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The reason everyone uses the mechs is because they are loving awesome and everything else is just a handwave to make it slightly more plausible that everyone is running around punching each other in giant robits.
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# ? Apr 30, 2018 20:17 |
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# ? May 30, 2024 10:53 |
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MadJackMcJack posted:Modern tanks weigh in around the 60-ton mark, so battlemechs must either use super-lightweight materials or would realistically weigh 2-3 times as much as is said. Kerensky chuckled. "You mean the short ton?"
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# ? Apr 30, 2018 20:19 |
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MadJackMcJack posted:Modern tanks weigh in around the 60-ton mark, so battlemechs must either use super-lightweight materials or would realistically weigh 2-3 times as much as is said. They do use super-lightweight materials. That's what myomer and 'standard armor' are
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# ? Apr 30, 2018 20:20 |
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Mechs being compartmentalized means they can take a lot more fire than a big tank. SRM60 carrier can put out a lot of hurt but it can't take it in return.
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# ? Apr 30, 2018 20:20 |
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The Saddest Robot posted:There are planes that turn into mechs! Now you're talkin just give one of these bad boys a laser sword and we're in business
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# ? Apr 30, 2018 20:20 |
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bees everywhere posted:Is there a lore reason why electronic warfare is not a thing in this game, or is all of that going on in the background? You would expect in the year 2400 or whatever that you'd be able to fit countermeasures and counter countermeasures for just about everything on these things. eWar doesn't really get introduced in the tabletop game until the introduction of the Raven in, if sarna.net is to be believed, 3039, fourteen years after the 3025 setting of the game (though prototypes were kicking around even in 3024, but they sucked and didn't work right). The designers made a conscious choice to model the tech level of the original BattleTech boxed set as a way of laying groundwork for future games (this is also why there's no bullshit Clantech kicking around), so they didn't really touch eWar. From a fluff standpoint, the idea is that there's a degree of electronic warfare that is constantly active 'in the background' for all 'Mechs, which is part of why it's easier to hit a small one-story house than it is to hit the larger three-story-tall BattleMech standing right next to it; missiles are constantly being baffled by electronic chaff, et cetera, which is why they don't all hit the same spot on a target; that kind of thing. So there's a baseline degree of eWar happening all the time, and you just don't see it; it's baked into the flavor. It's only with the more specialized equipment like the Guardian ECM Suite and the Beagle Active Probe and the like that you start seeing direct mechanical applications of eWar, and as those came out in later BattleTech supplements, I expect we'll probably get them as later sequels or DLC or whatever. One of the dudes who cofounded HBS is also the dude who founded FASA, BattleTech's original publisher, so I suspect he's going the route of 'introduce stuff at the same rate we introduced them in the tabletop game, only this time hopefully we can learn from some of the balance mistakes we made back in the '90s.'
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# ? Apr 30, 2018 20:22 |
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Other bullshit skill changes I'd like to see: Evasion needs to be better, so does Juggernaut. I'm not sure how to make Evasion better, but buffing Juggernaut so it lets you melee at the end of a sprint or extends your movement distance as part of a melee attack, would both be nice.
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# ? Apr 30, 2018 20:23 |
DivineCoffeeBinge posted:eWar doesn't really get introduced in the tabletop game until the introduction of the Raven in, if sarna.net is to be believed, 3039, fourteen years after the 3025 setting of the game (though prototypes were kicking around even in 3024, but they sucked and didn't work right). The designers made a conscious choice to model the tech level of the original BattleTech boxed set as a way of laying groundwork for future games (this is also why there's no bullshit Clantech kicking around), so they didn't really touch eWar. Is the plan for this to be an ongoing franchise of multiple games, or shitloads of DLC, or do we not know yet? I feel like there are total war warhammer levels of potential DLC for this out there
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# ? Apr 30, 2018 20:25 |
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Someone talk me out of creating a 6 Flamer Firestarter.
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# ? Apr 30, 2018 20:29 |
Xae posted:Someone talk me out of creating a 6 Flamer Firestarter. you do that thing edit: edit: seriously though a six flamer firestarter is a great use for a Piloting 2 pilot. Reserve till last in the round, pop up, Flame a target once, start of round flame it again and hardlock it, run away Hieronymous Alloy fucked around with this message at 20:34 on Apr 30, 2018 |
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# ? Apr 30, 2018 20:29 |
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Xae posted:Someone talk me out of creating a 6 Flamer Firestarter.
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# ? Apr 30, 2018 20:29 |
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Whilst I seem to encounter assault mechs only super rarely, I did manage to knock out the pilots of both a Stalker and a Banshee in the same mission. Sadly I only had three priority salvage slots but I think that I made the right choice: Obviously I have this monstrosity driven by a pilot with both Breaching Shot and Tactics 10 for maximum indirect fire called shot shenanigans. Just alpha striking mechs and watching them melt under a literal rain of missiles is also fun though.
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# ? Apr 30, 2018 20:29 |
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Is this game supposed to be running this poorly or did I screw something up with my latest driver install? I have a 1080ti and I'm only getting like 30-50 fps in missions.
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# ? Apr 30, 2018 20:36 |
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Just deleted my first game and started again now that I know how to play the game more betterer. My pilots were specced all wrong, and my mechs were all poo poo.
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# ? Apr 30, 2018 20:37 |
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Patrat posted:Whilst I seem to encounter assault mechs only super rarely, I did manage to knock out the pilots of both a Stalker and a Banshee in the same mission. Sadly I only had three priority salvage slots but I think that I made the right choice: To be fair you made the only real choice you had here. Banshee is a terrible waste of tonnage.
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# ? Apr 30, 2018 20:40 |
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Hieronymous Alloy posted:Is the plan for this to be an ongoing franchise of multiple games, or shitloads of DLC, or do we not know yet? Crusader Kings, with robots
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# ? Apr 30, 2018 20:46 |
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Xae posted:Someone talk me out of creating a 6 Flamer Firestarter. Dont take it on tundra maps, you wont have enough flamer ammo to justify it.
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# ? Apr 30, 2018 20:49 |
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Malek Deneith posted:To be fair you made the only real choice you had here. Banshee is a terrible waste of tonnage. The 3M seems pretty decent (or whichever one can mount more armament than a low-end medium mech).
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# ? Apr 30, 2018 20:54 |
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Re: bulwark I don't really see why it can't be a standard feature of all mechs that if you don't move at all you gain a defensive bonus, the issue to me is more that it fucks up the skill selection than it hurts balance. It actually makes balance more interesting because it makes "stay standing in the same spot" into something which is worth doing, if not for bulwark you would be moving almost every turn. And you'd just pick evasive move instead (even though it's worse) Also in a world where bulwark doesn't exist breaching shot is pretty garbage
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# ? Apr 30, 2018 20:56 |
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MMF Freeway posted:Are there uhh planes in this universe? Short answer: the jaegermech has its goofy high mounted arms because it's primarily an anti-air mech. Longer answer: it's been discussed earlier in this thread but the state of combined arms in the Inner Sphere is kinda dire. Attacking a Jumpship is a war crime because they can't be made anymore. When the Clans invaded they were all ready to get in one some sick naval battles with their armed Jumpships and found out they had no targets due to the IS aversion to risking Jumpships for anything. All the genetically modified ubermensch aerospace pilots who were expecting to reap great honour in glorious space combat were relegated to air support missions. Basically planes are kinda there but not a real focus
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# ? Apr 30, 2018 20:58 |
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RabidWeasel posted:Re: bulwark I don't really see why it can't be a standard feature of all mechs that if you don't move at all you gain a defensive bonus, the issue to me is more that it fucks up the skill selection than it hurts balance. It actually makes balance more interesting because it makes "stay standing in the same spot" into something which is worth doing, if not for bulwark you would be moving almost every turn. And you'd just pick evasive move instead (even though it's worse) At the very least brace should last until you move, become unsteady, or suffer a melee hit.
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# ? Apr 30, 2018 20:59 |
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KPC_Mammon posted:At the very least brace should last until you move, become unsteady, or suffer a melee hit. An excellent idea, probably better than mine because it introduces some even more interesting action economy considerations, and implicitly makes hot-running mech designs more appealing because you gain more value from choosing to brace instead of shooting.
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# ? Apr 30, 2018 21:04 |
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I think the biggest problem with evasion and piloting compared to bulwark is that you are always outnumbered two to one which means your pips will very quickly disintegrate. Moving for evasion isn't worth it unless you are a light mech.
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# ? Apr 30, 2018 21:06 |
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King Doom posted:I've got over three years in my current game and I don't have the Argo yet. I'm not going to liberate that prison till I have at least one heavy to take with me to do it. Sweet gently caress dude I just finished the entire game with a full assault lance at week 200. You can keep cruising with all mediums totally fine for at least 3 more story missions.
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# ? Apr 30, 2018 21:06 |
Eej posted:Short answer: the jaegermech has its goofy high mounted arms because it's primarily an anti-air mech. those things were great for ridge peeking in MWO but I don't know how exactly the cover mechanics work in this game so I'm not sure if that's still a thing or not
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# ? Apr 30, 2018 21:06 |
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Xae posted:Someone talk me out of creating a 6 Flamer Firestarter. If possible have two Firestarters in the garage. One that is all flamethrowers all the time, the other with six small lasers and maybe two medium lasers, obviously do not ever sacrifice jumpjets. Take one if you really want to capture something on a mission and the other if you want to murder motherfuckers. Then put somebody with Ace Pilot in the cockpit, their job is to lurk behind a rock nearby, reserve until the end of a round, then jump behind the biggest enemy mech. Fire into it's back, start of the next round? Fire into their back again, then jump back behind your rock before they can ever react. With the six flamers this will lead to the enemy mech, even if it was cool to begin, overheated and shut down, if you use the small lasers? 240 damage ideally aimed using Precision Shot into the back of their center torso, enough to murder a fresh Atlas.
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# ? Apr 30, 2018 21:09 |
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No you don't have to worry about the actual shape of mechs so feel free to use your HBKs and Orions since they don't have hit boxes the size of a barn in this game
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# ? Apr 30, 2018 21:09 |
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Hieronymous Alloy posted:those things were great for ridge peeking in MWO but I don't know how exactly the cover mechanics work in this game so I'm not sure if that's still a thing or not There is one I am pretty sure, but it isn't really ever explained anywhere. If your big red LOS line passes through a building, a hill, or something like that, you'll see a little icon where it intersects and the rest of the line will be grayed out some. It means you might shoot that object rather than what you're aiming at. I also think that there is an even more hidden system such as you had in the tabletop (Standing behind a level 1 hill meant your legs were unlikely to be hit) but that's just based off feeling rather than anything else.
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# ? Apr 30, 2018 21:16 |
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There's an AMA on reddit right now. So far a lot of things are standard fare (i.e. We're working on patches, etc) but they did confirm, that the reinforcements are supposed to be on the map from the start and that the mission texts are slightly misleading. No words on escort missions thus far, though.
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# ? Apr 30, 2018 21:17 |
high six posted:There is one I am pretty sure, but it isn't really ever explained anywhere. If your big red LOS line passes through a building, a hill, or something like that, you'll see a little icon where it intersects and the rest of the line will be grayed out some. It means you might shoot that object rather than what you're aiming at. I also think that there is an even more hidden system such as you had in the tabletop (Standing behind a level 1 hill meant your legs were unlikely to be hit) but that's just based off feeling rather than anything else. Yeah there is very clearly *some kind* of cover mechanic but the details are inscrutable. Edit: all that's really known is "red line clear, red line and dotted line, partially occluded." Hieronymous Alloy fucked around with this message at 21:23 on Apr 30, 2018 |
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# ? Apr 30, 2018 21:18 |
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Inner Sphere aerotech assets were the one area they weren't utterly outclassed in during the Clan Invasion and regularly clowned on the theoretically superior clan pilots They were also pretty much singularly responsible for stopping the invasion for a few months because one of them managed to kill the ilKhan..
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# ? Apr 30, 2018 21:19 |
Hieronymous Alloy posted:Yeah there is very clearly *some kind* of cover mechanic but the details are inscrutable I'm thinking it's pretty simply a LoS mechanic. My shots usually have no trouble going right through hills, rocks, etc. Even if the direct line from my mech to target is occluded by something. I say usually cause for the first time last night I had an SRM barrage smash into the intervening hill rather than phasing through. My AC shot still hit tho.
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# ? Apr 30, 2018 21:21 |
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Randler posted:There's an AMA on reddit right now. The reinforcement thing is good to know I should just withdraw in bad faith instead of reload. The only penalty is to rep right?
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# ? Apr 30, 2018 21:23 |
Arrath posted:I'm thinking it's pretty simply a LoS mechanic. My shots usually have no trouble going right through hills, rocks, etc. Even if the direct line from my mech to target is occluded by something. You can use terrain positioning and occluding line of sight to block a lot of enemy attacks if you're careful. Of course they get to move also so it's only so effective.
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# ? Apr 30, 2018 21:24 |
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Hieronymous Alloy posted:Yeah there is very clearly *some kind* of cover mechanic but the details are inscrutable. If you mouse over your weapons while trying to shoot through obstructions you will see a bright red "+1 to hit: Target obstructed" Mousing over weapons will also show all the other modifiers. Like -1 for arm mounting, -1 for lasers, +2-12 for target evasion pips, +2 for small mechs, -(1 to 3) for target acquisition systems on your mech. Arrath posted:I'm thinking it's pretty simply a LoS mechanic. My shots usually have no trouble going right through hills, rocks, etc. Even if the direct line from my mech to target is occluded by something. Errant SRMs that roll miss will smash in to the hill in the way like they should, it's the autocannon that rolls a hit which will pass through the hill like magic. Gwaihir fucked around with this message at 21:28 on Apr 30, 2018 |
# ? Apr 30, 2018 21:26 |
And of course that was confusing until I remembered it wasn't chance to hit but difficulty on the attack so - is good and + is bad. Hieronymous Alloy posted:You can use terrain positioning and occluding line of sight to block a lot of enemy attacks if you're careful. Of course they get to move also so it's only so effective. Huh, guess I need to be more careful about this. I've mostly just been breaking LoS.
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# ? Apr 30, 2018 21:29 |
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Though on that note, lasers that do extra damage seem to be incredibly rare. I have tons of + accuracy lasers, some + crit lasers, but almost no + damage lasers. Which is a shame, I had a few 35 damage medium lasers on my Grasshopper before it suffered SRM carrier surgery and they were a huge boost to firepower.
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# ? Apr 30, 2018 21:30 |
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Patrat posted:If possible have two Firestarters in the garage. One that is all flamethrowers all the time, the other with six small lasers and maybe two medium lasers, obviously do not ever sacrifice jumpjets. Take one if you really want to capture something on a mission and the other if you want to murder motherfuckers. Can vouch for the laser lightshow firestarter, lil dude just charges out of wherever you stashed him and melts butts. Punching locusts and such to death from 100% in melee is also great. Dekker died the first time I put him in anything else and now I use one constantly. eSportseXpert fucked around with this message at 21:33 on Apr 30, 2018 |
# ? Apr 30, 2018 21:31 |
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I have yet to get my own Atlas. I got a battlemaster though. Seconding the LRM vs SRM. Right now, it seems that having 2 long range mech with 1 scout and 1 brawler/short range mech is my ideal Lance format. I still got wrecked on escort missions though.
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# ? Apr 30, 2018 21:33 |
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# ? May 30, 2024 10:53 |
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Draynar posted:Is there any good planets to look for really heavy/assault mechs or what is best way of getting them what level skulls they more consistently show? (Any kind of mission type to look for/look out for?) I'm just getting started on this game, and am a bit late to the party but. Are there any crucial quality of life mods i need to know about? (i have some of the speed things) Most of the complains i see seem to be about the salvage/pay: Is there a way to edit jsons to get another slider-bar tick during negotiations? I got a random event with glitch replacing walls! one of the options was greyed out (glitch:technician). Is this a typo of tactician, or one of the class things, or based on another random event or what? I need a bit of advice on leveling pilots though. Glitch is going for gunnery, and I think i want to get her called shots from the tactics tree next, but I dont want her to have sensor lock. What's a good second skill for her? I think its between bulwark and evasive move. behemoth has bulkwark, but juggernaut doesn't seem great. I kind of don't want sensor lock; but evasion stripping IS super neat, and multitarget seems to do it better/just as well. Its between that and evasive move for her, i think, but bulkwark/evasive seem to be at opposite ends. For dekker, master tactician and ace pilot both seem really sweet. Probably tactician because getting heavier rides seems more useful. Anyone weigh in here? Medusa and Rider are just kind working up to 4's as people get injured. I'm not sure what to do with the protagonist character considering that lineup. Fun game so far though! I think i found an early planet that sells highlander parts, if anyone wants it. Not sure if just the one bit, though. I've heard there's factory planets with unlimited mechs!
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# ? Apr 30, 2018 21:39 |