|
Stringbean posted:What's a good build for the CN9-A? It's too slow to maneuver into mlas and SRM range. Should it LRM? Llas? LRM15+10+5. It's seriously a better LRM boat than the Trebuchet. You can even carry a single medium laser as a backup.
|
# ? Apr 29, 2018 03:54 |
|
|
# ? May 28, 2024 15:34 |
|
KPC_Mammon posted:Is there a list mechs in the game with available tonnage, hardpoints, and movement speed/max evasion pips? Aside from evasion pips this google doc seems to have pretty much everything anyone playing this game might need: https://docs.google.com/spreadsheets/d/1fnaqQv8nnYpy9gtQm75-D6fmYfNJ5u3OALSIe8ckOuo/htmlview?usp=sharing&sle=true
|
# ? Apr 29, 2018 04:02 |
|
Is the Quickdraw actually good for anything? I can't think of a role and it's unfortunately my only heavy atm, but it's 1 priority lower and the hardpoints aren't really that well placed for any sort of dedicate role
|
# ? Apr 29, 2018 04:09 |
|
I'm noticing that the AI doesn't use number + weight-class of mechs alone when determine mission difficulty. Condition of those mechs also seems to count. Planet type may, as well. I did a 2-skull with about 5 mediums and one heavy plus a couple lights all in shoddy condition (only 25% armor) on a high land planet, and then later ran into a 1 each heavy, medium, and light all with full armor on a moon - also 2 stars. So don't despair too much if you seem hopelessly outnumbered!
|
# ? Apr 29, 2018 04:19 |
|
Urthor posted:Is the Quickdraw actually good for anything? I can't think of a role and it's unfortunately my only heavy atm, but it's 1 priority lower and the hardpoints aren't really that well placed for any sort of dedicate role There's a reason why it's the first heavy you fight
|
# ? Apr 29, 2018 04:26 |
|
I'm at some weird difficulty level now where 80% of mechs are just demolishers, and the only actual mechs are quick draws and thunderbolts. Since I have standards, I'm not going to use either of those. I've been flying around save scumming missions trying to actual salvage something, and this is all I can get. Thanks to selling literally every quickdraw ever manufactured, I'm pretty wealthy at this point, so I can afford to fly from planet to planet looking for good contracts. The story missions are getting rough, and I'm still running 2 mediums and a dragon. If I didn't score a lucky black knight from a head shot a skull and a half ago, I'd have been boned long ago.
|
# ? Apr 29, 2018 04:27 |
|
Is the point of multiple jump jets on a mech to jump farther?
|
# ? Apr 29, 2018 04:27 |
|
Urthor posted:Is the Quickdraw actually good for anything? I can't think of a role and it's unfortunately my only heavy atm, but it's 1 priority lower and the hardpoints aren't really that well placed for any sort of dedicate role Looking over the spreadsheets, the answer is no. 'Cavalry' Heavies and Assaults are generally pretty bad at their jobs because they spend too much tonnage on engine weight and the kind of advanced components that let you stick a 300 engine and a respectable armament into a 60-ton mech aren't available yet. By raw TT it's usually kind of a wash - they don't really get anything out of the extra weight, but it's not a big deal. In this game that empty five tons bumping you up a weight class means you go a phase later and are easier to hit, so even an ideally built Quickdraw is going to be actively worse than a Shadowhawk. EDIT: they also carry heavier jump jets so if you want to go down that route they're lots worse. EDIT EDIT: Orcs and Ostriches posted:I'm at some weird difficulty level now where 80% of mechs are just demolishers, and the only actual mechs are quick draws and thunderbolts. Since I have standards, I'm not going to use either of those. Thunderbolts are good. They aren't trying to be cavalry mechs so they turn that extra tonnage into more guns and armor. An Orion might be better, but T-Bolts are still a commendable addition to your forces if you're rolling around in mediums. Voyager I fucked around with this message at 04:29 on Apr 29, 2018 |
# ? Apr 29, 2018 04:27 |
|
I just had a mechwarrior get shot in the head by machine guns four turns in a row to kill them and someone else shot in it a fifth turn jesus christ cut me a break Battletech e: Holy poo poo he survived and is out 94 days RBA Starblade fucked around with this message at 04:38 on Apr 29, 2018 |
# ? Apr 29, 2018 04:32 |
|
I liked Grim Sybil. I kinda thought during that mission we were gonna end up pulling her out of her destroyed mech and offer her a job. But nope she's just dead .
|
# ? Apr 29, 2018 04:34 |
|
RBA Starblade posted:I just had a mechwarrior get shot in the head by machine guns four turns in a row to kill them and someone else shot in it a fifth turn jesus christ cut me a break Battletech I think I may have sucked up all of your good luck and given you all of my bad somehow. I restarted, have done a total of 13 missions including Weldry but no further. Only two injuries, and I haven't had to use or even hire anybody besides myself, Behemoth, Glitch, and Medusa, who are all sitting at 7 5 5 5 or something close to there. Poor Dekker hasn't seen a single minute of action and the only reason he's improving is I built a training pod. It's been great but it's going to sting real bad when I finally lose somebody, that's a whole lot of XP gonna go up in smoke and I have nobody to take their place.
|
# ? Apr 29, 2018 04:39 |
SRM carriers crack me up. "Surely he must be out of rockets now. He's been firing for full seconds. Nope, still more rockets. It's like a clown car for explosions."
|
|
# ? Apr 29, 2018 04:39 |
|
Of course I headcap an Enforcer and capture a Kintaro on a mission where I didn't ask for loving salvage rights.
|
# ? Apr 29, 2018 04:40 |
|
Tried using that Fanatical link to order the game through, and instead of keys I'm getting "Manual Authorization". Anybody ran into this and have an idea on how long this usually takes, or if I should just stop payment on it?
|
# ? Apr 29, 2018 04:40 |
|
I'd like for there to be a way to lose mechs so that there could be some loss on that side of the game because right now it's a little bit of a collect-em-all situation. Maybe if you lose the CT of a mech there is a coinflip to see if it's salvagable or not.
|
# ? Apr 29, 2018 04:42 |
|
Night10194 posted:Of course I headcap an Enforcer and capture a Kintaro on a mission where I didn't ask for loving salvage rights. I head-capped a Hunchback and an Enforcer on a mission today where: a) I literally couldn't ask for 3 confirmed salvage even if I'd wanted to (max was 2/14 or something dumb like that). b) they turned out to be escorting a Black Knight that I then spent three turns juggling in an effort to kill the pilot, except that the last missile salvo just cored it instead of knocking it over the one last time I figure I needed to take the mech whole. In that vein, I assume there's no way to tell how much health enemy pilots have?
|
# ? Apr 29, 2018 04:49 |
|
DreamShipWrecked posted:SRM carriers crack me up. "Surely he must be out of rockets now. He's been firing for full seconds. Nope, still more rockets. It's like a clown car for explosions." I should just edit the files to rename them Getasnack Tanks.
|
# ? Apr 29, 2018 04:54 |
|
Urthor posted:Is the Quickdraw actually good for anything? I can't think of a role and it's unfortunately my only heavy atm, but it's 1 priority lower and the hardpoints aren't really that well placed for any sort of dedicate role I've heard it is Reasonably Okay as a jumpy backstabber, load it up with small and medium lasers and JJs, jump behind a dude and call shot for the CT, you're coring anything short of an assault that way but my only heavy is a Catapult so
|
# ? Apr 29, 2018 04:55 |
|
DreamShipWrecked posted:SRM carriers crack me up. "Surely he must be out of rockets now. He's been firing for full seconds. Nope, still more rockets. It's like a clown car for explosions." Your error, much like the error of those facing my Kintaro, is believing there could ever be an end to missiles.
|
# ? Apr 29, 2018 04:56 |
|
sebmojo posted:Remove pause tweak I actually really like the little pauses; they remind me of awkward teenaged me pushing minis across hexmaps in the early '90s. Those caesuras of action just bring to mind vivid memories of sitting around the table and going "okay, this guy moved 6, right, so that adds what to the to-hit number again?" and having little math breaks in between dice rolling and anguished swearing. This may not be a universally-experienced sensation.
|
# ? Apr 29, 2018 05:05 |
|
Top of the OP needs to be a bolded message "difficulty skulls on missions are a loose suggestion"
|
# ? Apr 29, 2018 05:07 |
|
Is it just me or is House Espinoza and the Aurigan Directorate actually just a lost Draconis Combine regiment?
|
# ? Apr 29, 2018 05:14 |
|
Ouch. So, Ronin isn't actually dead, just out for 94 days. Repairs for this shitshow are somewhere around 70 days. Bad RNG and some questionable tactical decisions, made worse by the enemy Mech lance (Griffin, Blackjack, Jagermech and Grasshopper) getting reinforced by the tank lance that was the actual primary target. Said tank lance was one LRM carrier, two Schreks and a Demolisher. In the end, I had to lure the fuckers to a reverse slope, so the laser-Centurion, a Trebuchet out of LRM ammo and the near-dead Thud could charge in and start kicking cans. Thud paid for it with the other side torso. On the bright side, got the Grasshopper and holy moley, this thing is ridiculous. Anyone made some experiences with what support weapons to boat on this thing?
|
# ? Apr 29, 2018 05:15 |
|
I just fought a Demolisher for the first time and I want to go home.
|
# ? Apr 29, 2018 05:18 |
|
Synthbuttrange posted:I just fought a Demolisher for the first time and I want to go home. between demolishers and [stuff] carriers, I always get seriously when I see an enemy vehicle not moving until the last phase
|
# ? Apr 29, 2018 05:20 |
|
Urthor posted:Is the Quickdraw actually good for anything? I can't think of a role and it's unfortunately my only heavy atm, but it's 1 priority lower and the hardpoints aren't really that well placed for any sort of dedicate role
|
# ? Apr 29, 2018 05:20 |
|
yeah, 60-80T vehicles are no joke.
|
# ? Apr 29, 2018 05:30 |
|
Urthor posted:Is the Quickdraw actually good for anything? I can't think of a role and it's unfortunately my only heavy atm, but it's 1 priority lower and the hardpoints aren't really that well placed for any sort of dedicate role It depends on how you play. I filled my quickdraws with medium lasers and SRM launchers (keeping the stock number of JJs) and had reasonable success with them until bigger and better things came along. In general, fast moving mechs rely on evasive ticks for their survivability, so you have to make sure to maximize that every turn (aka always be moving). With a quickdraw, you get a ton of ticks from standard movement and an opportunity to jump behind people and feast on that there delicous butt meat. It won't take too much damage, but it does a good job of mixing it up.
|
# ? Apr 29, 2018 05:39 |
|
60 ton mechs seem like a trap to me. They're not that much better than the guys at the top of the medium tier but they lose initiative and everyone wants to kill them. That said I have a Quickdraw, Dragon, and most recently a Grasshopper so any build recommendations would be great.
|
# ? Apr 29, 2018 05:50 |
|
I've been getting good use out of a Dragon. 2 srm6, large laser, small laser, max armour. It can take a decent beating, keeps up with lighter mechs, and does bonus melee damage. Shower those SRMs around, punch fools, use the LL when you're stuck at range.
|
# ? Apr 29, 2018 05:58 |
|
sebmojo posted:Yeah I posted a .json tweak earlier that helps a bit. Could we get it in the op? Added to the second post.
|
# ? Apr 29, 2018 05:58 |
|
Beer4TheBeerGod posted:60 ton mechs seem like a trap to me. They're not that much better than the guys at the top of the medium tier but they lose initiative and everyone wants to kill them. That said I have a Quickdraw, Dragon, and most recently a Grasshopper so any build recommendations would be great. the quickdraw and dragon are absolutely terrible imo. the quickdraw can be used as a jumpy backstabber, but it has way too much engine space and jumpjets take up double weight for heavies, so it has to choose between being underarmored or undergunned. stick jumpjets on either version of hunchback and they do a much better job of jumpjet backstabbing and have more armor, better melee damage and move faster. the dragon's weapon loadout just sucks, and it can't really afford jumpjets either so it has issues closing to melee. the grasshopper is great tho. i think it works really well with medium lasers, heatsinks and flamers (although any support weapon will do).
|
# ? Apr 29, 2018 06:00 |
|
Beer4TheBeerGod posted:60 ton mechs seem like a trap to me. They're not that much better than the guys at the top of the medium tier but they lose initiative and everyone wants to kill them. That said I have a Quickdraw, Dragon, and most recently a Grasshopper so any build recommendations would be great. Grasshopper is built to boat. Medium Lasers and Small Lasers in each hardpoint and your point blank firepower is seriously unequalled until top tier assaults that can mount double AC/20s
|
# ? Apr 29, 2018 06:01 |
So it turns out you can fit 2 LRM-20s, with one thousand four hundred and forty missiles, AND a PPC, and almost max armor on an AWS-8T. Ammunition scarcity? What’s that?
|
|
# ? Apr 29, 2018 06:04 |
|
GruntyThrst posted:So it turns out you can fit 2 LRM-20s, with one thousand four hundred and forty missiles, AND a PPC, and almost max armor on an AWS-8T. Ammunition scarcity? What’s that? Problem is the Orion is already able to carry 2 LRM-20s, as much ammo as you want and maxed armor and while it isn't quite as heavily armored it is very close, has better initiative and more zombie locations that soak up fire with nothing to crit. Cheaper to repair, too.
|
# ? Apr 29, 2018 06:08 |
Just did the mission “Raising the Dead”. JFC that bit in part I. That cost me glitch, worn down holding a pass (her PPCpult was the last mech left with any armour, and she died in the turn before winning). Part II cost me some very cool stuff I’d like to have kept, but also saw me nabbing a very nice mech from the enemies. Torn on whether to savescum for a better result.
|
|
# ? Apr 29, 2018 06:08 |
|
Bruceski posted:I should just edit the files to rename them Getasnack Tanks. For some reason this made me thing of that awful XCom 2 mod that changed text strings all over the place, like "Enraged" became "100% mad" and "Mission Failed" became "loving IDIOT" etc do I have to live in mild fear of that thing reappearing for this, or do we not have that much modding power
|
# ? Apr 29, 2018 06:10 |
|
Vigilance is the best poo poo, it doesn't eat an action and applies the brace benefits even if you move.
|
# ? Apr 29, 2018 06:12 |
|
Two +20 damage AC/20s, -30% stability damage Gyro, and a reinforced cockpit. King Crab hungers for blood.
|
# ? Apr 29, 2018 06:14 |
|
|
# ? May 28, 2024 15:34 |
|
Skippy McPants posted:Two +20 damage AC/20s, -30% stability damage Gyro, and a reinforced cockpit. King Crab hungers for blood. have you oneshot two mechs in a single action yet
|
# ? Apr 29, 2018 06:15 |