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Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Baron Porkface posted:

It's pretty unfortunate that you are restricted to 4 mechwarriors rather than a tonnage limit. Doesn't seem to be a role for lighter mechs.

I like it, because it's a really easy way to tell who hasn't figured out how to use Light 'Mechs well yet.

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Mo_Steel
Mar 7, 2008

Let's Clock Into The Sunset Together

Fun Shoe
Played like 4 hours and did 3 or 4 missions, been pretty fun. My poor mechs got mashed on the last mission though, so it's time to repair and refit for a month.

Tempted to strip the Jumpjets off my Blackjack and put in more Heat Sinks though, spent half my time on a moon trying to dissipate heat because of all the medium lasers.

Eej
Jun 17, 2007

HEAVYARMS
I hate how the drat convoy is scarier than the escorts sometimes

Squiggle posted:

Oh nice, I like the thing in conversations where you can mouse over a highlighted word to get some background info/lore.

Pioneered(?) by Tyranny, another Paradox published game!

Coucho Marx
Mar 2, 2009

kick back and relax

Mo_Steel posted:

Played like 4 hours and did 3 or 4 missions, been pretty fun. My poor mechs got mashed on the last mission though, so it's time to repair and refit for a month.

Tempted to strip the Jumpjets off my Blackjack and put in more Heat Sinks though, spent half my time on a moon trying to dissipate heat because of all the medium lasers.

It can be an especially punishing mission for a stock-ish BJ due to all that heat buildup. Mine's still got those four MLs, but I swapped out the AC/2 for an AC/5, dropped some armour (mostly from the back, legs and non-AC arm, still plenty on the torsos) and two JJs for more heatsinks. I just make sure to always fire at the extreme effective range of the MLs and let my Shadow Hawk and Centurion (both basically max-armour SRM boats at the moment) get in front and take the hits.

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
Yeah, it’s a cool feature. Tyranny did some interesting stuff with it that I don’t think will show up here unless there are psychic robots later in the game?

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

Strobe posted:

To touch on this: the most dangerous thing on the field is the one that hasn't moved yet. If you have a shot at two equally killable things, but one has moved that round and the other has not, kill the one that hasn't moved yet. That's damage that you're suddenly not taking, whereas the one that's already moved has already done all its damage for that turn.

Is there anywhere on the HUD that keeps note of this? I saw the phase marker up top but there doesn't seem to be anything indicating vehicles' default phase or who's gone. Someone delays their action or the round rolls over, and it can be easy to lose track.

As someone who knows the general idea of Battletech from watching some MWO streams but never played, there's an awful lot of information to parse. I'm sure it'll all be intuitive eventually definitely not right away, and my main issue is figuring out what's a good gamble. Can I alpha strike that guy, when is a punch better than the sum of the ranged weapons I could use, stuff like that when my intuition is trying to treat it like just an HP bar. So far my most memorable moment was my Spider DFA-ing the last tank in the "three years later" mission and blowing both his legs off. As the victory screen popped up I thought I'd lost the whole mech for a moment there.

Moonshine Rhyme
Mar 26, 2010

Hate Hate Hate Hate Hate
Managed to run the game on low settings on my laptop at probably 20-30 frames, game ain't pretty but definitely fun! Gonna enjoy seeing how it looks on my desktop.

I remember someone mentioning they wished there was collateral damage, which I have seen from missiles flying behind target to hit buildings, not sure about any other destructables though.

chairface
Oct 28, 2007

No matter what you believe, I don't believe in you.

Eej posted:

I hate how the drat convoy is scarier than the escorts sometimes

That'd happen in MW4 Mercs too, there's some early mission where you can repeatedly hit convoys and the first time's easy, the second time the convoy has tanks and poo poo in it, and the third time it's straight up a trap and there's demolishers and multiple lances of mechs.

CitizenKain
May 27, 2001

That was Gary Cooper, asshole.

Nap Ghost

FunkMonkey posted:

He came within a hair's breath for me. I was dumb enough to take out the individual turrets instead of popping the generator though. Chalk it up to a costly learning experience.

poo poo, was there a generator at the end of the mission too?

SpaceDrake
Dec 22, 2006

I can't avoid filling a game with awful memes, even if I want to. It's in my bones...!
So replacing 3D portraits with 2D ones appears to be a bit of a dead end right now, so instead to stuff my game FULL OF AMINE it appears a better route might be to bake up a number of totally new pilots and hire them on from the start; new pilots don't necessarily need 3D assets associated (the backers and "ronin" all use 2D portraits).

... I'm wondering if anyone else more clever than me has figured out where the hiring hall data is stored, though, if it's in a JSON at all. :v: Or is it just enough to make new pilots and make sure they're in VersionManifest and they'll rotate into the hall on their own?

Xarn
Jun 26, 2015
Welp, the loading times are absolutely pants given that I have a SSD and a rather beefy CPU.

Loading/Continuing the campaign also seems broken, first it says "loading" and then it permanently shows a spaceship flying over planet, with no clickable UI elements :shrug:

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

CitizenKain posted:

poo poo, was there a generator at the end of the mission too?

Yup.

Xarn
Jun 26, 2015

Xarn posted:

Welp, the loading times are absolutely pants given that I have a SSD and a rather beefy CPU.

Loading/Continuing the campaign also seems broken, first it says "loading" and then it permanently shows a spaceship flying over planet, with no clickable UI elements :shrug:

nevermind, the programming is just poo poo. I ended up yesterday by setting the game to windowed and my monitor's native resolution, because it won't let me set the native resolution while fullscreen. As it turns out, this breaks the UI and the "begin mission" button does not show until I set it back to 1920x1080...

DeadFatDuckFat
Oct 29, 2012

This avatar brought to you by the 'save our dead gay forums' foundation.


So how do you go about getting mech salvage during missions? Do I just have to target certain parts?

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


me: this battletech game seems p easy

game: *hurls infinite locusts from the maws of the sixth circle*

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
I just want to get more mech parts but noooooo

I guess I gotta get out of the tutorial zone and into the real contracts soon, huh?

Eej
Jun 17, 2007

HEAVYARMS
Generally speaking you'll always get 1 piece if salvage from every mech you kill in the salvage pool. The more intact the mech is when you down it the more likely you'll get 2-3 salvage pieces. The best way to do that is to knock out/kill the pilot (I think they're synonymous in this game). Obviously the fastest way is to just snipe the head but that's mostly RNG unless you are indirect firing hundreds of LRMs on a dude. The other way is to accumulate enough injuries to incapacitate the pilot, each injury causing 1 health damage. Mechwarriors start with 3 hp as shown by your newbie dudes with 3 pips over their portrait.

The cleanest way to do it is knock them down 3 times so basically gently caress with their stability until they fall and rinse and repeat. I got my Tbolt by killing everything around them then just unloading with missiles and ACs from every direction so I didn't do much structural damage and just overloaded the stability bar again and again.

Xarn posted:

nevermind, the programming is just poo poo. I ended up yesterday by setting the game to windowed and my monitor's native resolution, because it won't let me set the native resolution while fullscreen. As it turns out, this breaks the UI and the "begin mission" button does not show until I set it back to 1920x1080...

Setting game to native res in windowed mode then hitting alt+enter has given me no problems at all.

Eej
Jun 17, 2007

HEAVYARMS

Ciaphas posted:

me: this battletech game seems p easy

game: *hurls infinite locusts from the maws of the sixth circle*



I just found an AC20+ in the shop and now all lights eat poo poo when they get within range of my Cent.

Impermanent
Apr 1, 2010
when you finally unlock the second mech bar the game feels so good. They really hit the right notes on cycling through ppl and mechs in this one - feels like long war mod x-com.

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






Drone posted:

I always choose to believe Steiner is like the Empire from Legend of the Galactic Heroes, and that's alright with me.

BRB rolling a new mechwarrior “Oberstein”

Uh or that Rosenritter guy

Squiggle
Sep 29, 2002

I don't think she likes the special sauce, Rick.


Bruceski posted:

Is there anywhere on the HUD that keeps note of this? I saw the phase marker up top but there doesn't seem to be anything indicating vehicles' default phase or who's gone. Someone delays their action or the round rolls over, and it can be easy to lose track.

Did you catch the little chevrons underneath each of the phase markers at the top?



In this picture, we're in the 3rd phase and one of my guys (white) and two of the enemies (red) have already gone, and are darkened/faded to show it. You can see brighter red chevrons on the phase 2, indicating there are two more enemies going in the next round but none of mine...but they're also faded out since they're in a different phase, and it can be a little hard to tell that they're still bright red.

But that actually shouldn't matter, now that I think about it - if they're in the phases to the right of current, they have yet to go - if they're in the phases to the left, they're already done.
You can click each chevron and it will take the camera to the unit.

Edit: Kinda cool - if you hover over "Reserve" it will shift the chevrons over to show which round those units will come up again in.

Edit 2: Oh, and over each visible unit, friendly or foe, is a number that should tell you which round it's set to go in and if it's already gone this round (based on highlighting):



Kind of across the field you can see the various units with their respective phase indicators. Again in round 3, the enemy unit that hasn't gone yet (far right) has a big red backsplash on the number, where the one that has (far left) doesn't. I think these may be a bit too faded out to see easily, but once you know to look for them they're alright.

Squiggle fucked around with this message at 07:05 on Apr 25, 2018

Control Volume
Dec 31, 2008

For all the pacing issues people talked about in this game, it doesn't seem that much slower than XCOM EU. It even has the same random pauses for no reason after an enemy dies

TheBlandName
Feb 5, 2012
Had a pretty good first day with the game. Did the prequel mission, then my first action post timeskip was to eject from the BJ, because there's no loving way the mercenaries actually managed to salvage that. Did the mining mission with just the 3 mechs and it was a little dicey against the Commando/Spooder/Turret opening, but the Shadowhawk was easy to drop and the double-cross got doubled-kicked by Dekker.

THEN I fired all my starting pilots and officially scrapped the BJ. Hired a new squad of randoms. They are MY lance and they are like no other. My problems at that point were as follows: I had a stock Shadowhawk. I had a Spooder in the lance. And I had to stuff someone in the Locust to field a fourth mech. The first was fixable, barely. Transit time to my first random contract was just long enough to repair structural damage on torsos and legs (I left arms slightly damaged) and tear out the SHD's SRM-2 launcher and jumpjets to fit an LRM-10. Yes it a lovely weapon, but I'll be damned if I sit around waiting for more extensive refits.

First test of this squad was a simple lance battle. Piss easy, nothing much to talk about. Pilot killed two mechs (Panther and Spider) but didn't have the priority salvage to pick up a full mech. Second contract was to destroy a pirate base. After dropping the light mechs wandering around (another pilot kill, again not enough salvage) I warcrime the hell out of the pirate base with the Locust's machine guns. YEEAAH!

Third contract is the priority mission. I check the store before I hop into the dropship, buy the last Panther part I need with half of my funds. Immediately mothball it and rebuild it, no free refits for me! I have 15 days of travel to get the Panther into something resembling combat capable, and I assault the Pirate Moon with an LRM-10 using Shadowhawk, a stock (terrible) Vindicator, a Spooder, and a 27-ton Panther. It goes swimmingly. My mediums form a base of fire as my lights play skirmisher and spot for them. The Quickdraw marches onto the field and reserve my lance until it gets a single activation. It doesn't get another.

I get some repair and refit time in during transit.

Fourth contract is massive loving bullshit compared to the streamers I'd seen. I've finally brought the Panther up to 35 tons with a total of 12 SRM tubes and a bunch of lasers. (34.something technically, but I suspect I'm already over the TT armor max so I'm not going to go to exactly 35.) I take a contract to take out some heavy vehicles. I figure "I'm still in Leopard baby-mode, half armor vehicles will be easy." The AO for the mission is TINY, you can probably have everything in LOS if you're in the middle. I move forward and spot 4 vehicle blips and 2 mech blips. My last move before combat starts is to jump my Spider up close enough to get a visual confirmation of my foes. Two Striker APCs, an LRM Carrier, and a Shrek are sitting on the other side of the map. They have full armor. There's a fully armored Kintaro with good blocking terrain between it and the rest of my lance. There's a fully armored (lol) Locust that runs for 5 pips and sensor locks me. 80 incoming LRMs every turn is pretty deadly when you're still fielding a goddamned Spider. The worst feeling was that after my first full round of fire against the LRM carrier it survived with single digit structure in the arc facing me.

Long story short, even when fully armored and outtonning you by 100% vehicles are fragile. Still, that mission had everyone suffer some level of structural damage. The Panther had an empty arm with 20 structure left, the Shadowhawk had taken damage to the AC ammo torso and nearly lost the laser arm, the Vindicator was technically damaged somewhere (2 points), and the Spider was down to 4 structure in one torso. And I want to be clear, I don't mean "4 structure and some rear armor" like people usually mean. 4 structure on that torso with no front or rear armor left.

Checked the store before I left that system and saw a gyro and TTS for sale. So sure, now I'm nearly broke and have only a little over a dozen days to repair a battered lance of lights and mediums. But I've got a +2 Ballistic accuracy TTS to use when I build a ballistic mech (HA).

Game's good.

Eej
Jun 17, 2007

HEAVYARMS
For people starting out if you got the spare time to refit, take out the small laser from the Vindicator and stick it on the Shadow Hawk (you should remove the horrible face missiles and ammo to make room for the small laser and more armour). Small Lasers fire for free at 100% accuracy when you land a punch and the Vindicator does like half the punchy of the Shadow Hawk so it shouldn't even be in melee range anyway.

Woozy
Jan 3, 2006

Bruceski posted:

Is there anywhere on the HUD that keeps note of this? I saw the phase marker up top but there doesn't seem to be anything indicating vehicles' default phase or who's gone. Someone delays their action or the round rolls over, and it can be easy to lose track.

It's the huge number floating above every enemy unit. :v:

Furry Hunter
May 5, 2005
Professional Fursecutor
I redeemed my backer code for a Shadow Hawk and Atlas. Should they be in my mech bay?

Drone
Aug 22, 2003

Incredible machine
:smug:


I got to play for 3 hours last night. Now I'm sitting in the office and wishing I were back home playing this drat game. I guess I'm one of the fortunate ones that hasn't run into a single bug at all so far.

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

Squiggle posted:

Did you catch the little chevrons underneath each of the phase markers at the top?



In this picture, we're in the 3rd phase and one of my guys (white) and two of the enemies (red) have already gone, and are darkened/faded to show it. You can see brighter red chevrons on the phase 2, indicating there are two more enemies going in the next round but none of mine...but they're also faded out since they're in a different phase, and it can be a little hard to tell that they're still bright red.

But that actually shouldn't matter, now that I think about it - if they're in the phases to the right of current, they have yet to go - if they're in the phases to the left, they're already done.
You can click each chevron and it will take the camera to the unit.

Edit: Kinda cool - if you hover over "Reserve" it will shift the chevrons over to show which round those units will come up again in.

Edit 2: Oh, and over each visible unit, friendly or foe, is a number that should tell you which round it's set to go in and if it's already gone this round (based on highlighting):



Kind of across the field you can see the various units with their respective phase indicators. Again in round 3, the enemy unit that hasn't gone yet (far right) has a big red backsplash on the number, where the one that has (far left) doesn't. I think these may be a bit too faded out to see easily, but once you know to look for them they're alright.

I had not noticed any of that, or at least hadn't parsed it correctly. Thanks!

Control Volume
Dec 31, 2008

Im the average consumer with a midrange computer bought three years ago and everything works fine. Load times are in the range of 20 seconds. Optimize your game experience by having absolutely no passion for hardware

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart
I can't seem to stop making SRM-loaded brawlers out of all my mechs, how do I get out of this habit?

Furry Hunter
May 5, 2005
Professional Fursecutor

Control Volume posted:

Im the average consumer with a midrange computer bought three years ago and everything works fine. Load times are in the range of 20 seconds. Optimize your game experience by having absolutely no passion for hardware

Same here i7 4ghz, 970GTX. Game runs as smooth as it did all last year in the beta skirmish mode for me, no CTDs.

drgnvale
Apr 30, 2004

A sword is not cutlery!
This game is pretty fun, but the UI is buggy as all hell. I have to play in a small window or buttons end up being non-responsive to clicks. I don't care, I'm still enjoying the hell out of this.

Dude McAwesome
Sep 30, 2004

Still better than a Ponytar

What do the red lines on the move cursor mean? That I can see the enemy? That they can see me? Or that we can see each other? Is there any indicator that shows me that I've lined them up, but they can't fire back at me?

Lord Koth
Jan 8, 2012

So, after being stable most of the day, suddenly had two end-of-mission crashes within about 3-4 missions of each other (counting the redo). As one could imagine, this was rather frustrating.

On other matters, the mission that just crashed was a Convoy Escort mission. Hoooo boy, was the end of that mission rather unfair. As in the enemy force dropship manages to fly in and land an entire lance of mechs within a single move of the convoy vehicles, and 3/4 of them get to move in the time I get to move a single unit (and there was no way a single Jenner was somehow dropping 3 pristine mechs). Needless to say, I failed the bonus objective for keeping the whole convoy alive, as two Commandos and a Shadow Hawk ran straight past the two screening mechs I'd lucked into having between their landing point and the convoy and they all opened fire on the same side of the same transport.

Hell, the entire lance completely ignored my forces, suicidally focused on killing the convoy.




edit: Basically, feels like either they need to start the spawned enemy lance further back, and/or tweak the AI to stop single-mindedly focusing on the convoy.

Lord Koth fucked around with this message at 07:40 on Apr 25, 2018

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!

Dude McAwesome posted:

What do the red lines on the move cursor mean? That I can see the enemy? That they can see me? Or that we can see each other? Is there any indicator that shows me that I've lined them up, but they can't fire back at me?

White is “vision on an unknown contact”
Straight red line means you can direct fire
Curved red line means you can indirect fire

As far as I know the UI doesn’t tell you that your opponent can shoot back, but if you can direct fire and they have weapons with enough range to hit you then I assume they can.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
PSA about "Knock them down three times = 3 salvage" expectations. AI pilots can also improve their guts :eng101:

Though that's bound to be much less frequent in the very early game, keep it mind before you start doing absurd poo poo trying to get "One last injury" against someone who was already tough enough to gently caress you up with half a mech.

For everything else, there's called shots with single weapons hitting to the leg hitting the CT. Two pilots in a row. I wanted that Kintaro :saddowns:

Squiggle
Sep 29, 2002

I don't think she likes the special sauce, Rick.


Dude McAwesome posted:

What do the red lines on the move cursor mean? That I can see the enemy? That they can see me? Or that we can see each other? Is there any indicator that shows me that I've lined them up, but they can't fire back at me?

If it helps, I've really benefited from Eck's excellent Steam guide - they've got a better explanation under Combat 101 of the targeting lines than I could ever give.

Dude McAwesome
Sep 30, 2004

Still better than a Ponytar

Pirate Radar posted:

White is “vision on an unknown contact”
Straight red line means you can direct fire
Curved red line means you can indirect fire

As far as I know the UI doesn’t tell you that your opponent can shoot back, but if you can direct fire and they have weapons with enough range to hit you then I assume they can.


Squiggle posted:

If it helps, I've really benefited from Eck's excellent Steam guide - they've got a better explanation under Combat 101 of the targeting lines than I could ever give.

Thanks for the help.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

Gay Hitler posted:

I really wish paradox would send me my reset password link :(

So apparently the link the game gives you doesn't work to reset the password, at all. But if you go through the support system reset, that'll work

Hope this helps some people because to try to get a support ticket rolling you have to log into your account and, uh, that's a bit problematic because the two are same same account.

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Dreadwroth
Dec 12, 2009

by R. Guyovich
I found a pretty fair review of the game if anyone is interested.
AGC Review
I think I agree with pretty much everything, I would also suggest waiting to buy until they have a few patches out.

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