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Also buy more mechbay upgrades.
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# ? Apr 29, 2018 20:28 |
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# ? May 14, 2024 07:34 |
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Peven Stan posted:Con: All battles would take over 2 hours with 8 mechs to juggle According to grogs, refitting is actually too easy in this game. One of the big Clan inventions (the omni mech) is hot-swappable components so they can refit in hours instead of days. Speaking of grogs being mad about tech stuff, what exactly was the problem with the Argo? The fact that it carries around a smaller dropship and that means it violates the laws of space physics somehow? I was trying to explain this to someone today but I'm not well enough versed in the deep lore to say.
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# ? Apr 29, 2018 20:30 |
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I think so yeah. Plus someone was ultra mad about the raven which isn't even in the game
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# ? Apr 29, 2018 20:32 |
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Kanos posted: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. You know what actually fix this problem, if they implement the quirk system and give these low tonnage mechs a bonus to initiative or something.
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# ? Apr 29, 2018 20:32 |
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My first catapult run-in turned into a double feature. Managed to core my PC from indirect fire. Atleast i pushed for salvage
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# ? Apr 29, 2018 20:33 |
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NmareBfly posted:According to grogs, refitting is actually too easy in this game. One of the big Clan inventions (the omni mech) is hot-swappable components so they can refit in hours instead of days. Refit times seem about right to the lore, even with a lostech automated mech bay and machine shop in the Argo it still takes days to move around weapons, armor and heat sinks and you can't do anything at all with modifying the engines or similar. But yes that it can carry the Leopard through a jump is a violation of space physics as presently described.
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# ? Apr 29, 2018 20:34 |
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Man, I'm getting bit annoyed at the difficulty scaling. The skill level doesn't seem to mean anything. After doing a pile of two skull missions facing a couple mediums and a pile of lights, suddenly a 1.5 skull missions is like five mediums and three lights and they all immediately focus fire a single mech and bring it down on the bullshit free turn they get when they spawn in. Like come on, I sensor locked them, why so they get the free turn for being detected?
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# ? Apr 29, 2018 20:34 |
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sebmojo posted:Try the pause tweak in the op, it made it smoother for me. It helped but what would help more is if they had a 2x speedup toggle, Just played a retarded base defense contract where the second wave of badguys was dropped directly on my base from the rear. Looks like they really playtested this game!!
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# ? Apr 29, 2018 20:35 |
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PoptartsNinja posted:A "who died, and to what 'Mech, and were they avenged [attacking 'Mech later destroyed]" wall would be neat. Just have to be careful not to scrap their memorial... Retiring the 'mech is optional, but I wasn't sure what to do if a second pilot died in it, ha.
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# ? Apr 29, 2018 20:38 |
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UberJew posted:But yes that it can carry the Leopard through a jump is a violation of space physics as presently described. I can't imagine bring upset about this. Just literally can't
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# ? Apr 29, 2018 20:39 |
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I finally got Dekker into a Firestarter.
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# ? Apr 29, 2018 20:40 |
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UberJew posted:But yes that it can carry the Leopard through a jump is a violation of space physics as presently described. The Argo isn't the one performing the jump though. What's the difference between the Leopard docking with the Jumpship and the Leopard being physically attached to the Argo which is docked with the Jumpship?
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# ? Apr 29, 2018 20:46 |
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I violates the rules of the old spaceship Battletech offshoot game, therefore grogs grog.
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# ? Apr 29, 2018 20:48 |
The whole "starting a mission with the enemy reinforcements a-field" bit/bug is a little tough, sometimes. I just had my first run-in with a demolisher tank, and an enemy Trebuchet. Well, that loving hurt. Now I know what it's like to be on the receiving end of endless missile barrages. The tank rolled down and hosed my Orion right up, while the Treb just made life a living hell. My own LRM-boat Cent spent the entire battle overheated as I just couldn't afford to stop slinging missiles. It got really, really hairy when my Shadowhawk got too close to their Enforcer, who naturally DFA'd me. The following 2 rounds of Called:CT shots against me were awfully fuckin knucklebiting. Luckily that same round I return-DFA'd that Enforcer with my Vindicator and knocked it over, probably saving my Shadowhawk. By the end of it my SH was down a leg, and my Orion was missing it's ballistic torso and an arm, so it was just punching poo poo. Fuckin' brutal. Glitch is in the hospital for 60 days, my character for another 40. My mechs? Hooo boy. Might as well go for some R&R, folks. After the cost of repairing these guys I just might go flat rear end broke during the time it takes to fix them up. I don't think my Centurion even took any hits that penned its (minuscule) armor, but that's what running in the redzone for like 15 turns will do to you. And that BJ has been in the shop for 2 and a half months already, it keeps on getting pushed to the back of the line so I can field a lance. I did get a shiny new Treb out of it, tho!
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# ? Apr 29, 2018 20:48 |
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I really wish this game had a subtitle or something, makes googling for info about it harder than it needs to be.
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# ? Apr 29, 2018 20:56 |
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kater posted:hey thanks for always answering systems questions
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# ? Apr 29, 2018 21:01 |
You can fit 4 LRM 20s on a Stalker.
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# ? Apr 29, 2018 21:02 |
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NmareBfly posted:Speaking of grogs being mad about tech stuff, what exactly was the problem with the Argo? The fact that it carries around a smaller dropship and that means it violates the laws of space physics somehow? I was trying to explain this to someone today but I'm not well enough versed in the deep lore to say. A particularly close-minded interpretation of the rules as I understand it. Jumpships have a limited number of docking collars, so people saw the Argo's collars and thought "but that means you could just chain Argos forever and have infinite dropships on one jumpship!!!!" which ignores two key factors: Collars take up a lot of space, so there's a plausible reason they were a dead-end tech (put that space to use hauling cargo instead) and, critically, jumpships have mass limits anyway. For example, the Behemoth dropship (rules compliant!) takes up two jumpship docking slots either because it masses greater than 60,000 tons or because it's just so physically large it takes up two spots depending on which rule version you look at. The Argo seems to do the same thing when it docks. The only difference is the collars, and that's like ten seconds of "it's obvious, you nerds" worth of thought to accept as valid. but then this is the fanbase which produced ECM Rant Guy, so who even knows.
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# ? Apr 29, 2018 21:08 |
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The Saddest Robot posted:The Argo isn't the one performing the jump though. What's the difference between the Leopard docking with the Jumpship and the Leopard being physically attached to the Argo which is docked with the Jumpship? something something KF physics something something, basically
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# ? Apr 29, 2018 21:11 |
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Psion posted:but then this is the fanbase which produced ECM Rant Guy, so who even knows. Tell us more. :popcorn:
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# ? Apr 29, 2018 21:12 |
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Whats the game developer reason for pathfinding AI in escort missions. It seems logical to either have the escorts be under the players control or match speeds with the player. Yet so many games either have a super slow escort target or the much rarer mistake, escort targets waaay to fast turning into chase rather than escort.
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# ? Apr 29, 2018 21:15 |
what directory does the debug speed tweak .reg extension go into?
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# ? Apr 29, 2018 21:22 |
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Arrath posted:The whole "starting a mission with the enemy reinforcements a-field" bit/bug is a little tough, sometimes. Condolences. This is where being a TT vet helps I think. I played 2 time lines, vehicles, helicopter, aerotech and artillery for the best part of a decade. While I never owned a demo (you have to roll on a table when you get anything new and the good poo poo is very low percentage) I've met enough of them to have a very healthy respect around them. Someone was saying the models are bad but so far I've recognised everything I see first glance. There are some things I'd change like a button to refeit to a set config (stock or stored custom), get the difficulty system to actually mean something, a skip or speed up for replayability. Seeing the scenes and walks etc one play though is fine but long term it's going to get old fast.
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# ? Apr 29, 2018 21:23 |
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CalvinandHobbes posted:Whats the game developer reason for pathfinding AI in escort missions. It seems logical to either have the escorts be under the players control or match speeds with the player. Escort/Convoy/campaign missions are a hell of a lot more reasonable when you change the road distance modifier for wheeled vehicles. I think the given travel distances for the wheeled vehicles was intended for their road travel distance, with them going slower off road, but at some point someone at HBS forgot this when they gave all of the wheeled vehicles a 2x travel modifier on roads and you end up with Galleons and APCs that can travel 2-3 screen lengths in a single turn.
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# ? Apr 29, 2018 21:25 |
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Hieronymous Alloy posted:what directory does the debug speed tweak .reg extension go into? It's a .reg file, so it automatically goes into your Windows registry when you double click on it. It doesn't matter where the file is located.
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# ? Apr 29, 2018 21:26 |
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Hieronymous Alloy posted:what directory does the debug speed tweak .reg extension go into? Nowhere in particular, you just run the .reg file and it changes the registry value. The file itself doesn't need to be in a specific spot.
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# ? Apr 29, 2018 21:28 |
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The Saddest Robot posted:Escort/Convoy/campaign missions are a hell of a lot more reasonable when you change the road distance modifier for wheeled vehicles. I think the given travel distances for the wheeled vehicles was intended for their road travel distance, with them going slower off road, but at some point someone at HBS forgot this when they gave all of the wheeled vehicles a 2x travel modifier on roads and you end up with Galleons and APCs that can travel 2-3 screen lengths in a single turn. Except that would gently caress up the defense missions that have “engineers” in APCs. I just had such a mission where the APCs spawned between me and the enemy. The APCs were on a road and would have taken a single turn to make it in, but instead of going direct to the base along the road they went towards the enemy then turned up an off-road trail and too that back to me. The whole thing was ridiculous and took 3 turns, during which one of the APCs was destroyed. If it weren’t for the messed up vehicle Le movements I’d have lost that sub contract.
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# ? Apr 29, 2018 21:31 |
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If I've modded the values for the delays, should I verified game filed before running the registry thing?
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# ? Apr 29, 2018 21:33 |
Beer4TheBeerGod posted:How do you equip yours? never stop jumping, never raise heat outside of a malevolent biome
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# ? Apr 29, 2018 21:35 |
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UberJew posted:But yes that it can carry the Leopard through a jump is a violation of space physics as presently described. In what way? The Leopard's an intert-bolted on part of the Argo, which is docked to the jumpship. That doesn't seem to break any rules as far as the setting goes. Most of Dropship design is the physics of getting them in and out of atmospheres anyway. Hieronymous Alloy posted:what directory does the debug speed tweak .reg extension go into? Just double click it and it's added to your registry, then you can trash the file. Liquid Communism fucked around with this message at 21:42 on Apr 29, 2018 |
# ? Apr 29, 2018 21:40 |
I can't stop making every mech a ML/SRM brawler please help
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# ? Apr 29, 2018 21:42 |
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Gamerofthegame posted:
Too many MGs, not enough flamers.
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# ? Apr 29, 2018 21:44 |
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Rygar201 posted:If I've modded the values for the delays, should I verified game filed before running the registry thing? Shouldn't think so. Both those tweaks were from reddit, so google the text and you'll probably find some q&a around them.
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# ? Apr 29, 2018 21:44 |
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Oh, incidentally, I can confirm that whoever was talking about salary morale was right and I was wrong: it's a permanent modification to your company's base morale, so if you keep shelling out buttloads of extra money it'll eventually hit 50(?).
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# ? Apr 29, 2018 21:47 |
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the big bonus to Called Shot you get at tactics 9 is preeeeetty good. I have two dedicated headshotters loaded up with +damage AC10s and a gauss rifle. Cockpits have 61 health with armor+structure, even in 100t+ mechs, so with an 18% chance to hit the head with Called Shot and 70+ damage weapons snipers have a really good chance of instantly killing any pilot that isn't in cover
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# ? Apr 29, 2018 21:53 |
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Flavahbeast posted:the big bonus to Called Shot you get at tactics 9 is preeeeetty good. I have two dedicated headshotters loaded up with +damage AC10s and a gauss rifle. Cockpits have 61 health with armor+structure, even in 100t+ mechs, so with an 18% chance to hit the head with Called Shot and 70+ damage weapons snipers have a really good chance of instantly killing any pilot that isn't in cover . . . post avatar combo.
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# ? Apr 29, 2018 21:56 |
Has anyone found if its possible to mod out the travel animations/cutscenes? Like, entering orbit or jumpships doing their thing?
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# ? Apr 29, 2018 21:56 |
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just did my first 5 skull mission. there were 3 lances of mediums and heavies.
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# ? Apr 29, 2018 21:57 |
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Arrath posted:Has anyone found if its possible to mod out the travel animations/cutscenes? Like, entering orbit or jumpships doing their thing? I dunno about the cutscenes, but there is at least a way to make time pass faster if you want to do that.
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# ? Apr 29, 2018 21:59 |
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# ? May 14, 2024 07:34 |
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Peven Stan posted:I also like how slow the union goons who work in the mech bay are, it shouldn't take 2 weeks to refit a mech in the year 3027 "Plug and Play" was never invented in the BattleTech universe, they spend most of the time looking up board schematics so they can put "this microchip that looks a bit like that one there in about the same place."
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# ? Apr 29, 2018 22:03 |