Arrath posted:Hmm, what's a decent Grasshopper loadout? I've got a PPC++ I could run (or even two!) in addition to a token LRM. Honestly? The stock build and ripping out the missiles to instead max out your support weapons (I recommend MGs, personally) has you with a constantly jumping discotron that never gains heat. The problem is you'll never capture anything as those MGs delete structure.
|
|
# ? May 1, 2018 23:56 |
|
|
# ? May 30, 2024 16:06 |
|
I really wish the training pods gave you a one-time respec option per upgrade, possibly for your MC only, because I want to make a few changes to pilots without having to totally rehire and retrain them. e: My Grasshopper currently has two +melee damage arm mods and two -self DFA leg mods so it only takes 60 self-damage from a DFA and punches for 140 (DFA is 180), plus six small lasers. When it does manage to close to melee, its hilarious. Not necessarily optimal, but hilarious. Ravenfood fucked around with this message at 00:01 on May 2, 2018 |
# ? May 1, 2018 23:58 |
|
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 This_is_the_urbanmech.jpg
|
# ? May 2, 2018 00:00 |
|
Yeah if you're comparing the urbanmech vs a heavy then it's going to look bad. Any light is going to look mediocre compared to a heavy.
|
# ? May 2, 2018 00:05 |
Thanks guys, I'll try out those Grasshopper builds.
|
|
# ? May 2, 2018 00:07 |
|
Gaukler posted:This_is_the_urbanmech.jpg i was first introduced to this by the Space Station Thirteen thread
|
# ? May 2, 2018 00:08 |
|
There's a bunch of urbie cheevos, some metal babby vs. atlas cheevos (one as the commando team, one as the atlas), a 4 King Crabs flawless victory cheevo.
|
# ? May 2, 2018 00:10 |
|
Does anyone have the story of some guy playing tabletech and destroying a clan player with a swarm of urbanmechs while he gets progressively more pissed off at the sheer amount?
|
# ? May 2, 2018 00:12 |
|
Back Hack posted: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. Good to see literally the exact same vocal moron who doesn't understand game design in every one of these discussions
|
# ? May 2, 2018 00:13 |
|
Great Beer posted:All these posts about the AC10 being suboptimal are correct. However its worth noting the AC10 does 65 damage and a mechs head has 45+16 hp, which means they're head choppers like the ac20. This game is baffling because the AC/5 is useful unlike tabletop where it always just felt like a garbage gun. Not complaining just it feels weird to me still. Still not as good as the gimmick AC/2 builds in MW:O for a bit. The AC/10 I do think probably needs some rework as right now it isn't that great. Its too heavy for the damage it does and while it can head cap I would rather run with ppc's and heatsinks. Jack2142 fucked around with this message at 00:20 on May 2, 2018 |
# ? May 2, 2018 00:17 |
|
RabidWeasel posted:Good to see literally the exact same vocal moron who doesn't understand game design in every one of these discussions quote:You start to wonder why the HBS devs messed so much with the damage and heat values of weapons for nothing, ignoring the fact that this system has been playtested and balanced since over thirty years by thousands of players worldwide
|
# ? May 2, 2018 00:21 |
|
The Saddest Robot posted:Yeah if you're comparing the urbanmech vs a heavy then it's going to look bad. Any light is going to look mediocre compared to a heavy. All mechs pale in comparison to that king of kings, the locust
|
# ? May 2, 2018 00:21 |
|
None of the ACs are worth using over other weapon systems IMO but the AC10 is definitely the worst (AC2 is still garbage by design in spite of buffs, because we can't adjust tonnages to be reasonable or the baby grognards cry) no but see they played for 30 years therefore balanced because ??? Also people calling Weisman out on changing his own game not respecting the original is funny.
|
# ? May 2, 2018 00:23 |
|
He really, really doesn't know does he
|
# ? May 2, 2018 00:24 |
|
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
|
# ? May 2, 2018 00:25 |
|
I mean, there are a few outliers with weapon balance but on the whole they're not too bad? LRMs are way too good in general, LLas plain suck, and a few other weapons have weird little variations that can be easily tweaked, like the AC-10's tonnage, but nothing is too far out of place. ACs aren't bad overall, and SRMs probably come with way too much ammo per ton, but its hard to tell when LRMs are just so drat good, Similarly, skills arent' too bad. Bulwark is too good and Juggernaut is too bad, but otherwise they're all plenty viable, imo.
|
# ? May 2, 2018 00:26 |
|
holy poo poo, you can jump jet on people. I blew out my own griffins legs doing it, but it was loving awesome.
|
# ? May 2, 2018 00:26 |
|
Phew, first time any of my pilots had a brush with death that close. I took a 3 skull mission despite the warning and am soon trying to set up a firing line with 2x locusts, wolverine, enforcer, jenner, firestarter and 2x strikers and a thunderbolt sitting behind peppering medusa as he jumps and braces to bait the wolverine and enforcer away. He's at low armor by the time he's tangoing with both of them in close range and melee far away from any support If I didn't bulwark on three mechs and have the LRM wolverine I would've been screwed. I got 3 injuries on the Thunderbolt pilot but was unlucky with my last called shot But I got an enforcer, a firestarter (my third) and a locust so it's not all that bad! Awesome game. School Nickname fucked around with this message at 00:41 on May 2, 2018 |
# ? May 2, 2018 00:27 |
|
RabidWeasel posted:None of the ACs are worth using over other weapon systems IMO but the AC10 is definitely the worst (AC2 is still garbage by design in spite of buffs, because we can't adjust tonnages to be reasonable or the baby grognards cry) I definitely think they're better than what they were before, with the AC10 being the exception, the only thing I would really change (other giving the AC10 a bit more damage) is having Autocannon in general do more stability damage and LRMs do less. My two cents on the subject.
|
# ? May 2, 2018 00:28 |
|
Xarbala posted:He really, really doesn't know does he I didn't either, until I just looked it up.
|
# ? May 2, 2018 00:28 |
|
Question on knockdown pilot damage. Was it a TT rule or just standard Battletech that knockdown has always hurt pilots? Seems a little odd to me when a pilot should be strapped in with a helmet on but maybe they left the seatbelts out of these mechs because every oz counts? Just wonder how broken the game would be without that hurting pilots. Also I remember piloting the urbanmech in MW2M for the first time. It was goofy and fun the way they rendered it, but that AC was hilariously good if you could waddle up and circle a target. It wasn't very fast though so that wasn't an easy feat outside of *gasp* urban maps. Didn't it also have 2 light lasers on its legs stock in some past ruleset, or am I thinking of a different mech?
|
# ? May 2, 2018 00:28 |
|
In TT you get a piloting test to avoid damage from falling, but falling also hurts your mech and standing up is harder.
|
# ? May 2, 2018 00:29 |
|
EdEddnEddy posted:Question on knockdown pilot damage. Was it a TT rule or just standard Battletech that knockdown has always hurt pilots? Seems a little odd to me when a pilot should be strapped in with a helmet on but maybe they left the seatbelts out of these mechs because every oz counts? Just wonder how broken the game would be without that hurting pilots.
|
# ? May 2, 2018 00:30 |
|
BTW, what's up with things like X-pulse lasers and Ultra ACs and rotary autocannons? Were those just extra fun things they came up with for MW4, or just something way later on?
|
# ? May 2, 2018 00:32 |
EdEddnEddy posted:Question on knockdown pilot damage. Was it a TT rule or just standard Battletech that knockdown has always hurt pilots? Seems a little odd to me when a pilot should be strapped in with a helmet on but maybe they left the seatbelts out of these mechs because every oz counts? Just wonder how broken the game would be without that hurting pilots. these are very tall giant robots
|
|
# ? May 2, 2018 00:33 |
|
RBA Starblade posted:BTW, what's up with things like X-pulse lasers and Ultra ACs and rotary autocannons? Were those just extra fun things they came up with for MW4, or just something way later on? Weren't those all Clan weapons? Or just later on stuff since MW4 takes place a good chunk of time later. Ravenfood posted:It'd make it a fuckton harder to salvage mechs, that's for sure. I guess the fact that I have not been actively trying to salvage anything makes me miss that. I like making things blow up.
|
# ? May 2, 2018 00:34 |
|
RBA Starblade posted:BTW, what's up with things like X-pulse lasers and Ultra ACs and rotary autocannons? Were those just extra fun things they came up with for MW4, or just something way later on? The Ultra AC's and Rotary Autocannons are actual adavnced rule things. I think X-pulses are like the expiremental tech ruleset stuff?
|
# ? May 2, 2018 00:34 |
|
RBA Starblade posted:BTW, what's up with things like X-pulse lasers and Ultra ACs and rotary autocannons? Were those just extra fun things they came up with for MW4, or just something way later on? Ultra AC/5s are Lostech, other Ultras were developed by the Clans and show up around that time. Rotary Autocannons are a post-Clan Invasion IS development, same with X-Pulse Lasers, but X-Pulses never left the experimental stage because they kind of suck compared to just getting clan-made Clan Pulse Lasers before the jihad, and then making your own clan-spec pulse lasers after (IS technology post-jihad is good enough that this is an option sometimes). Basically all the weird stuff from MW4:Mercs is post-Clan Invasion, FedCom Civil War-era tech. Which is appropriate, because that's exactly what MW4:Mercs is.
|
# ? May 2, 2018 00:34 |
|
Have an animated version. https://www.youtube.com/watch?v=0pyCsu0QRO0
|
# ? May 2, 2018 00:35 |
|
Gamerofthegame posted:these are very tall giant robots True, still you would think they would have advanced airbag tech 1000 years in the future or something. Also with all the crap in Hollywood these days and even Pacific Rim being a thing, why the hell has there not been a good Mechwarrior movie yet? I remember the cutscene intro from WM4 being good enough to be a movie trailer way back when.
|
# ? May 2, 2018 00:36 |
|
EdEddnEddy posted:Also with all the crap in Hollywood these days and even Pacific Rim being a thing, why the hell has there not been a good Mechwarrior movie yet? there's robot jox if you're really desperate https://www.youtube.com/watch?v=8Kd642Ix5ks https://www.youtube.com/watch?v=DIHjGgFZKs8
|
# ? May 2, 2018 00:38 |
|
gently caress, I just realized I really wish that a) Cauldron-Born existed in this game because I think they look awesome and that b) you really don't get to play with heavies too much (Quickdraw possibly excepted) before moving into the assault mech stage.
|
# ? May 2, 2018 00:39 |
|
Xarbala posted:Ultra AC/5s are Lostech, other Ultras were developed by the Clans and show up around that time. Rotary Autocannons are a post-Clan Invasion IS development, same with X-Pulse Lasers, but X-Pulses never left the experimental stage because they kind of suck compared to just getting clan-made Clan Pulse Lasers before the jihad, and then making your own clan-spec pulse lasers after (IS technology post-jihad is good enough that this is an option sometimes). Basically all the weird stuff from MW4:Mercs is post-Clan Invasion, FedCom Civil War-era tech. Which is appropriate, because that's exactly what MW4:Mercs is. Ah ok, that makes sense. I barely paid attention to what the plots were compared to "holy poo poo giant robots" when I was a kid. But then my computer could barely run it so it crashed a lot so I just did a shitload of mechlab and instant action. I remember I didn't like Black Knight as much for whatever reason, beat Vengeance once (on easy, with heat and ammo off lmao), and pretty much just played Mercs forever in the arena after it came out. Didn't you fight clans or something in Mechcommander 2? I remember having an urbanmech in that. Mechwarrior and Homeworld was a whole lot of my childhood and besides that one rulebook for Battletech I didn't realize it was really a thing until a decade later. quote:gently caress, I just realized I really wish that a) Cauldron-Born existed in this game because I think they look awesome and that b) you really don't get to play with heavies too much (Quickdraw possibly excepted) before moving into the assault mech stage. I still don't have a single heavy, 20 hours in and post-Panzyr. I'm sooo close to one RBA Starblade fucked around with this message at 00:42 on May 2, 2018 |
# ? May 2, 2018 00:40 |
|
EdEddnEddy posted:Question on knockdown pilot damage. Was it a TT rule or just standard Battletech that knockdown has always hurt pilots? Seems a little odd to me when a pilot should be strapped in with a helmet on but maybe they left the seatbelts out of these mechs because every oz counts? Just wonder how broken the game would be without that hurting pilots. I think a lot of mechwarrior injuries are simply from the shock of being thrown around so much when you take a good solid hit. Falling when you're sitting at the top of a 12 meter tall machine is going to loving hurt no matter how well you're strapped in. I suppose if you really wanted to stretch the imagination you could chalk a lot of it up to heatstroke and dehydration too. It gets dangerously hot inside a mech cockpit. I can remember a couple of battletech novels where the mechwarriors were fighting nearly naked because they were desperately trying to keep the heat tolerable.
|
# ? May 2, 2018 00:40 |
|
Re: modding the weapon values back to being Tabletop-faithful The people who do this should 1v1 a dev in a 25m c-bill match using the modded "balanced" weapon stats, but the pro-mod side can only field stock 'Mech designs that mount at least one AC/2 or AC/5, unless one of these is a Jagermech JM6-S in which case they may bring one stock mech without these limitations. The devs have no restrictions other than the cbill limit and stock mechs only.
|
# ? May 2, 2018 00:41 |
|
But the basic gameplay is all different from the tabletop, oh jeez
|
# ? May 2, 2018 00:42 |
|
Synthbuttrange posted:But the basic gameplay is all different from the tabletop, oh jeez Oh no, whatever will they do
|
# ? May 2, 2018 00:43 |
It depends on how quickly you do the main missions. If you start exploring and getting rep early enough, you'll see plenty of heavies and no assaults.
|
|
# ? May 2, 2018 00:43 |
EdEddnEddy posted:True, still you would think they would have advanced airbag tech 1000 years in the future or something. night vision is lostech the inner sphere is kinda garbo
|
|
# ? May 2, 2018 00:43 |
|
|
# ? May 30, 2024 16:06 |
|
EdEddnEddy posted:True, still you would think they would have advanced airbag tech 1000 years in the future or something. Even with an airbag and seatbelt people get injured in car crashes. Even in ideal circumstances with extra protection it still fucks up a person good.
|
# ? May 2, 2018 00:47 |