it look better than that, and apparently upgrades will be visible on the ship model which sounds cool as heck. And the different upgrades seem to come up frequently in random events as well. Considering the whole setting I think it's probably going to be less 'hey this ship is visibly blinging up as I upgrade it' and more 'hey so there's no longer a visible gaping hole in the secondary cargo bay'. Fully upgraded Argo is basically a factory-fresh Argo. isildur posted:Yeah there was a whole idea i had for salvaging each piece individually. We never implemented it because we realized how obnoxious it was going to be. So instead we went to 8 'mech parts', which was just making the individual pieces generic, instead of requiring specifically 'one left arm' and 'one right torso', to reduce the obnoxiousness. It is incredibly refreshing to see devs whose heads aren't firmly stuck up their own asses up to the goddamned sternum. Can't wait to play the game myself!
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# ? Apr 4, 2018 09:51 |
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SRM 2s work great when loaded with specialty missiles and used to light things on fire to dig out infantry, make blocking smoke, or illuminate things. On vehicles, you dont care about heat at all, so 6 SRM2s vs 2 SRM6s allow more attack checks to see if you hit. Or bukake inferno missiles all over every tree in range to set down a huge amount of smoke and fire and have the wind spread it. As a combat weapon, gently caress that.
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# ? Apr 4, 2018 10:42 |
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winterwerefox posted:SRM 2s work great when loaded with specialty missiles and used to light things on fire to dig out infantry, make blocking smoke, or illuminate things. On vehicles, you dont care about heat at all, so 6 SRM2s vs 2 SRM6s allow more attack checks to see if you hit. Or bukake inferno missiles all over every tree in range to set down a huge amount of smoke and fire and have the wind spread it. As a combat weapon, gently caress that. So you’re improvising a Buratino into the setting. Nice!
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# ? Apr 4, 2018 11:30 |
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Pirate Radar posted:So you’re improvising a Buratino into the setting. Nice! Had to look up what a Buratino was, and yes, that is pretty much it. A SRM carrier with a heavier chassis and inferno missiles. I modified the Vedette chassis by pulling the AC/5 and machinegun and putting in 1 ton of inferno and standard srm ammo to feed 8 SRM 2s in a turret. Seeing as I had so many captured in MekHQ, using Vedettes was pretty easy choice. You can independently target 8 hexes for burning, target one with 16 tubes explosive, mix and match targets by need. the tank is decently fast at 5/8 vs srm carrier at 3/5, better armored than a srm carrier, but hugely less armed with 16 tubes vs 60. If you lose one, who cares, its a Vedette loaded with very cheap weapons and an ICE engine. All you are out is refit time for a mechanic.
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# ? Apr 4, 2018 12:25 |
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Zaodai posted:I found the reason HBS is releasing this on the 24th. They're trying to beat a superior mech business simulator to the market that is releasing on the 27th: quote:We backed the wrong game!
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# ? Apr 4, 2018 14:27 |
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Getting pretty hype for this game.
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# ? Apr 4, 2018 15:07 |
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OB_Juan posted:Getting pretty hype for this game.
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# ? Apr 4, 2018 15:09 |
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I just pre-ordered this because of my deep love of MechWarrior and Battletech in general. The videos I've watched so far make this seem like a really up to date MechCommander, would that be a fair comparison?
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# ? Apr 4, 2018 15:10 |
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Aramoro posted:I just pre-ordered this because of my deep love of MechWarrior and Battletech in general. The videos I've watched so far make this seem like a really up to date MechCommander, would that be a fair comparison? Mech Commander is an RTS that plays VERY fast and loose with essential things like load-outs and gameplay compared to the Table Top or Mechwarrior games. Battletech is a turn-based game that falls more in line with the TT version with a few much needed adjustments.
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# ? Apr 4, 2018 15:23 |
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The game would be more in line with XCOM than MechCommander.
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# ? Apr 4, 2018 15:34 |
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Back Hack posted:Mech Commander is an RTS that plays VERY fast and loose with essential things like load-outs and gameplay compared to the Table Top or Mechwarrior games. Battletech is a turn-based game that falls more in line with the TT version with a few much needed adjustments. It's turn-based combat rather than real time, but it's still controlling a full lance, taking cash paying missions and salvaging to upgrade your lance. Being more in line with Battletech is a good thing in a lot of ways, except for the Battletech grogs of course.
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# ? Apr 4, 2018 15:36 |
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i havent been this pumped for a dumb video game in years
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# ? Apr 4, 2018 17:32 |
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Same, I don't think I can remember this hype since Skyrim. Granted Skyrim was higher because TES is my favorite franchise, but it's nice to know I can still get giddy like a kid again.
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# ? Apr 4, 2018 17:39 |
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sebmojo posted:Yeah that's how it works. Antilles posted:From what we've seen of the ship upgrading on the stream, it's basically a list of upgrades (Power 1, Power 2, Power 3/Hab 1, Hab 2, Hab 3/MechBay 1, Mechbay 2, Mechbay 3/Tech 1, Tech 2, Tech 3 etc etc) that each have an initial cost, adds to monthly upkeep, and with requirements (f.ex. Power 1 seems to be a pre-req for a lot of other upgrades). Of course the interface makes it look better than that, and apparently upgrades will be visible on the ship model which sounds cool as heck. And the different upgrades seem to come up frequently in random events as well. Sweet. I love the 'ant farm' idea, but dancing around power placements so you could get to the cool stuff faster always felt like busywork in new X-com compared to "Hey, did you know not spacing your science labs on opposite ends of the base means scientists do science better?" Straight list of base/ship upgrades can be a good thing sometimes. I also get the horrible fear commandos will dig into my base to punish cramming generators into a compact cube I just can't shake from Evil Genius
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# ? Apr 4, 2018 18:25 |
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You don't have to worry about that until we get the event editor so I can mod in the Space Bear Attack event.
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# ? Apr 4, 2018 18:26 |
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Zaodai posted:You don't have to worry about that until we get the event editor so I can mod in the Space Bear Attack event.
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# ? Apr 4, 2018 18:28 |
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Bears are used to dealing with bees, it's how they get all that delicious honey! Your plan will only make them stronger!
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# ? Apr 4, 2018 18:39 |
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Did this guy never watch Winnie the Pooh?! What a scrub.
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# ? Apr 4, 2018 18:56 |
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You see a vast shadow fall over the Argo, and echoing in your minds like the echo of an ancient filth the last words you hear.... Oh Bother So do we get a unit painter, or are the colors all set?
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# ? Apr 4, 2018 18:58 |
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You can pick 3 unit colors, but the pattern is fixed by mech chassis. Therefore all Shadow Hawks have the same pattern, but different color combinations.
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# ? Apr 4, 2018 19:03 |
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Eh that's better than nuthin.
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# ? Apr 4, 2018 19:04 |
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Don't we get a special Shadow Hawk skin for preordiering? And the backers get a Backer Atlas. so presumably at some point there will be an option to choose what skin your mech gets in addition to the colors.
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# ? Apr 4, 2018 19:05 |
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Presumably they're using the textures from MWO along with the models, in which case the work has already been done for them. Obviously this could also be 100% false.
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# ? Apr 4, 2018 19:19 |
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Zaodai posted:Don't we get a special Shadow Hawk skin for preordiering? And the backers get a Backer Atlas. so presumably at some point there will be an option to choose what skin your mech gets in addition to the colors. yep. all pre-orders and all KS backers get the Shadow Hawk skin, $50-and-above KS backers get the backer Atlas skin, AND I GET MY KING CRAB WHEN, ISILDUR???
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# ? Apr 4, 2018 19:31 |
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I think my favorite part of all the ad stuff for the game I've seen is that it seems like the people making it really get what's cool about Battletech.
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# ? Apr 4, 2018 20:30 |
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# ? May 31, 2024 18:36 |
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OB_Juan posted:I think my favorite part of all the ad stuff for the game I've seen is that it seems like the people making it really get what's cool about Battletech. Is it the giant humanoid warmachines that shoot at and punch other giant warmachines?
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# ? Apr 4, 2018 20:37 |