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kirbysuperstar posted:Glitch is irreplaceable you monster Glitch is the only exception. 'Mechs are expensive, pilots are cheap, Glitch is priceless.
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# ? Apr 28, 2018 17:09 |
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# ? May 30, 2024 05:46 |
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.
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# ? Apr 28, 2018 17:09 |
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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?
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# ? Apr 28, 2018 17:11 |
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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.
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# ? Apr 28, 2018 17:11 |
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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.
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# ? Apr 28, 2018 17:15 |
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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
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# ? Apr 28, 2018 17:18 |
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There's nothing good about Spiders. I dump that thing for the real hotness: Jenners.
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# ? Apr 28, 2018 17:20 |
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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. 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.
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# ? Apr 28, 2018 17:24 |
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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. He's talking about the standard 5S, not the SS or SE.
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# ? Apr 28, 2018 17:26 |
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Axetrain posted:Anybody got any good Thunderbolt 5S builds? This is how I run mine Thunderbolt
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# ? Apr 28, 2018 17:30 |
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.
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# ? Apr 28, 2018 17:31 |
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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!
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# ? Apr 28, 2018 17:33 |
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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.
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# ? Apr 28, 2018 17:34 |
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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.
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# ? Apr 28, 2018 17:34 |
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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.
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# ? Apr 28, 2018 17:36 |
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AndrewP posted:Huh. Do Pilots eject automatically? They have a chance to survive based on their guts. Its much more likely they die though.
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# ? Apr 28, 2018 17:37 |
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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.
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# ? Apr 28, 2018 17:37 |
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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?
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# ? Apr 28, 2018 17:41 |
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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. The problem is, how DO you mech Light mechs more useful later on?
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# ? Apr 28, 2018 17:43 |
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Clans have the coolest looking mechs, ergo I agree with them philosophically and would like to subscribe to their newsletter.
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# ? Apr 28, 2018 17:43 |
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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 |
# ? Apr 28, 2018 17:48 |
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Galaga Galaxian posted:The problem is, how DO you mech Light mechs more useful later on? you can sell them for cash!
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# ? Apr 28, 2018 17:49 |
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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.
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# ? Apr 28, 2018 17:51 |
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.
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# ? Apr 28, 2018 17:52 |
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?
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# ? Apr 28, 2018 17:52 |
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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.
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# ? Apr 28, 2018 17:53 |
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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.
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# ? Apr 28, 2018 17:53 |
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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. 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?
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# ? Apr 28, 2018 17:53 |
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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. How do I go about doing this? Can't really find anything concrete on Google.
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# ? Apr 28, 2018 17:54 |
I lost Behemoth on Wendry and didn't savescum. It hurts.
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# ? Apr 28, 2018 17:58 |
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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.
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# ? Apr 28, 2018 17:59 |
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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.
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# ? Apr 28, 2018 18:03 |
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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. 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.
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# ? Apr 28, 2018 18:04 |
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Frida Call Me posted:
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.
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# ? Apr 28, 2018 18:05 |
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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
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# ? Apr 28, 2018 18:06 |
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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.
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# ? Apr 28, 2018 18:06 |
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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.
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# ? Apr 28, 2018 18:08 |
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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.
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# ? Apr 28, 2018 18:10 |
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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.
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# ? Apr 28, 2018 18:11 |
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# ? May 30, 2024 05:46 |
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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.
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# ? Apr 28, 2018 18:14 |