Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

kirbysuperstar posted:

Glitch is irreplaceable you monster

Glitch is the only exception. 'Mechs are expensive, pilots are cheap, Glitch is priceless.

Adbot
ADBOT LOVES YOU

Black Griffon
Mar 12, 2005

Now, in the quantum moment before the closure, when all become one. One moment left. One point of space and time.

I know who you are. You are destiny.


Squiggle posted:

Save-scum.

Although if you really wanted the whole groundhog and everything you'd have to hack in XP every time she died. This is getting too complicated.

Back Hack
Jan 17, 2010


Axetrain posted:

Anybody got any good Thunderbolt 5S builds?

Honestly the, the default sniper build isn't really bad, just switch out eh SRMs with some kind of LRMs and maybe the MLs with a LL.

E: Wait are talking about the 5SS or the 5SE?

Vargs
Mar 27, 2010

boba fetacheese posted:

So I managed to pull off my first headshot and was rewarded with a minty fresh wolverine. I figure I should reward the pilot and finally get rid of the Blackjack he's been driving but no idea how to build it. Any suggestions?

Wolverine is the only medium mech that I still get use out of. I've been going with this:



It's got fantastic mobility which the rest of my lance sorely lacks. Easy to get it where it needs to be to let those SRMs fly.

Improbable Lobster
Jan 6, 2012

"From each according to his ability" said Ares. It sounded like a quotation.
Buglord

Vargs posted:

I wish this game had more interesting mech designs. 90% of them are near identical blocky robot humans. The blackjack looks pretty dumb but at least it's something different. More mechs like that, the Catapult, or the King Crab please. Even something like the Hunchback, which still falls into the blocky robot human category but at least it's a little bit more unique.

That's just how a lot of old Battletech designs looked. Be glad they went with the Flying Debris redesigns instead of the really dorky original designs.

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

Improbable Lobster posted:

That's just how a lot of old Battletech designs looked. Be glad they went with the Flying Debris redesigns instead of the really dorky original designs.


That Spider and Stalker own and would be better than the variants in game imo :colbert:

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

There's nothing good about Spiders.

I dump that thing for the real hotness: Jenners.

Kenshin
Jan 10, 2007

Ratzap posted:

You forgot the worst part - no heat mechanics. Double heatsinks utterly ruined BT making a sharp divide between 'must pay attention to heat' and 'lol, heat?'. See the rotting abortion that MWO has become. They went straight to DHS mechs and then clan shite, rapidly realised it was all broken to hell and back so they invented new terrible mechanics to try and paper the cracks.

If people want BT-lite (clan tech) I'm sure there'll be mods for than soon enough. Some people do love the easy mode life.

I remember watching clan vs IS at a TT Con a few times in the 90s before people stopped accepting fight invites. They brought less mechs sure but it's so one sided even an excited teen would be embarressed to play it. The pilots are better, the weapon rolls lower, no heat concerns, more armour, faster and so on ad nauseam. The awful books might let the IS underdogs win now and again but given roughly equivalent players in the Cons (and by extension in computer games pvp) that just ain't happening.

I would venture to guess that since they've basically started us back at 3025 that they are going to take the chance to make Clan tech less OP when they reintroduce them.

Q_res
Oct 29, 2005

We're fucking built for this shit!

Back Hack posted:

Honestly the, the default sniper build isn't really bad, just switch out eh SRMs with some kind of LRMs and maybe the MLs with a LL.

E: Wait are talking about the 5SS or the 5SE?

He's talking about the standard 5S, not the SS or SE.

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

Axetrain posted:

Anybody got any good Thunderbolt 5S builds?


This is how I run mine

Thunderbolt

SSJ_naruto_2003
Oct 12, 2012



Honestly I hope there are either major patches or a dlc to fix a lot of the problems on the game. Light mechs being completely useless later on, the general clunkiness and slowness, maybe a dlc expanding the tech by 10 years with a separate campaign after you finish the main storyline.

Overall I'm happy with it though, especially for the 25 bucks I paid.

Skippy McPants
Mar 19, 2009

Holy hell, the Gauss Rifle is broken in this game. On top of its intrinsic advantage of being a high damage, heat neutral weapon, they also gave it massive stability damage. The Highlander can put 5-bars plus unsteady on any mech in a single salvo. Bonkers!

Ihmemies
Oct 6, 2012

So I got escort mission with 22 armor "swift wind" light vehicles, with 1 structure. None survived. The enemies instagibbed them before I had time to do anything.

AndrewP
Apr 21, 2010

Huh. Do Pilots eject automatically?

I was doing the Argo mission and Dekker's mech blew up after an ill-advised stomp on a tank. I was sure he was dead but after the mission ended he came up uninjured.

Skippy McPants
Mar 19, 2009

AndrewP posted:

I was doing the Argo mission and Dekker's mech blew up after an ill-advised stomp on a tank. I was sure he was dead but after the mission ended he came up uninjured.

Manual eject only, but any pilot who's incapacitated has a chance to survive lethal damage. Higher Guts raises the odds.

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

AndrewP posted:

Huh. Do Pilots eject automatically?

I was doing the Argo mission and Dekker's mech blew up after an ill-advised stomp on a tank. I was sure he was dead but after the mission ended he came up uninjured.

They have a chance to survive based on their guts. Its much more likely they die though.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Ihmemies posted:

So I got escort mission with 22 armor "swift wind" light vehicles, with 1 structure. None survived. The enemies instagibbed them before I had time to do anything.

I realized almost instantly that escort missions were going to be nightmares and have done any.

Malek Deneith
Jun 1, 2011

Kenshin posted:

I would venture to guess that since they've basically started us back at 3025 that they are going to take the chance to make Clan tech less OP when they reintroduce them.

If they go with "no free DHS in engine" thing they did for SLDF mechs in this game it might already curb some siliness. That's effectively 10 (30 in terms of HBS Battletech) free heat capacity less

AndrewP posted:

Huh. Do Pilots eject automatically?

I was doing the Argo mission and Dekker's mech blew up after an ill-advised stomp on a tank. I was sure he was dead but after the mission ended he came up uninjured.
To expand on what others said pilots have 10% chance to survive incapacitation by wounds, or -40% chance (yes, negative) to survive cockpit cirt/headcap. This is increased by 5% per point of Guts they have (so max chance of 60%/10%)

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


SSJ_naruto_2003 posted:

Honestly I hope there are either major patches or a dlc to fix a lot of the problems on the game. Light mechs being completely useless later on, the general clunkiness and slowness, maybe a dlc expanding the tech by 10 years with a separate campaign after you finish the main storyline.

Overall I'm happy with it though, especially for the 25 bucks I paid.

The problem is, how DO you mech Light mechs more useful later on?

Mordja
Apr 26, 2014

Hell Gem
Clans have the coolest looking mechs, ergo I agree with them philosophically and would like to subscribe to their newsletter. :colbert:

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Escorts aren't bad if you get the APCs, they're tough enough to soak a turn of fire from if needed so fast lights and mediums can't one-shot them. There's usually a road leading out of their spawn point and that's the line you need to defend, so moving your heavy slow units down that road in advance (then capping the base with a fast light) lets you ambush the reinforcements before they can do much of anything. I've even had those APCs finish off downed units with their medium lasers (which is always funny as hell).

Base defense is the worst, even with the turrets backing you up. The game really needs to dump Juggernaut in favor of a taunt ability.


Galaga Galaxian posted:

The problem is, how DO you mech Light mechs more useful later on?

Light 'Mechs* are good, they just require precision hiding.


*ok, the Jenner and Firestarter

PoptartsNinja fucked around with this message at 17:50 on Apr 28, 2018

Goa Tse-tung
Feb 11, 2008

;3

Yams Fan

Galaga Galaxian posted:

The problem is, how DO you mech Light mechs more useful later on?

you can sell them for cash! :shobon:

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Galaga Galaxian posted:

The problem is, how DO you mech Light mechs more useful later on?

The game tracks tonnage being deployed, just have contract limits or something. Choose between one big mech and a small or a mix of four.

SSJ_naruto_2003
Oct 12, 2012



Make a tonnage drop limit for certain missions such that you have to bring a diverse deck is the first thing I can think of.

cheesetriangles
Jan 5, 2011





How do you unlock travel to like half the systems in the game? I am near the end of the game I think and half the map is travel locked. Do I need to raise the reputation with that faction?

Magni
Apr 29, 2009
I remember a base defense where one of the engineer APCs survived and then coed out the center torso of a knocked-over enemy Mech. You go keep doing your thing, you little guys. :thumbsup:

Roseo
Jun 1, 2000
Forum Veteran

Azran posted:

What's with this game and bizarre difficulty spikes? The mission where you have to destroy the dropship control mission throws you against a TON of enemies with a time limit and it was impossible for me to win that poo poo - every mech is way tougher and hits way harder than your stuff and you have to take care of ALL of them while hauling rear end to the other end of the map. Yeah, no.

No, you don't. Beat it on my first try with an arm blown off a mech and a couple rounds spare. Put behemoth in the Jager in the middle of the ramp down using bracing to draw fire and shoot up the enemies that congregated at the bottom. Jumped my three mediums down and ran around the drop ship to the left. Shot up the couple enemies that went that way 3 on 2. Let the turrets blow up the other enemy mechs by shooting them in the back with ppcs and lasers. The time limit was the only concerning part for me.

The Saddest Robot
Apr 17, 2007

Ratzap posted:

You forgot the worst part - no heat mechanics. Double heatsinks utterly ruined BT making a sharp divide between 'must pay attention to heat' and 'lol, heat?'. See the rotting abortion that MWO has become. They went straight to DHS mechs and then clan shite, rapidly realised it was all broken to hell and back so they invented new terrible mechanics to try and paper the cracks.

If people want BT-lite (clan tech) I'm sure there'll be mods for than soon enough. Some people do love the easy mode life.

I remember watching clan vs IS at a TT Con a few times in the 90s before people stopped accepting fight invites. They brought less mechs sure but it's so one sided even an excited teen would be embarressed to play it. The pilots are better, the weapon rolls lower, no heat concerns, more armour, faster and so on ad nauseam. The awful books might let the IS underdogs win now and again but given roughly equivalent players in the Cons (and by extension in computer games pvp) that just ain't happening.

I've heard stories about how some die-hard clan players would just ignore all the rules specifying how the Clan are supposed to pick targets and act and how pissed they would get if they lost too - to the point where the store owner or convention runners had to asked/tell the clan player to leave.

I'm glad the game has no clan atm and I hope it doesn't for a while, clan-less Battletech is pretty sweet. If they ever do add clan mechs/tech I hope it's as enemies only.

I have been poking through the decompiled game code - I haven't been looking at the data files as much. Are there any weights/options in the data files to control how the AI builds the enemy lances in a mission?

Sandwich Anarchist
Sep 12, 2008

Liquid Communism posted:

Turn on Debug Mode. There's a 'speed up animations' button that doesn't have any gameplay effects, so you get all the challenge without waiting five minutes for enemy attacks to finish.

Edit: It may turn off steam Achievements, though.

How do I go about doing this? Can't really find anything concrete on Google.

Drone
Aug 22, 2003

Incredible machine
:smug:


I lost Behemoth on Wendry and didn't savescum.

It hurts.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

The Saddest Robot posted:

I've heard stories about how some die-hard clan players would just ignore all the rules specifying how the Clan are supposed to pick targets and act and how pissed they would get if they lost too - to the point where the store owner or convention runners had to asked/tell the clan player to leave.

That's extremely setting-accurate to Clanners, at least, being an entire army of sore losers who declare anything that beats them cheating.

King Doom
Dec 1, 2004
I am on the Internet.
I'd love an explanation of the thought process behind escort missions. Fight to an area so the escort can spawn in. Okay, that's a good idea, makes sense. Lets you start the mission when you want to. The next bit where the escort blasts across the map faster than you can possibly keep up unless you have four light mechs only to spawn an enemy lance, in many cases directly in a position to blast at least one of the escorts from existence before you even have a chance to move though? that bit doesn't exactly seem like a good idea.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


The Saddest Robot posted:

I've heard stories about how some die-hard clan players would just ignore all the rules specifying how the Clan are supposed to pick targets and act and how pissed they would get if they lost too - to the point where the store owner or convention runners had to asked/tell the clan player to leave.

I'm glad the game has no clan atm and I hope it doesn't for a while, clan-less Battletech is pretty sweet. If they ever do add clan mechs/tech I hope it's as enemies only.

I have been poking through the decompiled game code - I haven't been looking at the data files as much. Are there any weights/options in the data files to control how the AI builds the enemy lances in a mission?

Yeah, there is a folder in data called "Lance" that seems to have definition files for building lances. I haven't looked closely at it, still tinkering with milestone files trying to figure out how to set up my sandbox stuff cleaner than just overwriting tons of stuff.

Lead out in cuffs
Sep 18, 2012

"That's right. We've evolved."

"I can see that. Cool mutations."




Frida Call Me posted:



Behold. This is what peak performance looks like.

I got a Kintaro (I forget which variant), and it has six missile hardpoints. I can fit 45 LRMs while still having about 50% armour.

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

cheesetriangles posted:

How do you unlock travel to like half the systems in the game? I am near the end of the game I think and half the map is travel locked. Do I need to raise the reputation with that faction?

pretty sure that's intentional and there's only a limited area of operations

they didn't build the entire inner sphere as a playground... yet :getin:

Regarde Aduck
Oct 19, 2012

c l o u d k i t t e n
Grimey Drawer

King Doom posted:

I'd love an explanation of the thought process behind escort missions. Fight to an area so the escort can spawn in. Okay, that's a good idea, makes sense. Lets you start the mission when you want to. The next bit where the escort blasts across the map faster than you can possibly keep up unless you have four light mechs only to spawn an enemy lance, in many cases directly in a position to blast at least one of the escorts from existence before you even have a chance to move though? that bit doesn't exactly seem like a good idea.

I'm finding the opposite missions, destroy the convoy, also similarly hosed up in that I can't catch up with the convoy AND fight off 8 mechs at the same time.

Lead out in cuffs
Sep 18, 2012

"That's right. We've evolved."

"I can see that. Cool mutations."




King Doom posted:

I'd love an explanation of the thought process behind escort missions. Fight to an area so the escort can spawn in. Okay, that's a good idea, makes sense. Lets you start the mission when you want to. The next bit where the escort blasts across the map faster than you can possibly keep up unless you have four light mechs only to spawn an enemy lance, in many cases directly in a position to blast at least one of the escorts from existence before you even have a chance to move though? that bit doesn't exactly seem like a good idea.

I saw a loading tip that basically said to bring lights to escort and assassination missions.

I think it's an attempt to make lights (and fast mediums?) relevant.

The Saddest Robot
Apr 17, 2007

Galaga Galaxian posted:

Yeah, there is a folder in data called "Lance" that seems to have definition files for building lances. I haven't looked closely at it, still tinkering with milestone files trying to figure out how to set up my sandbox stuff cleaner than just overwriting tons of stuff.

I believe those are just the predefined lances for the skirmish mode. I'll take another gander at it though.

Another thing I would like to tweak is to make the mechbay time for refitting lights shorter. But I don't know if there is a built in modifier for tonnage yet. I suppose that is another thing I will need to look for or add to my list of code to add/inject.

Eej
Jun 17, 2007

HEAVYARMS
I do hope they balance out the Clan mechs, maybe keep their speed and power but deeply cut into the maximum armour they can carry across the board in order to emphasize the ideal of the skillful Clanner who defeats enemies with finesse and also would get clocked by an Atlas fist to the face.

Also maybe nerf DHS to One And A Half Heatsinks.

Adbot
ADBOT LOVES YOU

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Or maybe make DHS only work for one or two turns before reverting to Regular Heat Sinks. Your enemy should be defeated in two salvos, right? You're the perfect clanner.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply