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
Eej
Jun 17, 2007

HEAVYARMS
tbh I like the bugged reinforcements cause 4v8 is what I call a fair fight :smugdog:

Adbot
ADBOT LOVES YOU

OddObserver
Apr 3, 2009

Deuce posted:

So, yes?

Don't take this mission because my mechs can't possibly catch up?

The one map I played it on it was possible to intercept them by heading towards their destination rather than starting position from the outset...

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Deuce posted:

So, yes?

Don't take this mission because my mechs can't possibly catch up?

They are kind of a crapshoot apparently. Most of the time they work fine and are totally reasonable, but when they aren't they really aren't.

A lot of missions seem to end up working like that.

Jack2142
Jul 17, 2014

Shitposting in Seattle

At low levels the escort missions aren't "too" bad because you will probably have light mechs that can catch the running vehicles or the enemy is mostly in lights & mediums, which isn't necessarily going to insta gib the vehicles always.

Der Waffle Mous
Nov 27, 2009

In the grim future, there is only commerce.

Psion posted:

but then this is the fanbase which produced ECM Rant Guy, so who even knows.

Now I'm just remembering the guy who produced the "bop drive" and the anti infantry gauss ammo that was pretty much a hollow slug filled with poison wasps.

Eej
Jun 17, 2007

HEAVYARMS
how big do slugs grow in battletech that they can be shot out of a gauss rifle

Runa
Feb 13, 2011

Eej posted:

how big do slugs grow in battletech that they can be shot out of a gauss rifle

there's livestock so gigantic, there's a mech called the CattleMaster designed to help ranchers keep them in line

Skippy McPants
Mar 19, 2009

sebmojo posted:

Per Reddit, apparently number of save games affects performance (it's a Unity issue). So put them in another folder if you don't want to delete them, and turn off cloud saves.

This should be in the OP. I'm a compulsive saver and culling my number of saves from ~100 down to 10 cut my load times in half.

Booley
Apr 25, 2010
I CAN BARELY MAKE IT A WEEK WITHOUT ACTING LIKE AN ASSHOLE
Grimey Drawer
Only went for 2/8 salvage on a 2 skull assasinate because I hadn't made much cash this month and it's usually just mediums. Target was in an orion. First thing bigger than a jaegermech I'd seen. After much work (and some savescumming) I finally killed the pilot and managed to get all 3 salvage. I'd randomly found a king crab component for sale on the previous planet too.
I've spent way too much time playing this game since it released. I just wish it worked on my ultrawide.

Synthbuttrange
May 6, 2007

isildur posted:

Heya i don't wanna dig through the whole thread, but I really want to post that Kelly cartoon edit on my twitter. Who made it, so I can give you credit?

edit: got it. :) https://twitter.com/HBS_Kiva/status/990816951260798976

oh god it wasnt even finished hahahah but thanks! :)

cugel
Jan 22, 2010

Eej posted:

tbh I like the bugged reinforcements cause 4v8 is what I call a fair fight :smugdog:

:same:

SirFozzie
Mar 28, 2004
Goombatta!
For those of you who hate that late game missions are all assault vs Assault, there's a mod out that removes the "step up mission difficulty after a story mission" modifer, in place is a location based one:

https://www.reddit.com/r/BattleTechMods/comments/8fpxox/removed_forced_difficulty_boosts_planet/

Sadly, not retro active save usable (it would disable further story upgrades to the difficulty, but not past ones)

Essobie
Jan 31, 2003

WHAT? THIS IS MY REGULAR SPEAKING VOICE.
Is this better?
Welp, I just had the most epic fight on the Smithon campaign mission. Behemoth gave her life for the cause and I got put in MedBay for 91 days... but Glitch 1v1ed the last of the 8 mechs in a back and forth slug fest. She won it after the last mech went into shutdown after firing it's PPC every round trying to finish her off. He still had plenty of front armor and had two LRM turrets for covering fire... so I just went all in with a headshot. And got it.

With the changes to AudioConstraints.json (in the OP) this game is just about perfect. Thanks for that!

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
Not sure how breaching shot and multi Target works? If I Target three people each with one of my three weapons, they should all get a breaching shot? I don't notice it with lrms, and decided that was because an lrm counts as multiple weapons. But, a friend of mine says it works with lrms?

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

That was a fight that went horribly wrong. My guys kept getting knocked over and caught on the back foot, we managed to handle a lance of heavies while some big tanks trundled around trying to find a vantage point. Two of my squad died and as my PC went to face-off with the last mech an SRM carrier found its way up and blew off Glitch's weapons. She proceeded to run her popsicle over and stomp all the tanks to death, while my PC and the mech brawled it out among the rough terrain and dust clouds.

Came out of the fight with two dead guys I didn't really care about, an Orion, and a new hire with the callsign Muffintop, so I'm calling it a win.

Amechwarrior
Jan 29, 2007

So the goon discord (get in fools, check the OP) put together their custom logos.

Here you go and have goony fun. I threw in the old WOL logos I did back in the MWO days too.

The Valhalla skins feature unit emblems on them and I wish all the skins did too. I can add yours on the discord if you want them included.

Runa
Feb 13, 2011

redreader posted:

Not sure how breaching shot and multi Target works? If I Target three people each with one of my three weapons, they should all get a breaching shot? I don't notice it with lrms, and decided that was because an lrm counts as multiple weapons. But, a friend of mine says it works with lrms?

Breaching shot + Multi target absolutely works with LRMs. Remember they don't do a lot of damage per missile though. So the difference between a breaching shot LRM on a guarded enemy is like 4 damage per missile rather than 2. Or 3, if the enemy is in cover.

Really the important thing is they can't shrug off the stability damage if you breach'em.

Galaga Galaxian
Apr 23, 2009

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


Xarbala posted:

It's not quite a true sandbox mode (and I'm excited to see what Galaga Galaxian can whip up)

Actually I finished a rough draft version yesterday and after playing it a bit, I guess I'll throw it out for others. Test Sandbox Mode mod.

Has two versions, one that gives you the Argo and one that keeps you in the Leopard (with a slight mechtech point increase). It skips all the way to past the 3 Years Later mission and dumps you in UrCruinne with your ship, a crappy lance, your commander, and thats about it, you gotta hire whatever scrubs are in the hiring hall and get to work.

It includes editing a large number of systems (75ish?) to enable the Directorate as an employer and a target for random contracts. It will also overwrite any changes you made to your SimGameConstants, sorry. Don't use this while still playing the story, or you might horribly break your save. Might break things anyways, I make no promises! TBH I hope someone with more patience and talent makes a better version than I did.

Ravenfood
Nov 4, 2011
So I'm just starting to get to a few assaults on battles and am getting a few of my own here and there, but at this point I'm convinced that the best late-game skills are 100% Bulwark, Multi-shot, and Breaching shot. Early-game you can do a ton with Piloting, Sensor-locking, and all that, but by the end of the game as things get beefier and less speedy, Breaching Shot and Bulwark become more and more important. I'm finding that assaults/heavies simply don't have the speed to get enough evasion pips up and that I'd rather use cover/bulwark to soak damage. I've got two mechwarriors built like that, and they're easily the most useful. My flanker is still holding his own but as things slow down his ability to shoot-and-move is getting less and less useful because he simply can't hit hard enough, and the person I built to be a melee brawler just doesn't have the impact. Delaying someone's initiative doesn't really do so much when everyone is running around with rank 1 or 2 speed, honestly.

Runa
Feb 13, 2011

Galaga Galaxian posted:

Actually I finished a rough draft version yesterday and after playing it a bit, I guess I'll throw it out for others. Test Sandbox Mode mod.

Has two versions, one that gives you the Argo and one that keeps you in the Leopard (with a slight mechtech point increase). It skips all the way to past the 3 Years Later mission and dumps you in UrCruinne with your ship, a crappy lance, your commander, and thats about it, you gotta hire whatever scrubs are in the hiring hall and get to work.

It includes editing a large number of systems (75ish?) to enable the Directorate as an employer and a target for random contracts. It will also overwrite any changes you made to your SimGameConstants, sorry. Don't use this while still playing the story, or you might horribly break your save. Might break things anyways, I make no promises! TBH I hope someone with more patience and talent makes a better version than I did.

I'm bookmarking this but I'm not sure I'm in a place to test it out just yet, because I'm also testing some other things out.

Speaking of...

SpaceDrake posted:

It absolutely is; it's actually completely possible to swap in a whole different initial team of nerds. The JSONs are robust enough that you can actually start with anyone, and even new, totally custom pilots can still be given the "pilot_starter" tag under PilotTags.

The only real meathook right now is that it really seems the game simply will not allow you to start the game without each starter pilot being assigned a 3D portrait asset. Even if you try to be sneaky and put a few extra MechWarriors on your starter list, the game will still load-hang on starting a new game because it tries to find an equal number of StartingMechWarriorPortraits for your StartingMechWarriors. And there just doesn't seem to be a way to null out the 3D portraits in a way that doesn't make the game very upset, and the 3D assets override any 2D assets you have attached to a pilot.

It's literally the only thing keeping me from being up to my eyeballs in mechs right now; it's so silly, but dammit I want my guys to have cool 2D portraits like Mastiff and Kamea do. :smith: And these plans may also be Slightly Anime.

This might interest you Drake, when you get back to the thread:

A way to actually get custom starter pilots, without the 3d-generated portraits or even the need for a Starter Pilot tag. You can even see someone in the comment thread comes across the same problem you did when trying to add new starters a different way.

Still can't really do anything about the commander, but you can do this:



(I actually didn't delete the default starters because I've grown fond of them after watching so many streams with them.)

sebmojo
Oct 23, 2010


Legit Cyberpunk









Is there a mod that just skips you to ...3 years later?

Skippy McPants
Mar 19, 2009

Ravenfood posted:

So I'm just starting to get to a few assaults on battles and am getting a few of my own here and there, but at this point I'm convinced that the best late-game skills are 100% Bulwark, Multi-shot, and Breaching shot. Early-game you can do a ton with Piloting, Sensor-locking, and all that, but by the end of the game as things get beefier and less speedy, Breaching Shot and Bulwark become more and more important. I'm finding that assaults/heavies simply don't have the speed to get enough evasion pips up and that I'd rather use cover/bulwark to soak damage. I've got two mechwarriors built like that, and they're easily the most useful. My flanker is still holding his own but as things slow down his ability to shoot-and-move is getting less and less useful because he simply can't hit hard enough, and the person I built to be a melee brawler just doesn't have the impact. Delaying someone's initiative doesn't really do so much when everyone is running around with rank 1 or 2 speed, honestly.

It's worth keeping one Sensor Lock around for the utility, but yeah, aside from that all my pilots are Bulwark, Mult, Breaching.

Paingod556
Nov 8, 2011

Not a problem, sir

sebmojo posted:

Is there a mod that just skips you to ...3 years later?

I believe there is, someone posted about the triggers to skip everything and get right to Leopard strategic stuff

Runa
Feb 13, 2011

sebmojo posted:

Is there a mod that just skips you to ...3 years later?

Most people do it by editing the milestone .json files manually.

https://www.reddit.com/r/BattleTechMods/comments/8f0fq7/if_anyones_interested_ive_figured_out_how_to_skip/

quote:


Having done the tutorial a few times now, I find myself not wanting to do it again. So after digging around in the files I found a folder named "milestones" (\BATTLETECH\BattleTech_Data\StreamingAssets\data\milestones) that contains scripts for activating and organizing the story stuff.

Ok, so the part you're probably here for:

(Sidenote: any text editor will work fine, but I recommend Notepad++ since it's free, useful, and awesome)

Open the "milestone_003_title_coronation_palace.json" file and look for the section titled "Results" In that section you'll find "value" : 100, and change it to "value" : 105 (Don't lose your commas!)

Doing this makes it so that it'll play the first cinematic after character creation, then skip to "8 hours later" aboard the Leopard. (Skipping the tutorial missions 1 & 2)

Image, for those who need it.

If you want to skip the Majesty Metals mission as well, you also need to open up the "milestone_106_title_threeYearsLater.json" file, and go to the same section. But for this one, you change the "value" : 110, to "value" : 111.

If you try to skip directly to milestone 111, it'll break the game, since you acquire the Leopard at milestone 105.

I gave it a quick test, and didn't encounter any errors, but that doesn't mean there aren't any.

Edit: u/HatMadderer helpfully pointed out that you can skip directly to 114 (instead of 105, then 111), since the script for 114 also sets the variables to acquire the Leopard (With dev comments about it being for debug puropses) A quick test shows that it should work as well as the above method, albeit with less modifications.

Rocketpriest
Nov 28, 2006
Alias: Non-Demoninational Minister Capable of Sub-Atmospheric Flight
Well, Medusa took 5 wounds and then got cored out, nobody can say he didn't go down fighting. So I've finally lost one of my starting mechwarriors, but that's okay, I guess I can just buy a new one :v:



Medusa is dead, long live Medusa.

He died right before I found two more cockpit mods to protect all my non-protagonist mechs, too. Bad timing, bud.

Speaking of wounds and people dying, holy poo poo Grave Digging is rough. Kamea immediately ate 3 wounds in the first two rounds of combat. One headshot, then lost a side torso, then she fell over. loving brutal. I just had her sprint around for evasion charges while Behemoth and Glitch sat near her hoping to soak up fire and my commander just ran around stepping on drones. I did salvage a complete Awesome 8Q to go with my Highlander in the follow-up mission though!

I sure do wish the Awesome was better, but at least it doesn't have the Dragon/Cicade low end of tonnage for class + huge loving engine issue. PPC's just run so loving hot, even firing only two without jumping around in a polar biome you'll overheat if you add anything else to the mix. 18 heatsinks on that motherfucker, and it's not enough.

But I don't need to worry about that, because I salvaged a sweet new King Crab, swapped one AC20 for the gauss rifle and have been deleting entire sides of heavy mechs with it for about an hour and a half now. With a high tactics/gunnery mechwarrior you can hit a nice sweet spot where they both have 75%+ hit chance and just turret until there's no targets left. Having an irreplaceable lostech weapon hanging out in an arm worries me, but gently caress it, when it goes there's always an AC20 to take its place.

I'm kind of starting to feel like some other people in the thread do, medium mechs are really where this game feels its best. I think once I've finished the campaign and gotten at least one atlas, I'll start over, get the Argo and just medium it up forever.

Unlucky7
Jul 11, 2006

Fallen Rib
Well, my Dekker just died in a Locust, pasted by when a firestarter used jumpjets to jump on the hill behind him and fried him. Guess that is sort of a rite of passage.

How do I use light mechs correctly? I get that they are for scouting mostly but it feels like they are straight up useless in a fight. Do I just have them retreat and hope that an enemy does not so much as look at them funny?

my kinda ape
Sep 15, 2008

Everything's gonna be A-OK
Oven Wrangler
Had my first pilot losses tonight, Behemoth got knocked down while I was capturing a Thunderbolt and someone exploded her head. Then I put Dekker in the Thunderbolt and he was the only survivor of the story mission on Smithe. Didn't even breach his armor anywhere :v:

So basically I need 3-4 new experienced pilots. Is there anywhere that tends to have good MechWarriors or is it entirely random? I saw 2-3 veteran+ pilots in the hiring menu right before the story mission but didn't think I'd need them at the time and now they're gone. I've searched 10-12 planets and have only found two pilots above regular level and they weren't what I was looking for. Don't really want to have to train a rookie from scratch.

Arrath
Apr 14, 2011


My Medusa died in my first post-tutorial mission. RIP brave pilot, I knew not how to keep mechs alive yet.

Unlucky7 posted:

How do I use light mechs correctly? I get that they are for scouting mostly but it feels like they are straight up useless in a fight. Do I just have them retreat and hope that an enemy does not so much as look at them funny?

Carefully, but that doesn't mean sit around. Evasion pips are life. Use the terrain as best you can to keep too many enemies from getting LoS and blasting you. Ideally you'll be coming at isolated mechs from the sides or rear while they're engaged with your other mechs. Or zipping in after you knock someone over for a finishing blow.

Or, you jump jet (mad evasion pips) onto mountains (good old Chance to Hit bonus) and schwak people with LL's/PPCs.

Taintrunner
Apr 10, 2017

by Jeffrey of YOSPOS
My Glitch piloting my Shadowhawk while my PC is in the medbay took two immediate injuries at the beginning of a mission, turned around and one shotted a Locust with an AC5. She’s drat good.

Kenshin
Jan 10, 2007
I think the best thing they could do for this game in terms of rebalancing would be to allow for 2 lances, allow you to have ground vehicles, and put drop weight limits on 50-70% of the contracts.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Lights really need to make full use of the initiative system. The AI doesn't seem to ever reserve, so when you're only fighting mediums and heavies you can have your light move in, take an aggressive flank/rear shot, then flee to safety the following turn before anyone can respond.

Since you're only shooting every second turn (you're probably not going to still be using lights by the time you get ace pilot), you can run a real hot loadout to maximize the flank damage you're putting out. Sensor lock gives you something to do in your off turns.

Paingod556
Nov 8, 2011

Not a problem, sir

I know what I want to mod in now.


UrbanTech

Start with Urbanmechs
All enemies are Urbanmechs
All salvage in stores are Urbanmechs
The Lostech bunker has 3 Urbies with fancy weapons (LBX, Pulse) and one Suburbanmech that is just an Atlas II sized Urbie with the same loadout

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




Paingod556 posted:

Suburbanmech

i laughed more than i should

Galaga Galaxian
Apr 23, 2009

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


Unlucky7 posted:

How do I use light mechs correctly? I get that they are for scouting mostly but it feels like they are straight up useless in a fight. Do I just have them retreat and hope that an enemy does not so much as look at them funny?

Clever use of reserving, swing wide early on in the fight, then come in from the sides and rear and aim at the back of anything juicy. You gotta wait until the enemy is stuck in with the rest of your lance though, and never not have a good chunk of evasive pips to encourage the enemy to shoot at easier targets.

A well armed light can do good work with a precision back shot. And there is always other tricks too, like running in to melee to strip an opponent's Guarded status or help destabilize them for the rest of your lance, only do this after most of the enemy has moved, however (this is where reserve trickery comes in) and run the gently caress away at the start of next turn.

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




regarding light 'mechs, get in their rear arcs if at all possible. even a jenner only mounts four medium lasers and an SRM pack, so against front armor that's bad. against rear armor? even an awesome only has like, 100 armor on the CT(R), that's one good volley into it before you're eating structure.

Galaga Galaxian
Apr 23, 2009

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


"only"... 4 MLs and an SRM pack is a lot of firepower for a light! Which is why Jenners run so hot. :v:

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




Galaga Galaxian posted:

"only"... 4 MLs and an SRM pack is a lot of firepower for a light! Which is why Jenners run so hot. :v:

well yeah sure it'll dunk on a commando or something but it's not a lot of firepower if you're shooting into the front of a heavy 'mech. so rather than slugging it out and being the least attractive target (when you could have just brought another heavy to do that), you abuse initiative to gently caress into their rear armor.

Taintrunner
Apr 10, 2017

by Jeffrey of YOSPOS
Can someone explain how reserving works to me? Is it just like, if I reserve down a phase into after an enemy’s phase, take my action, and then next turn I’m at my phase before theirs? So it’s like I get two actions between the enemy’s actions if I time it right?

Synthbuttrange
May 6, 2007

Taintrunner posted:

Can someone explain how reserving works to me? Is it just like, if I reserve down a phase into after an enemy’s phase, take my action, and then next turn I’m at my phase before theirs? So it’s like I get two actions between the enemy’s actions if I time it right?

Yes. You can also use it as a wait and see, drawing enemies closer or letting them act first so they cant retaliate.

Adbot
ADBOT LOVES YOU

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




Taintrunner posted:

Can someone explain how reserving works to me? Is it just like, if I reserve down a phase into after an enemy’s phase, take my action, and then next turn I’m at my phase before theirs? So it’s like I get two actions between the enemy’s actions if I time it right?

exactly so. essentially, by reserving down the initiative order you can allow the enemy to move first. for example, staying in your good position with 4 stacks of evasion and guarded rather than going into theirs. combine this with the turn order and you can sort of back-load your turn in order to double move. you can do that 'down' the initiative order but not up. so heavies can initiative cheese onto assaults, lights can initiative cheese onto everything, and so on. especially with a jumping 'mech you can abuse this to reserve, allow the enemy to move, jump in and shoot, then new round, you jump out of line of sight, and the enemy moves again but cant shoot you because you hosed off.

Radio Free Kobold fucked around with this message at 08:23 on Apr 30, 2018

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