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BULBASAUR
Apr 6, 2009




Soiled Meat
Is it possible to get Pilot 2 and Guts 1? Thinking that would make a pretty interesting brawler

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Back Hack
Jan 17, 2010


peer posted:

Started a "defend the base" contract and the "Ensure all buildings survive" secondary objective failed before the game even started :shepface:

Yeah I had one those games, on a difficultly 2 mission the game spawn 8 light mechs and a couple of lrm vehicle right on top the base. Didn’t even get to round three before it was mission failure. :v:

The ones I hate the most are the intercept convoy missions, I find them to be pretty bullshit most of the time. They spawn you so far away from the vehicle escape route, the convey’s route is too short which means they usually escape in 5 to 7 turns, and regardless of difficulty, every convoy I’ve run into is always fully armored and in the 60+ Ton range, which means Carriers and Manicores. If any one of those problems was adjusted, intercept convoys be hard but manageable, however in their current state I avoid them like the plague.

Still having a blast though.

Back Hack fucked around with this message at 02:09 on Apr 26, 2018

Captain Gordon
Jul 22, 2004

:10bux::10bux::10bux::10bux::10bux:

Back Hack posted:

The ones I hate the most are the intercept convoy missions, I find them to be pretty bullshit most of the time. They spawn you so far away from the vehicle escape route, the convey’s route is too short which means they usually escape in 5 to 7 turns, and regardless of difficulty, every convoy I’ve run into is always fully armored and in the 60+ Ton range, which means Carriers and Manicores. If any one of those problems was adjusted, intercept convoys be hard but manageable, however in their current state I avoid them like the plague.

Try having NASCAR locusts/spiders kicking convoy apcs all day/errry day

Bruceski
Aug 21, 2007

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

Is poptarting (shooting mid jump before landing back behind cover) possible in here, or is that just a MWO thing?

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

Insert name here posted:

I did it in almost completely stock mechs (the only thing I did was swap out the AC/2s + arm lasers + JJs for AC/5s on my Blackjack) without any serious losses (unless you count my Vindicator's PPC :rip:) so it's probably possible without any sort of refitting at all. Speaking of that mission, the final enemy decided to run up and try and punch my Blackjack, who was next to my Shadowhawk:

It, uh, didn't end well. Also hey free Quickdraw (the final punch knocked the mech down and killed the pilot)!

Speaking of refits, I have no clue what to fit on my mechs so I've sort of just been leaving them stock right now. I read earlier that what you should do is max all arm and frontal torso armour? What do you guys normally drop to fit the extra armour?

moon mission is totally 100% doable with your starter mechs

ideally you'll pull a jenner or firestarter out of your mercenary rear end to replace the spider, and it's a good idea to go dick around for a little bit anyway to get pilot xp and maybe some other bonii, but you could very reasonably handle it the moment it is offered to you

Section Z
Oct 1, 2008

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

Pillbug

BULBASAUR posted:

Is it possible to get Pilot 2 and Guts 1? Thinking that would make a pretty interesting brawler
Yeah that should be possible. The two limitations of your three skill picks are-

A: You can only get abilities from two skill trees.
B: Your #8 ability has to be from one of the trees you already got a #5 ability from.

So Piloting's second ability, and Guts first ability? Totally doable.

When I have the chance to get deeper into the game. I'm curious about stuff like Bullwark+Ace Pilot. Seems counter intuitive, but Behemoth in the Shadowhawk sure as gently caress hasn't been avoiding the hospital with Bullwark active, OR 4 Evasive pips :v: So maybe the way to go with her is both "Get hurt less" skills and the option to shoot someone point blank then run away when it's clear bullwark won't save them.

Bruceski posted:

Is poptarting (shooting mid jump before landing back behind cover) possible in here, or is that just a MWO thing?
Just an MWO thing. Though you can sorta kinda simulate it with initiative/reserve shenanigans in a fast enough (in initiative) mech. To get those chances of "I took my turn, now it's next round and I get to go first"

Section Z fucked around with this message at 02:22 on Apr 26, 2018

CuddleCryptid
Jan 11, 2013

Things could be going better

Bruceski posted:

Is poptarting (shooting mid jump before landing back behind cover) possible in here, or is that just a MWO thing?

You can jump for the four stacks of evasion and then shoot someone, which is kind of the same thing :effort:

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Yeah the point of evasion charges is to pretend you're moving fast in a turn-based game

So I pretend to have taken a totally sick airshot every time one of my robot jumps :v:

Baron Porkface
Jan 22, 2007


How do you expose structure and what are the consequences? How do crits work?

AndrewP
Apr 21, 2010

wow Mech refitting is pretty overwhelming and I'm new to Battletech. am I okay to run stock for a few contracts until I get some better gear? I feel like trying to do anything will just make things worse

CuddleCryptid
Jan 11, 2013

Things could be going better

Baron Porkface posted:

How do you expose structure and what are the consequences? How do crits work?

To simplify, think of structure as health and the armor as, well, armor. Once you melt off the armor you can start directly attacking the health of a part until it fails and is destroyed.

Mechs don't really have a single health bar, they are made up of several separate places, so you can burn off an arm and a leg and it will still be walking until you hit more delicate parts.

Bussamove
Feb 25, 2006

AndrewP posted:

wow Mech refitting is pretty overwhelming and I'm new to Battletech. am I okay to run stock for a few contracts until I get some better gear? I feel like trying to do anything will just make things worse

Stock is fine for a bit and eventually you'll get a feel for what weapons are good at what. Eventually specializing each of your mechs into something specific (long range, precision to blow off limbs, flamers to overheat and shut down enemy mechs, etc) is a good idea. Its a lot to get a hold on but eventually it clicks. Its less about better gear and finding the loadout that works for your mech and your playstyle.

IAmThatIs
Nov 17, 2014

Wasteland Style

Baron Porkface posted:

How do you expose structure and what are the consequences? How do crits work?

You expose structure by knocking all the armor off of a location. Any time you hit a location with no armor, you do structural damage and have a chance to critical equipment there. This will destroy the equipment, and explode in the case of ammo.

AndrewP posted:

wow Mech refitting is pretty overwhelming and I'm new to Battletech. am I okay to run stock for a few contracts until I get some better gear? I feel like trying to do anything will just make things worse

Yeah, a major refit is a huge time commitment. Have a vision for what you want your mech to do. So if you want a brawler, an example build is some srms to go with an AC 10





Game is good

Rocketpriest
Nov 28, 2006
Alias: Non-Demoninational Minister Capable of Sub-Atmospheric Flight
I'm like 15 pages behind (because I've been playing the game instead of obsessively refreshing the thread), but gently caress it, :justpost:

Jumpjets are so stupid good in this game I'm having a very hard time even using mechs that don't have 5 of them. Like, nevermind the height advantages you can get, full evasion charges + bracing for movement, and being able to freely choose your ending facing are goddamn HUGE.

I finally had a mission almost kill some people too. I very seriously misjudged how far away I was from TWO SRM carriers and Behemoth ate full salvos from both. Three head hits in one turn, so she spent the rest of the mission hanging waaaaay back in the trees taking potshots. Thank god she's in the Blackjack and that's pretty much what it's for. My Awesome Protagonist Melee Pilot on the other hand, got too greedy chasing a fleeing Centurion and ended up face to face with a Hunchback 4G. The Hunchback proceeded to back up to MAXIMUM RANGE (just to rub it in) and fire the AC20, and :xcom: down old Glory Hound loving went, along with my heaviest mech. 96 days in the medbay. I had to actually USE Medusa :argh:

Some good came out of it though, I got a large laser++ (I think it's two +'s) that does the same damage as a PPC for less tonnage and heat, with no minimum range!

Game is good, Glitch is good, I'm just bad.

Speaking of being bad: I'm having to unlearn two decades of building mechs how I personally use them in mechwarrior games. A couple big weapon systems that you can fire with pinpoint accuracy is just not the way to go when your mechwarriors love to whiff shots and shoot deadsides instead of useful things. SRM's are a current favorite, I've got a Trebuchet currently doing its best impression of a Kintaro. I considered stepping it up to a Shadowhawk or Centurion for another launcher, but then I'd lose some medium lasers, which have come in handy enough times that I'm loathe to give them up.

Rocketpriest fucked around with this message at 02:53 on Apr 26, 2018

Back Hack
Jan 17, 2010


Captain Gordon posted:

Try having NASCAR locusts/spiders kicking convoy apcs all day/errry day

Unfortunately when vehicles get into or past the 60 ton range they tend to not die in one hit anymore, especially to lights. Plus, you got contend with their mech escorts to. It did not well when I tried it. :supaburn:

Back Hack fucked around with this message at 02:48 on Apr 26, 2018

Ragingsheep
Nov 7, 2009
How do you salvage a mech intact? By just aiming for the head?

Impermanent
Apr 1, 2010
That or causing it's owner to die. Head hits do this, but so does knocking them down a lot, overheating, etc.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
You can also take out both legs

Back Hack
Jan 17, 2010


Ragingsheep posted:

How do you salvage a mech intact? By just aiming for the head?

Legging a mech tends to reward 2 parts from my experience, pilot kills give 3.

Nostalgia4Infinity
Feb 27, 2007

10,000 YEARS WASN'T ENOUGH LURKING
It's me, I restarted my campaign because I thought of a better callsign/merc outfit gimmick. Yes I know I'm the only one who will ever see this.

:cripes:

CuddleCryptid
Jan 11, 2013

Things could be going better

Nostalgia4Infinity posted:

It's me, I restarted my campaign because I thought of a better callsign/merc outfit gimmick. Yes I know I'm the only one who will ever see this.

:cripes:

Hey, that stuff is important. I was going to have a serious crisis of character if my in game avatar had to be the same as my unique MP name.

Magni
Apr 29, 2009
Welp, had to leg Grim Sybil's Quickdraw and only got two parts. OTOH, the next generic mission had me go up against a pretty scary medium lance; Centurion, Griffin and an Enforcer rolling in as a mob put quite a bit of pressure on my guys. I ignored one enemy Mech that tried to go the long way to flank me. Turns out it was a freakin' Hunchback. Gave me quite the fright when it appeared on the flank at short range... except Glitch promptly turned around and blew it's head off with her PPC. And I got all of it in the salvage pile. :hellyeah:

Seriously, Glitch is being kinda scary in my campaign so far. That was the third time she just flat-out executed a pristine enemy Mech like that. :stare:

Ragingsheep posted:

How do you salvage a mech intact? By just aiming for the head?

Getting three parts gives you a new Mech.

A cored (center torso blown out) Mech drops one part for salvage, a legged Mech drops 2 parts and a pilot-killed one drops 3. Pilot kill means either blowing the head off or causing enough pilot wounds (non-catastrophic head hits, side torso losses, ammo explosions and knockdowns) to kill the poor bastard.

Baron Porkface
Jan 22, 2007


How do I know what the potential results will be when I melee or DFA someone?

Nostalgia4Infinity
Feb 27, 2007

10,000 YEARS WASN'T ENOUGH LURKING

Magni posted:

Welp, had to leg Grim Sybil's Quickdraw and only got two parts. OTOH, the next generic mission had me go up against a pretty scary medium lance; Centurion, Griffin and an Enforcer rolling in as a mob put quite a bit of pressure on my guys. I ignored one enemy Mech that tried to go the long way to flank me. Turns out it was a freakin' Hunchback. Gave me quite the fright when it appeared on the flank at short range... except Glitch promptly turned around and blew it's head off with her PPC. And I got all of it in the salvage pile. :hellyeah:

Seriously, Glitch is being kinda scary in my campaign so far. That was the third time she just flat-out executed a pristine enemy Mech like that. :stare:


Getting three parts gives you a new Mech.

A cored (center torso blown out) Mech drops one part for salvage, a legged Mech drops 2 parts and a pilot-killed one drops 3. Pilot kill means either blowing the head off or causing enough pilot wounds (non-catastrophic head hits, side torso losses, ammo explosions and knockdowns) to kill the poor bastard.

Glitch be all:

https://www.youtube.com/watch?v=YG6DifUtPvs

Seriously, Glitch is bae, savescum to save Glitch always.

KaiserSchnitzel
Feb 23, 2003

Hey baby I think we Havel lot in common
Here is an example of "great mission design."

1. It's a lovely escort mission in a TBS where you have to wait for a chain of AI units to move one at a time as you escort them from point A to point B.

2. But first, you need to move your units to point A. You encounter the map's enemies before you reach point A. Meaning, you kill all the enemies on the map before you reach the units you are escorting from A to B.

3. You reach point A and move your units one at a time and the AI escort moves there units one at a time for five turns with no enemies on the map. The AI escort reaches point B and boards an extraction vessel.

4. Now, you need to go to a different place, point C, to extract your units. After the AI escorted units extract, more enemies spawn in, but they spawn in on the opposite side of point C. You must avoid putting all of your units into point C before you kill all of the enemies, because if your units are all inside point C the mission ends. For me, this crashed the game as well, so I had to play the whole stupid mission over again.

I think I said the other day that all they had to do is not gently caress it up, but I think they hosed it up. The missions are too easy, the AI is too dumb, the interface anywhere outside of the gameplay map is a total abortion, and bugs galore. And let's not even talk about the loading times and all of that time you waste staring at loading screens and turn switching screens. It's a colossal waste of time.

If you have a PS2 or emulate PS2 games on your PC, I recommend playing Front Mission 4 instead of this - at least until they patch it.

Rocketpriest
Nov 28, 2006
Alias: Non-Demoninational Minister Capable of Sub-Atmospheric Flight

Nostalgia4Infinity posted:

Glitch be all:

https://www.youtube.com/watch?v=YG6DifUtPvs

Seriously, Glitch is bae, savescum to save Glitch always.

Truth. I've been lucky so far, Glitch hasn't even taken an injury. Now that I've put that out into the the ether it's time for her to get headcapped by a manticore or something :v:

edit: If I know about the ambushers ahead of time, they're not very good at their jobs :colbert:



Double edit: I tempted fate and paid the price, Glitch took two shots to the dome and now she's laid up for 26 days :suicide:

Still better than the rookie that I forgot to swap back out for my commander, who is now spending 96 days convalescing after getting a Shadowhawk shot out from under her.

Rocketpriest fucked around with this message at 04:21 on Apr 26, 2018

Great Beer
Jul 5, 2004

I've yet to have a pilot survive the mech being shot out from under them. Is it even possible?

Speaking of Glitch, whoever did that voice sounds really familiar but I can't place it.

sebmojo
Oct 23, 2010


Legit Cyberpunk









KaiserSchnitzel posted:

Here is an example of "great mission design."

1. It's a lovely escort mission in a TBS where you have to wait for a chain of AI units to move one at a time as you escort them from point A to point B.

2. But first, you need to move your units to point A. You encounter the map's enemies before you reach point A. Meaning, you kill all the enemies on the map before you reach the units you are escorting from A to B.

3. You reach point A and move your units one at a time and the AI escort moves there units one at a time for five turns with no enemies on the map. The AI escort reaches point B and boards an extraction vessel.

4. Now, you need to go to a different place, point C, to extract your units. After the AI escorted units extract, more enemies spawn in, but they spawn in on the opposite side of point C. You must avoid putting all of your units into point C before you kill all of the enemies, because if your units are all inside point C the mission ends. For me, this crashed the game as well, so I had to play the whole stupid mission over again.

I think I said the other day that all they had to do is not gently caress it up, but I think they hosed it up. The missions are too easy, the AI is too dumb, the interface anywhere outside of the gameplay map is a total abortion, and bugs galore. And let's not even talk about the loading times and all of that time you waste staring at loading screens and turn switching screens. It's a colossal waste of time.

If you have a PS2 or emulate PS2 games on your PC, I recommend playing Front Mission 4 instead of this - at least until they patch it.

Frustrating. Still, secondary goals just give you a little money so if it's getting dull then just bail.

KaiserSchnitzel
Feb 23, 2003

Hey baby I think we Havel lot in common

Great Beer posted:

I've yet to have a pilot survive the mech being shot out from under them. Is it even possible?

yes, absolutely. Your guts attribute is a factor in the calculation.

Gwaihir
Dec 8, 2009
Hair Elf

Great Beer posted:

I've yet to have a pilot survive the mech being shot out from under them. Is it even possible?

Speaking of Glitch, whoever did that voice sounds really familiar but I can't place it.

The chance is really low. If it's a CT kill it's like 90% chance to die - some amount for every point of guts you have (probably 10%). Cockpit kills are 140% chance to be fatal - % per guts.

Meanwhile, me, after running in to my very first mission with SURPRISE DEMOLISHER:



That's two pilot hits and 1 structure remaining on my LT there. NO GUTS NO GLORY

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
If anyone is using my BJ build from the previous post (2*AC/5, 2*ML), the ammo count gets a bit low in prolonged engagements (IE: story missions).

I went straight for the moon mission with my starting lance and I ran dry at the beginning of the Grim Sybil fight. Also Dekker managed to take out BOTH the RT and RL on the Quickdraw on the same shot with 2 MLs, thus denying me my third salvage piece :argh:

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


If I'm in a good static position is it a bad idea to Reserve straight down to 1 so as many enemies as possible make their moves?

Hats Wouldnt Fly
Feb 9, 2010

.
Redfont is my hero.
Does anyone else's shadow hawk have a weird floating bit that pops out from underground when it runs? Maybe a kneecap or something.

KaiserSchnitzel
Feb 23, 2003

Hey baby I think we Havel lot in common

sebmojo posted:

Frustrating. Still, secondary goals just give you a little money so if it's getting dull then just bail.

Not sure if you read my post based on that answer. The secondary goals you probably mean are the enemy units that appear after the escorts evacuate, and they appear on the far side of your own extraction point which also appears when the escorts evacuate. So, the choice is either (a) move all of your units to your extraction point and end the mission; or (b) kill all of the enemies that are on the opposite side of the extraction point as a secondary goal. As I explained in my post, moving all of my units into the extraction point before killing all of the enemy units crashed the game. It had nothing to do with dullness, so I'm not sure what you're saying.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

Ciaphas posted:

If I'm in a good static position is it a bad idea to Reserve straight down to 1 so as many enemies as possible make their moves?

That's actually your best move, especially if you have weight disadvantage or have used vigilance in that round. If someone has to sprint to reach you, they can't shoot you; you can use your reserved lights to backstab them, then scram at the beginning of the following round, use sensor lock to remove evasion pips then punch them and dog pile them and so on. If you are in the perfect position, nothing bara you from reserving everything till the last phase for a powerfull combined punch.

E: also you don't lose your entrenched/guarded and evasion pips until you go again.

SilverMike
Sep 17, 2007

TBD


Eej posted:

Tactics 2 doesn't mean that much to an LRM boat because you will often to last anyway to shoot at targets that have had all their evasion removed.

Gunnery 2 favours big individual guns over spamming small ones which means you can still get some use out of it if your boat is a Catapult or you are using an LRM20 to hit a target in cover and the rest of your launchers to hit something else.

Fwiw if a target is braced or in bulwark you do the same damage with one LRM20 breaching them as two LRM20s focus fired on them.

Also I did the Argo mission totally stock cause I had no idea how I wanted to refit my mechs

Wasn't thinking about tackling Bulwark-capable assholes, so both ways make sense to me now. Higher Init means you can launch your LRM swarm at someone before they get to move and knock their rear end down on stability points, but MultiBreaching guarded mechs is valuable if you aren't running any melee to punch them in their cheating faces. If I went Gunnery 2 I don't think I'd go Tactics 1, though. Pick up Guts 1 for auto-guard or get the extra evasion from Pilot 1 instead, since you're running a mech who is liable to be shooting for effect every turn.

CuddleCryptid
Jan 11, 2013

Things could be going better

That Italian Guy posted:

That's actually your best move, especially if you have weight disadvantage or have used vigilance in that round. If someone has to sprint to reach you, they can't shoot you; you can use your reserved lights to backstab them, then scram at the beginning of the following round, use sensor lock to remove evasion pips then punch them and dog pile them and so on. If you are in the perfect position, nothing bara you from reserving everything till the last phase for a powerfull combined punch.

My god, reserving your lights until initiative four effectively gives them two moves in a row, one to move in and one to bug out.

Not being sarcastic I honestly never realized this very basic idea.

sebmojo
Oct 23, 2010


Legit Cyberpunk









KaiserSchnitzel posted:

Not sure if you read my post based on that answer. The secondary goals you probably mean are the enemy units that appear after the escorts evacuate, and they appear on the far side of your own extraction point which also appears when the escorts evacuate. So, the choice is either (a) move all of your units to your extraction point and end the mission; or (b) kill all of the enemies that are on the opposite side of the extraction point as a secondary goal. As I explained in my post, moving all of my units into the extraction point before killing all of the enemy units crashed the game. It had nothing to do with dullness, so I'm not sure what you're saying.

ok

Dreadwroth
Dec 12, 2009

by R. Guyovich
So I decided to start the campaign over because I finally managed to get a handle on how the turn thing works, resulting in a super short run. The high point was when Mechwarrior Dreadknot managed to not miss every shot like a scrub and headcap a mech, downpoint was when every AI decided they absolutely needed to gently caress up that goddamn Centurion and focused Mastiff into early "retirement".
I dont think the game is going to let me get very far at all.

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Dandywalken
Feb 11, 2014

DreamShipWrecked posted:

My god, reserving your lights until initiative four effectively gives them two moves in a row, one to move in and one to bug out.

Not being sarcastic I honestly never realized this very basic idea.

Its the key to success.

Now factor in Ace Pilot :getin:

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