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The Saddest Robot
Apr 17, 2007
I hope mechs eventually get the ability to equip giant axes and maces and poo poo.

Battletax:

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seaborgium
Aug 1, 2002

"Nothing a shitload of bleach won't fix"




Triangle Shirt Factotum posted:

max jump jets, Fill out the support hardpoints with MG, SL, or Flamers (all of one type) add in an Arm mod for extra melee damage, and maybe a leg mod for minus DFA self damage, and max out the armor. If you got a CT gyro to reduce incoming shot percentages, give it to the grasshopper as well.


He is best paired with a pilot 1/tactics 2 Mechwarrior to really get that initiative game going strong.

With some cute use of vigilance, that guy can solo a medium lance, or take on a couple heavies if you keep evasion up.


Anyone know where we send crash reports? I'm apparently a dumb and have a bunch to send in.

That's what I did, and he does great.

Ihmemies
Oct 6, 2012

Put your battlemaster full of ml's and mg's and enjoy the fireworks.

Gwaihir
Dec 8, 2009
Hair Elf

DurosKlav posted:

I have a stupid question. If I say put LRM ammo in a mech then sold all the excess ammo in my inventory, then played a mission and used all my missiles, would my mech be ammo less the next mission, or will it refill magically?

The item on your mech is an ammo bin that gets refilled for free every mission, just like armor is replaced for free. Tracking ammo is tedium that no one (sane) wants.

School Nickname
Apr 23, 2010

*fffffff-fffaaaaaaarrrtt*
:ussr:
I've heard somehwere that deleting save files can improve loading times, but where are they?

imweasel09
May 26, 2014


Section Z posted:

It seems there is this tendency to look at balance quirks and rush to "How do I nerf the player?... Oh, I'm sure they will fix up the enemy after the fact."

Players unironically using an AC5 because the ++ variants make them worthwhile in the long run? Better nerf them, don't you know you're cheating by using a weapon the enemy can spawn with for free?

Most player lights dropping off in single player viability so clear as day the devs have phrasing in the discord like - "reserve then go twice and shoot your 2x medium lasers gg champ it turns around and puts an AC20 through your head. not a shot, the actual barrel"? CLEARLY the answer is to implement player tonnage limits to FORCE you to use lights! Don't worry, they are sure to be the first ones to ever perfectly balance the enemy comp with the additional workload of accounting for player tonnage caps.

But even if you are planning on making your own Long War Mod, you are essentially doubling the balance patch workload if you have to both work out how to nerf the player, AND adjust the enemy to line up with the new player nerfs.

Serious question. Has any Btech based game ever use a "You must be this tall to ride" take on tonnage limits before? Because that sounds a hell of a lot easier to get right the first time.

Letting the player have more wiggle room also makes it easier to do more crazy poo poo with the enemy comp. Without having to constantly turn to "Oh you don't like fighting 7 LRM carriers with mech escort under an 180 drop limit? Should have hit that withdraw button then :smug:"

By contrast, the opposite direction of turning tonnage limits into something to BEAT, would let you get away with "Demolishers riding the shoulders of assault mechs", because you're not allowed to drop in the first place without beating X tonnage in missions for real mechwarriors. "Look, we told you it was a 4 skull mission. Why the flying gently caress would we waste our time with a merc unit trying to field light mechs or 45 ton mediums for something like that?"

While complaints are inevitable. There would probably be less complaints about "We wouldn't let you drop without at least one assault mech, you were loving warned." compared to "You got hosed up by a 2 skull assassin mission that had twice the enemy tonnage of the last four 3.5 skull assassin missions you ran? Cry me a river."

But how will you ever impress anyone if you don't deliberately keep ammo a poorly armored CT?
Tonnage limit to beat doesn't solve what they want it to which is players only fielding 4 assaults. It actually just makes that worse.

Finster Dexter
Oct 20, 2014

Beyond is Finster's mad vision of Earth transformed.

BULBASAUR posted:

I always heard people talk about how mediocre the Battlemaster was in TT. Then I read on Sarna that it has some fearsome reputation or whatever :shrug:

I played TT for many many years and Battlemaster is my favorite mech. It was the heaviest stock mech in the old 2nd edition boxed set, and I had many many many games where it just. would. not. go. down. Do not underestimate the Battlemaster, especially in 3025.

Galaga Galaxian
Apr 23, 2009

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


School Nickname posted:

I've heard somehwere that deleting save files can improve loading times, but where are they?

Select load at the main menu and you can delete saves in there.

Kenshin
Jan 10, 2007

Finster Dexter posted:

I played TT for many many years and Battlemaster is my favorite mech. It was the heaviest stock mech in the old 2nd edition boxed set, and I had many many many games where it just. would. not. go. down. Do not underestimate the Battlemaster, especially in 3025.

It's pretty drat solid in this game, too. PPC ++ & AC5 ++ make for a really good mid-to-long range assassin with shitloads of armor

Taerkar
Dec 7, 2002

kind of into it, really

Section Z posted:


Serious question. Has any Btech based game ever use a "You must be this tall to ride" take on tonnage limits before? Because that sounds a hell of a lot easier to get right the first time.


Mech Commander did. As well as being possibly limited to non standard lance sizes. Also limited support vehicle choices which later on meant at least one repair vehicle.

Rascyc
Jan 23, 2008

Dissatisfied Puppy

Perestroika posted:

Holy poo poo, this was some peak Battletech.mp4:
https://my.mixtape.moe/uhxzsu.mp4

RIP Medusa, at least your death afforded that random pirate an incredibly rad epitaph.
This is the loving best lmao

Black Griffon
Mar 12, 2005

Now, in the quantum moment before the closure, when all become one. One moment left. One point of space and time.

I know who you are. You are destiny.


Perestroika posted:

Holy poo poo, this was some peak Battletech.mp4:
https://my.mixtape.moe/uhxzsu.mp4

RIP Medusa, at least your death afforded that random pirate an incredibly rad epitaph.

oh yeah this is how my Behemoth died. Veteran of score upon score of hard fought battles, shot the arms and a leg off a hunchback, and the shithead got up the next round and kicked her directly in the head. Her mech was pristine, at least the repair costs were low.

RIP Behemoth, you were almost as beautiful as Glitch and slightly more beautiful than Dekker.

imweasel09
May 26, 2014


Night10194 posted:

The Battlemaster seems a little underwhelming for an Assault.

You say that but wait till you see the banshee.

Gwaihir
Dec 8, 2009
Hair Elf
Good news, mechnerds.

I've gotten all the steps for integrating custom variants in to the campaign worked out successfully with the most drop in capability, based on JK's additional skirmish variants listing.

Coincidentally, now, the highest difficulty RECON tagged lance in my game is now 4 Atlas-RSes.

ditty bout my clitty
May 28, 2011

by FactsAreUseless
Fun Shoe

Night10194 posted:

The Battlemaster seems a little underwhelming for an Assault.

Try the Zeus, the Dragon of assault mechs. Can't wait to get rid of this thing

EdEddnEddy
Apr 5, 2012



I saw someone mention nobody likes the Laser Hunchback. Common I just got one in salvage right before the Prison break mission and its a hilarious blap machine. It's a little slow so it comes up the rear of my assaults, but for the most part I spot and soften something up with Decker/Glitch, then if the coast is semi clear, Behemoth struts in and blaps the poo poo out of whatever it was. If she gets shot at, well it's probably the first mech she has been in where she doesn't take head damage on the first freaking salvo. (Centurion and Shadow Hawk just seem to be deathtraps for her). Decker has been my scout but seemed to just attract locust like an ear of corn so now he is more of a sensor locking missile boat in a Trebuchet. My character is still in his blackjack with pretty much stock config and is an evasive little sucker. Glitch is still in that Highlander and PPC's anything she can keep her heat down long enough to not whiff.

The Prison break mission was easy to do on the first try so either I got a incredibly easy RNG or I just have learned how to play better than I think over the last few days. The trick I have found is lure out some scout of sorts, blast them before the turn ends and the turrets can get their salvos in unless you have max evasion before that. It makes the game a little slower, but I was able to breach the left wall still in near pristine mediums, two shot the Jenner that peeked its head out, and then took out the last 3 one round at a time ending with nearly undamaged mechs and even the AI mech who I thought was going to get major focused, barely had a scratch on her.

I was surprised how well that mission went for me as the one prior it was my lance vs what felt like 3 medium/heavy lances on a hill that had a hardon for Decker that wouldn't quit until they killed him in the very, last, shot of the last mech, on his last turn... Nowhere for decker to run and no armor on any sides to stay alive after whiffing the final shot he could have kept himself alive with as the drat mech was on the ground on his back.. Ugh


I do need to do a playthrough in IronMech mode where no matter what happens, I keep going forward. No reloading no matter how much I screwed up. That and maybe a stock fitting but we will see. I don't rerig my stuff quite as much as others may here.


One thing on the Catapult? They literally made it suck with only 2 missile hardpoints? Man the MW4 version with 4 for a total of 80LRM's was a bit silly, but it was not quite op as you had limited ammo and either a single large laser with no armor, or 1-2 mediums and some armor. Would be a blast in this game. Still my favorite MW2M mech. :)

The Saddest Robot
Apr 17, 2007
One change I wish we could make would be that you could use other variants of a chassis to assemble a mech. While having 20 or 50 more variants of all of the mechs might be nice it will make getting the 3 parts from the same variant to build a new mech torture. If I get an Urbanmech 60R, a 60L and a 73 then let me use them all to frankenmech an urbanmech together into something resembling one of those 3.

mods changed my name
Oct 30, 2017
I just want to see an Urbanmech at some point :(

Axetrain
Sep 14, 2007

The Highlanders own crazy hard though, and not just the SLDF one.

Bubbacub
Apr 17, 2001

mods change my name posted:

I just want to see an Urbanmech at some point :(

From the reddit AMA, sounds like they're going to appear more after the patch.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I was a little hasty last night when I said I got MW4:Mercs working. In fact, I got it half working - it half recognizes my keyboard and half recognizes my controller. :v: I now have a set up where I am essentially a fly-by-wire missile. :haw:

ditty bout my clitty
May 28, 2011

by FactsAreUseless
Fun Shoe

Axetrain posted:

The Highlanders own crazy hard though, and not just the SLDF one.



Bringing all that short range weaponry to a mech too slow to reach anything :confused:

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Bubbacub posted:

From the reddit AMA, sounds like they're going to appear more after the patch.

They're coded never to appear as enemies right now, you can only find them rarely in some stores.

The Saddest Robot
Apr 17, 2007

mods change my name posted:

I just want to see an Urbanmech at some point :(

Yeah, they're specifically set to not spawn in any of the dynamic lances. One theory was that they slowed down the lances too much which broke their AI because they wanted to stay in proximity? I changed that on my playthrough so urbanmechs could spawn in the lower difficulty Fire and Support lances.

Let me tell you it's hella scary when an Urbanmech appears out of the shroud and fires it's AC10 at you.

Nostalgia4Infinity
Feb 27, 2007

10,000 YEARS WASN'T ENOUGH LURKING

The Saddest Robot posted:

Yeah, they're specifically set to not spawn in any of the dynamic lances. One theory was that they slowed down the lances too much which broke their AI because they wanted to stay in proximity? I changed that on my playthrough so urbanmechs could spawn in the lower difficulty Fire and Support lances.

Let me tell you it's hella scary when an Urbanmech appears out of the shroud and fires it's AC10 at you.

how did you do this?

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Gwaihir posted:

Good news, mechnerds.

I've gotten all the steps for integrating custom variants in to the campaign worked out successfully with the most drop in capability, based on JK's additional skirmish variants listing.

Coincidentally, now, the highest difficulty RECON tagged lance in my game is now 4 Atlas-RSes.



Do you have the file changes for this? I've been tinkering with some startup skip stuff (and the mod that lets LosTech spawn in stores) and I'd be interested in trying out a wider variety of frames.

Lonkface
Jan 22, 2016

All that glitters is not gold.
I've only seen one drat Atlas in this game in enemy colours and it's the one I randomly headshotted almost immediately after it came to view. I still can't believe I killed an Atlas just like that but I laughed out loud and probably woke up some neighbours because of it. Highlander with it's big gun for the win.

High salvage mission, so I dragged the Atlas back to the Argo. Think it made my late campaign a little too easy.

Gwaihir
Dec 8, 2009
Hair Elf

Nostalgia4Infinity posted:

how did you do this?

Open up some of the lance definitions in
C:\Program Files (x86)\Steam\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\data\lance

Find the block with
code:
"excludedUnitTagSet" : {
            "items" : [
	           "unit_noncombatant",
		   "unit_urbie"
            ],
            "tagSetSourceFile" : "Tags/UnitTags"
         },
and delete the unit_urbie line.

Make sure to also delete the comma on the previous line if Urbie is the last tag!

No campaign restart is needed.


Zore posted:

Do you have the file changes for this? I've been tinkering with some startup skip stuff (and the mod that lets LosTech spawn in stores) and I'd be interested in trying out a wider variety of frames.


For now you need an sqlite editor to do it, and it's sorta a pain in the rear end to do it for a bunch of mechs at once. I'm looking at an easier way to dump everything in en masse though. Hit me up on discord and I can explain the process to you if you want to just add a couple things to play with.

Flavahbeast
Jul 21, 2001


The Saddest Robot posted:

I hope mechs eventually get the ability to equip giant axes and maces and poo poo.

Battletax:


:tutbutt:

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious
I also tried to get mods working, but it just didn't want to start properly. I have a personal idea for a way to obtain star league tech (which is basically a gamble, you opt out of 2 reward slider moves for a single piece, so at most you can get 2, for just base rep, 2 random regular gear and the lowest payout). But even just trying to use the existing mods I must be breaking something since it refuses to start up after the intro scene, where it presumably loads up the jsons.

Beyond that, I'm just maxing out my reputation now, and trying to find Urbanmech bits to buy. Only got the one full Urbie so far.

The Saddest Robot
Apr 17, 2007

Gwaihir posted:

Open up some of the lance definitions in
C:\Program Files (x86)\Steam\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\data\lance

Find the block with
code:
"excludedUnitTagSet" : {
            "items" : [
	           "unit_noncombatant",
		   "unit_urbie"
            ],
            "tagSetSourceFile" : "Tags/UnitTags"
         },
and delete the unit_urbie line.

Make sure to also delete the comma on the previous line if Urbie is the last tag!

No campaign restart is needed.



For now you need an sqlite editor to do it, and it's sorta a pain in the rear end to do it for a bunch of mechs at once. I'm looking at an easier way to dump everything in en masse though. Hit me up on discord and I can explain the process to you if you want to just add a couple things to play with.

That pretty much. Look for the files like lancedef_mech_d#_dynamic_something.json. I modified d1-d3 (difficulty 1-3) and the lightFire, lightSupport, lightBattle. I didn't want urbies spawning in the scout or calvary lances. You can also make them appear as assassination targets (and remove vehicles as assassination targets) by editing the lancedef_mech_d#_dynamic_solo.json files and adding
code:
"unit_vehicle",
to the excludedUnitTagSet.

Axetrain
Sep 14, 2007

ditty bout my clitty posted:

Bringing all that short range weaponry to a mech too slow to reach anything :confused:

I have never have any problems getting this guy into range. SRMS and mediums have a surprisingly long reach.

my kinda ape
Sep 15, 2008

Everything's gonna be A-OK
Oven Wrangler
Are urbanmechs actually good? I saw a couple places with 3x scrap of them for sale while I was looking for pilots but they didn't look like they were worth it over a heavy

Internet Explorer
Jun 1, 2005





my kinda ape posted:

Are urbanmechs actually good?

No

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Urbanmechs are the very definition of not good.

They are, however, awesome.

Runa
Feb 13, 2011

actually can the urbie and king crab cheevos be done in skirmish mode? I don't want to have to edit shop .jsons and go assault hunting just to dick around for novelty fights

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Eldragon posted:

If someone is going to go through and reassign weights to lot of weapons, you could at least argue that updating stock designs is a chore. How many stock mechs use the AC10? 4? 5? I don't have the mech list in front of me but its not a huge number.

It's probably more than half, maybe as much as 70% of the mechs in the game. AC5's and AC10s are extremely common on the Stock Mechs.

Back Hack
Jan 17, 2010


Has anyone seen the comments being made in this mod? It's a great example why I'm glad this game doesn't adhere to TT purests. :v:

Classic Battletech Damage and Heat

Axetrain
Sep 14, 2007

They are extremely common in 3025 because it doesn't require a bunch of advanced technology to build a cannon.

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The Saddest Robot
Apr 17, 2007

my kinda ape posted:

Are urbanmechs actually good? I saw a couple places with 3x scrap of them for sale while I was looking for pilots but they didn't look like they were worth it over a heavy

Urbies are pretty awesome tbh.

Think of them as an anti-heavy light mech.

Panthers are probably better though.

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