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Raising the dead is really loving hard. I'm about to go in to attempt number 3. I feel like you have to finish off part 1 with no damage to stand a chance in the second half. Also god drat dragons are bad.
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# ? Apr 29, 2018 06:15 |
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# ? May 14, 2024 18:04 |
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Grognan posted:Vigilance is the best poo poo, it doesn't eat an action and applies the brace benefits even if you move. Most importantly it bumps you up an initiative phase, which matters a whole heck of a lot when you get into the later game heavy/assault slugfests. Bumping someone up before a damaged enemy heavy can mean the difference between coring them out before they move or them getting one last volley in, which can really hurt. Splode posted:Also god drat dragons are bad. HBS Battletech addresses a lot of issues with old TT balance(low caliber autocannons, medium lasers) but there's still some old chestnuts like the "lightest" mechs in a particular weight class typically being tremendous underperformers which is mostly due to how engine weight scales; it is extremely bad to be exceptionally fast for your weight class because it will require a MASSIVE engine to do so. The Cicada actually suffers from this same problem; it's got a giant engine that makes it just as fast as a Spider, but the size of the engine prevents it from mounting equipment to allow it to take advantage of this at all so you just end up with a heavier Spider that costs more to maintain. HBS Battletech even exacerbates this problem somewhat with stuff like the initiative phase system and heavier mechs needing heavier jump jets so a Dragon actually loses out compared to a Shadow Hawk at the same role despite being a heavier and more expensive machine. Kanos fucked around with this message at 06:22 on Apr 29, 2018 |
# ? Apr 29, 2018 06:15 |
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Any good builds for the Kintaro?
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# ? Apr 29, 2018 06:17 |
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Skippy McPants posted:Two +20 damage AC/20s, -30% stability damage Gyro, and a reinforced cockpit. King Crab hungers for blood. 4 MLs + 4 SRM6s: (final mission spoiler) https://www.youtube.com/watch?v=iDATdyceIlM
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# ? Apr 29, 2018 06:18 |
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Ciaphas posted:have you oneshot two mechs in a single action yet I have! Multi+Breaching Shot is pretty disgusting with two AC/20s.
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# ? Apr 29, 2018 06:20 |
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Now Medusa is dead too... drop in on a base defense mission he is in a punchy brawler shadowhawk... he gets in a fist fight with another and his cockpit gets smashed in the first round of punching. It ended up being down to Glitch and a pair of rookies to hold on till the time runs down.
Jack2142 fucked around with this message at 06:24 on Apr 29, 2018 |
# ? Apr 29, 2018 06:21 |
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I really wish I could disable the "We're running out of C-Bills commander" message.
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# ? Apr 29, 2018 06:25 |
UberJew posted: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. I don't have one because I've only ever seen 2, and both on mission I went full money on
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# ? Apr 29, 2018 06:31 |
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Ratzap posted:If they are planning a long term set of releases via DLC or updates then there is just so much material. Just for 3025 they could do a good half dozen campaign modules for various houses and conflicts. Then they could move on to 3028 and so on down the line of ref books. If they're smart they can put off touching the silly stuff from 3050 onwards for quite a long time. Enough time to work out how to do it in a reasonable manner. Thus, the cycle of every Battletech product since 1990 begins anew. In all seriousness I'm having a lot of fun with this one. I am just about to the second "Priority" mission and so far I've really enjoyed slowly building up a medium lance. I am kind of disappointed that there's not going to be any reason to keep fielding meds after the heavies start showing up, but that's always been the battletech way. It's a shame they haven't done anything to counter that, especially given that in this game in particular heavies and assaults should be really rare. Just keeping them off the battlefield would be a way to keep them out of player hands. It's always been weird to me how the imbalanced rules for BT have always been explained away around the imbalanced items/mechs being extremely rare, but every implementation of them in actual TT or Sim games ends up with these unrealistic slugging matches between 100's of tons of priceless irreplaceable machinery. Game needs some artificial scarcity.
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# ? Apr 29, 2018 06:32 |
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Is there a way to edit save files to respec a character?
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# ? Apr 29, 2018 06:34 |
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Sarsapariller posted:Thus, the cycle of every Battletech product since 1990 begins anew. The init system does mean that light and medium mechs can take double turns if they reserve past everyone and go last, then take their regular phase next turn. A real smashy medium can dig out the back of a heavy doing that. Some bigger way to incentivise dropping lighter mechs in the campaign would be cool though yeah.
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# ? Apr 29, 2018 06:37 |
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GreyjoyBastard posted:between demolishers and [stuff] carriers, I always get seriously when I see an enemy vehicle not moving until the last phase The Saddest Robot posted:yeah, 60-80T vehicles are no joke. Absolute truth. A 'good' result is it merely being a Bulldog or Manticore, and you know in your heart you're not that fortunate.
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# ? Apr 29, 2018 06:37 |
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pokie posted:Is it just be or does the SS version of Thunderbolt suck? That's the one that's basically energy only. This is the first heavy I got. I stuck on a PPC, LL and LRM15 and gave it to Glitch as an upgrade on her sniper Vindicator.
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# ? Apr 29, 2018 06:41 |
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Azran posted:I really wish I could disable the "We're running out of C-Bills commander" message. Have you tried editing SimGameConstants, by chance? I took a peek and found something that might control this. To confirm - 1) Open the file with Notepad/Notepad++ (Directory is *\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\data\simGameConstants) 2) Find the following parameters: "NotifLowFundsQtrRemainThreshold": 2, "NotifLowFundsRecurrence": 14, "NotifDangerLowFundsQtrRemainThreshold": 1, "NotifDangerLowFundsRecurrence": 7, 3) Change the values (would first try increasing recurrence; at a glance I'm guessing they represent days) 4) Save file & restart game
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# ? Apr 29, 2018 06:50 |
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What's the best way to beat the dropship control tower mission? I feel like I can barely get in range by 15 turns.
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# ? Apr 29, 2018 06:54 |
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Sarsapariller posted:In all seriousness I'm having a lot of fun with this one. I am just about to the second "Priority" mission and so far I've really enjoyed slowly building up a medium lance. I am kind of disappointed that there's not going to be any reason to keep fielding meds after the heavies start showing up, but that's always been the battletech way. It's a shame they haven't done anything to counter that, especially given that in this game in particular heavies and assaults should be really rare. Just keeping them off the battlefield would be a way to keep them out of player hands. It's always been weird to me how the imbalanced rules for BT have always been explained away around the imbalanced items/mechs being extremely rare, but every implementation of them in actual TT or Sim games ends up with these unrealistic slugging matches between 100's of tons of priceless irreplaceable machinery. Game needs some artificial scarcity. Introducing exceptionally rewarding mission types with drop tonnage limits and comparable opposition is a much better way to put mediums and lights back into the late game campaign without making it so the player never gets to have any cool heavy metal, and it's really easy to justify in a way that makes sense. You wouldn't send a lance of snail speed assault mechs on a grab and smash mission, nor would you send them to recon in force or escort a fast moving convoy. Similarly, you wouldn't send a force of nimble, lightly armed lights and mediums to assault an entrenched base with dug-in defenses. Sometimes it's fun to play out a light and medium running knife fight and sometimes it's fun to engage in an apocalypse hellwar between heavy/assault forces, so give the player a strong incentive to play their preferences by offering both. You could even throw some wrenches into the works this way by playing with enemy opposition and drop tonnage limitations, like "this renegade deserter from a House unit jacked an Awesome and we want you to scrap him but we can only draw off his forces for so long so you need to go in light and fast" creating a David and Goliath scenario, for example.
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# ? Apr 29, 2018 06:59 |
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Bubbacub posted:What's the best way to beat the dropship control tower mission? I feel like I can barely get in range by 15 turns. Ignore the mechs and sprint up to it. The friendly towers are all packing PPCs and will soften up the enemy for you.
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# ? Apr 29, 2018 07:02 |
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Panzyr was pretty tough, I was rushing the story missions and got beat by this one twice. I finally achieved victory by rushing the vehicles to stomp on them in rounds 1-3, then moving as a group down the (west?) slope. There's a Centurion that will make you miserable with side shots, but for some reason the AI played stupidly this time and ran around the big dropship obstacle, thus placing him out of line of sight before I could finish knocking him down with anti-stability missiles. The friendly turrets didn't get targeted by the enemy and added a great deal of damage as my heavily armored mediums soaked up the punishment. With 4 rounds to spare I had a medium sprint up the hill to the secluded target building mission objective and blow it up after wiping the field of hostiles. The heavier mechs I faced fell to missile/knockdown spam and AC2/5/10 fire.
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# ? Apr 29, 2018 07:02 |
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Beat the mission, key changes were made: I took my SRM brawler shadowhawk, it's got a large laser and 3 varieties of SRMs. It works well but takes a beating every mission. I refitted one of my dragons (other one will now get the same treatment). LRMs swapped with SRMs, excess ammo removed, MORE ARMOUR. In my lance my dragon has literally one job and that's to get shot at. It's still a big blob but it doesn't die anymore. Stock vindicator is still solid, stock jagermech was ok though I'm considering taking off one of the AC2s and one of the AC5s and putting an AC10 there, thoughts?
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# ? Apr 29, 2018 07:08 |
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I tried sprinting for it, but the Hunchback shooting into my back caused some holy hell. I'll give it another shot.
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# ? Apr 29, 2018 07:09 |
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Bubbacub posted:I tried sprinting for it, but the Hunchback shooting into my back caused some holy hell. I'll give it another shot. Take a fast Light 'Mech like a Spider (or Jenner), jump max distance every turn and brace. You'll get there by like Turn 7 or 8, and the enemy will have preferable targets every turn.
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# ? Apr 29, 2018 07:10 |
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Kanos posted:Introducing exceptionally rewarding mission types with drop tonnage limits and comparable opposition is a much better way to put mediums and lights back into the late game campaign without making it so the player never gets to have any cool heavy metal, and it's really easy to justify in a way that makes sense. I like that, challenge mode missions or something. I'd enjoy that a lot. Space Skeleton posted:The init system does mean that light and medium mechs can take double turns if they reserve past everyone and go last, then take their regular phase next turn. A real smashy medium can dig out the back of a heavy doing that. The init system is cool and definitely helps to balance the scales a bit vs. regular tt rules, but it can only go so far. If you bring 4 assaults you can probably weather the storm of light/medium fire that gets to go before you, and eventually everyone's gonna be bringing 4 assaults. My initial thought was- why not make it exorbitantly expensive to repair/maintain the bigger mechs? Like sure, bring your assault but if it loses a ST you're going to spend 4 months and 500k or whatever repairing it. Enough that people think twice about committing them to every mission. But that just weights the game heavily in favor of the AI, that gets to field whatever it wants without having to worry about post-mission results. Evasion has certainly helped to increase the survivability of lights, but it does nothing to help them contribute to the overall mission. I dunno. It seems like it's just inherently a flaw in the TT rules that turns up in every battletech game eventually- weight of fire/armor matters way more than speed. It'd definitely change if there were more missions where speed was a priority- running battles that dragged on for multiple turns, or blockade running missions, or something.
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# ? Apr 29, 2018 07:21 |
I am unreasonably infuriated that the symbol for the “gamma pod” is the Greek letter Lambda and not Gamma.
Beefeater1980 fucked around with this message at 07:31 on Apr 29, 2018 |
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# ? Apr 29, 2018 07:21 |
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Bubbacub posted:What's the best way to beat the dropship control tower mission? I feel like I can barely get in range by 15 turns. I stayed on the ridge and shot all the poo poo until there were ~6 turns left. Then I had one healthy mech with high piloting pilot just sprint for it
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# ? Apr 29, 2018 07:24 |
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Do we have like a cool repository of mech builds? I'm rocking a fairly fun Centurion ATM (early game like maybe 2 story missions, 10 contracts still playing at 1-2 skulls) and would like to share; but also see some good uses for other chassis I've got sitting around like my Firestarter and Jenner.
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# ? Apr 29, 2018 07:26 |
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Where does the Raising the Dead mission start from? Not sure if I missed something in conversation or if it is bugged but I don't have a Priority Mission marker.
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# ? Apr 29, 2018 07:31 |
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I mean if you guys kinda like the initiative system but don't think it does enough, being able to push mechs off the list completely into the next turn is probably a simple way to encourage higher starts.
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# ? Apr 29, 2018 07:32 |
Where was that list of all the different pilot titles again? Vanguard, lancer, etc? this game has an unusual issue in that it's hard as gently caress to google anything specific to this game because there have been so many other battletech games / books / franchises edit nvm found it: Xarbala posted:Class names by Specialization: thanks xarbala I feel like Lancer, Vanguard, Striker, Recon would be a very good mix. That's guts 1, guns 2, (gun brawler) / guts 1, tactics 2 (initiative brawler) / Gun 1, tactics 2 (long range fire support / lrmboat) / pilot 2, tactics 1 (spotter). Hieronymous Alloy fucked around with this message at 07:47 on Apr 29, 2018 |
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# ? Apr 29, 2018 07:36 |
Took a mission for the Capellans. Flavor text mentions someone spotting an "extremely heavy pirate mech" that I need to take out. I figure "awesome, I'm gonna finally get a heavy". So I dial up the salvage negotiation to maximum. The "extremely heavy pirate mech"? It was a Schrek PPC Carrier. :|
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# ? Apr 29, 2018 07:40 |
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RBA Starblade posted: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. Just like Mechwarrior 4 Mercenaries did. I remember a really nasty mission where you had to save a pilot and then run towards a base under attack by about 20 mechs...vs your 4 mediums. And yep, you had to bring fast mechs otherwise the enemy destroyed the base, so you had to have mechs that ran at 80 at least.
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# ? Apr 29, 2018 07:43 |
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Drone posted:Took a mission for the Capellans. Flavor text mentions someone spotting an "extremely heavy pirate mech" that I need to take out. I figure "awesome, I'm gonna finally get a heavy". So I dial up the salvage negotiation to maximum. It was an all star in hits day
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# ? Apr 29, 2018 07:49 |
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isk posted:Have you tried editing SimGameConstants, by chance? I took a peek and found something that might control this. To confirm - To be honest I haven't toyed around with any files yet, I have no idea how moddable this game is. Thanks Edit: quote:Class names by Specialization: Nevermind me, just quoting this for future reference. Azran fucked around with this message at 07:54 on Apr 29, 2018 |
# ? Apr 29, 2018 07:52 |
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Beefeater1980 posted:I am unreasonably infuriated that the symbol for the “gamma pod” is the Greek letter Lambda and not Gamma. Greek is lostech
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# ? Apr 29, 2018 07:57 |
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I now have three Dragons. They aren't great, but tanky enough that my heavier medium mechs can wreak havoc, and the Dragons are fast enough that they are quite effective in melee. I got my third Dragon in a story mission (the one where you are attacking an ammo depo and you get unlimited Dragon parts to buy afterwards at that planet) where the first attack I made on the enemy Dragon was a melee attack by my main character, also in a Dragon. Hit the head, pilot dead. Also got a head melee on a Panther with the same character about two turns later. Crazy. Too bad the Dragon is very underwhelming and doesn't sell for much.
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# ? Apr 29, 2018 07:59 |
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Most video games balance their nimble, squishy options by making them deal a poo poo ton of damage. Here, they do far less than the invincible supertanks. Congrats, you just spent 2-3 full turns setting up a risky and complicated flank. Your reward is lightly tickling the enemy to no effect. Doesn't make any sense with the 4 mech limit.
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# ? Apr 29, 2018 08:07 |
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Vargs posted:Most video games balance their nimble, squishy options by making them deal a poo poo ton of damage. Here, they do far less than the invincible supertanks. Congrats, you just spent 2-3 full turns setting up a risky and complicated flank. Your reward is lightly tickling the enemy to no effect. Doesn't make any sense with the 4 mech limit. I think being able to run 2 (or maybe 3? As many lances as you have mech bays?) lances with a weight limit would be ideal.
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# ? Apr 29, 2018 08:12 |
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Azran posted:Any good builds for the Kintaro? No armor, 3 LRM20s, 2 LRM5s and a bunch of heat sinks and ammo?
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# ? Apr 29, 2018 08:14 |
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Vargs posted:Most video games balance their nimble, squishy options by making them deal a poo poo ton of damage. Here, they do far less than the invincible supertanks. Congrats, you just spent 2-3 full turns setting up a risky and complicated flank. Your reward is lightly tickling the enemy to no effect. Doesn't make any sense with the 4 mech limit. This gets at a great point and highlights the problem of any turn-based game. The most precious resource of all, here or in TT, is action economy. You can only make 4 moves per round with your lance, and a light is essentially dedicating one of your moves to "Fast distraction." Any time a light earns its spot is a time when it can deny 2 or more enemy moves in a single turn. Right now, at best a light is going to be able to deny 1 move every 2 turns and that just isn't worth it. Giving lights the ability to act as fast tacklers that could really level the playing field for them.
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# ? Apr 29, 2018 08:31 |
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I cant mount enough flamers on my firestarter to cause an instant shutdown.
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# ? Apr 29, 2018 08:36 |
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# ? May 14, 2024 18:04 |
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Initial test of my sandbox went well. Might throw something up tomorrow for other people to test out if they'd like.Synthbuttrange posted:I cant mount enough flamers on my firestarter to cause an instant shutdown. You gotta wait for the enemy to build up some heat.
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# ? Apr 29, 2018 08:44 |