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Kin33 posted:You can max out at 8 or 9 health I think. +3 from guts and +2 or 3 from the cockpit mod. That mechwarrior has 4 health, and I have no cockpit mods. My best guess is they survived an incapacitated and probably took two damage from the final hit when they only had one health left.
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# ? May 3, 2018 05:43 |
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# ? May 30, 2024 13:46 |
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Unzip and Attack posted:I am beginning to wonder if my game is bugged or something. I had mentioned before that I thought the head hits were a little too common for my tastes, whatever. Booted up the game today and had all 6 of my pilots take head hits in two consecutive maps. I have 6 people in the medbay for 20 days and it's 100% from just random headshots - I refuse to believe they are occurring at 1-2% Part of it is just the player takes a lot more attacks than they give out, since you're usually outnumbered, so you'll take more random head clips.
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# ? May 3, 2018 05:43 |
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SilverMike posted:Someone said earlier that they found a setting in the files where if you were above your target, your chances to hit head are 16%. There is a LOT of depreciated stuff in these constants files. I don't think that chart is used. Unless this isn't above enough...
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# ? May 3, 2018 05:55 |
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EdEddnEddy posted:Btw, is there any way to still get the PDF pack that was on the KS? And what other sources are you guys using to break down the whole BattleTech history outside of the novels? There is a lot of stuff I still don't think I have covered and the only Physical book I have is the 3050 Mech Reference I think. First and Second Succession Wars recently got a sourcebook covering each, but in short it's an all out bare-knuckle space war: fleets of warships annihilating each other, free use of nuclear weapons, and poo poo dying everywhere. Not a good environment for the average humble Mech company of later eras to survive intact.
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# ? May 3, 2018 05:59 |
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my kinda ape posted:4 skull mission at Regis Roost. First time I'd seen one too. Hey, whaddya know, second mission at Regis Roost and a VTR-9B wanders out of the fog. Shot his head off with a gauss rifle, too forgot how tonnage-limited these things are though. With max armor/JJs I can do an AC/20 and 2 SRM4 at best, which isn't bad but won't be anything I'll use over my wrecking ball squad. By the by, 40/60/80 tonners really need an optional piece of equipment that moves them up in the initiative order.
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# ? May 3, 2018 06:01 |
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Pattonesque posted:By the by, 40/60/80 tonners really need an optional piece of equipment that moves them up in the initiative order. It's a piece of meat called the master tactician.
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# ? May 3, 2018 06:03 |
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Galaga Galaxian posted:There is a LOT of depreciated stuff in these constants files. I don't think that chart is used. Fair enough, but I'm with Unzip on thinking the rates on unaimed fire are higher than 1% or 2% or 3% (1 in 36, 12 on 2d6). I know there's a great chance confirmation bias is kicking in here, but it does seem like more random headshots are thrown around.
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# ? May 3, 2018 06:04 |
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"Fun" little visual bug this patch seems to have added. When enemy vehicles miss with a weapon, the shot will just disappear halfway towards the target. It looks bad.
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# ? May 3, 2018 06:04 |
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https://twitter.com/FCC565/status/991736008587796482
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# ? May 3, 2018 06:15 |
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There's not some way I'm missing to check contracts in adjacent systems other than if they pay for travel, is there? The flighht time from the jumpship gets a bit frustrating when the palce is empty.
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# ? May 3, 2018 06:26 |
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how are people refitting the starting shadow hawk and vindicator? I've been farting around ignoring the campaign for a while and i feel like the mixed loadout, especially on the shadow hawk, could be improved on.
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# ? May 3, 2018 06:27 |
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why is every story mission terrible
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# ? May 3, 2018 06:33 |
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andrew smash posted:how are people refitting the starting shadow hawk and vindicator? I've been farting around ignoring the campaign for a while and i feel like the mixed loadout, especially on the shadow hawk, could be improved on. I made my Shadow Hawk an SRM bomber (some combination of fours and sixes) with one medium laser, max armor, and max jump jets. nasty short-range brawler that can close the distance well
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# ? May 3, 2018 06:33 |
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andrew smash posted:how are people refitting the starting shadow hawk and vindicator? I've been farting around ignoring the campaign for a while and i feel like the mixed loadout, especially on the shadow hawk, could be improved on. I run my Shadow Hawk 2D as an SRM and punch delivery system. I think the 2H should be able to do exactly the same, 2xSRM6, 1xSRM4, 1xMLaser, 2xSLaser, 4 jump jets and as much armor as you can get. I personally skimped on leg and rear armor. It'll run hot if you always jump around and alpha strike, but you should be able to fire off the SRMs constantly. Give it an Ace Pilot and watch your target cry as you rush in, hit it twice, and rush away before it gets a chance to beat you up.
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# ? May 3, 2018 06:35 |
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Reiterpallasch posted:why is every story mission terrible The first part of Raising the Dead is absolutely terrible, but the second half redeems it and is ridiculously fun. The Taurian dude going "OH gently caress THEY'VE GOT STAR LEAGUE MECHS" followed by shitstomping the poo poo out of some garbage dudes with a bunch of ancient wonderweapons is great.
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# ? May 3, 2018 06:36 |
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okay that one was good
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# ? May 3, 2018 06:38 |
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Pattonesque posted:I made my Shadow Hawk an SRM bomber (some combination of fours and sixes) with one medium laser, max armor, and max jump jets. nasty short-range brawler that can close the distance well I'm running my Shadowhawk like that with my main dude and blunderbuss SRM-ing fools in the face then punching fools in the face is never not fun. I'm feeling that SRM punchbot is going to be outclasses on higher (3+) difficulty missions but #yolo. Galewolf fucked around with this message at 06:52 on May 3, 2018 |
# ? May 3, 2018 06:38 |
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andrew smash posted:how are people refitting the starting shadow hawk and vindicator? I've been farting around ignoring the campaign for a while and i feel like the mixed loadout, especially on the shadow hawk, could be improved on. Every mech is good if you punch someone with it.
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# ? May 3, 2018 06:39 |
Bruceski posted:There's not some way I'm missing to check contracts in adjacent systems other than if they pay for travel, is there? The flighht time from the jumpship gets a bit frustrating when the palce is empty. Nope, there isn't. Just taking missions with travel contracts is the best way to insure work at the other end. Though sometimes planets with 2 travel contracts when you're somewhere else will have nothing once you get there and do the first job. I'd really, really recommend hitting up BATTLETECH\BattleTech_Data\StreamingAssets\data\simGameConstants and changing "MaxContractsPerSystem" to 6, 8 or even 10. That way planets will actually have a decent roster of jobs to do. With 10 I seem to average 6 jobs in a system, though it sometimes takes a moment to generate the jobs when I first arrive and open the contracts panel. Whoa hey, I just went and changed that contracts variable back up after patching, and it looks like the sell price modifier got massively nerfed, from the, IIRC, like 0.34 it was to 0.1024. Anyone notice that prices went waaaay down? Arrath fucked around with this message at 06:45 on May 3, 2018 |
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# ? May 3, 2018 06:41 |
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but the two after it are: 1) a ridiculously easy shitstomp where you spend about five minutes alpha striking individual mediums with assaults at no risk to yourself and thirty minutes sprinting your mechs across a huge map 2) a classic instant-loss condition defense map, which is near-impossible on your first attempt and a joke on your second, where you can lose on turn two if your weapons miss the near eastern APC, and the bonus objective appears to be actually impossible if you don't psychically know to vigilance-sprint a light into the teeth of an enemy formation on turn one
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# ? May 3, 2018 06:41 |
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Arrath posted:Nope, there isn't. Just taking missions with travel contracts is the best way to insure work at the other end. Though sometimes planets with 2 travel contracts when you're somewhere else will have nothing once you get there and do the first job. Dang. I was earning my way to the system for my next story mission, so travel contracts wasn't an option, they all want to send me back to Weldry.
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# ? May 3, 2018 06:48 |
Bruceski posted:Dang. I was earning my way to the system for my next story mission, so travel contracts wasn't an option, they all want to send me back to Weldry. Ah yeah bummer, bad beat on the missions. Also that SRM6 variant with the erroneous -1 to accuracy wasn't fixed in the patch, folk's'll need to go back and fix that again. AudioConstants wasn't touched in the patch so if you tweaked those delays they're still good. Arrath fucked around with this message at 06:55 on May 3, 2018 |
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# ? May 3, 2018 06:51 |
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So what are the ins and outs of ace pilot skill, it doesn't seem all that impressive? Can I shoot and then melee with it? Can I shoot and then embrace? Does sensor locking count as shooting? Having the ability to shoot then move seems very situational to me. Help me out here.
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# ? May 3, 2018 06:56 |
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Arrath posted:Also that SRM6 variant with the erroneous -1 to accuracy wasn't fixed in the patch, folk's'll need to go back and fix that again.
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# ? May 3, 2018 07:02 |
Soup du Journey posted:which variant is it? Weapon_SRM_SRM6_1-Holly.json The SRM6+ (extra damage)
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# ? May 3, 2018 07:03 |
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Back Hack posted:So what are the ins and outs of ace pilot skill, it doesn't seem all that impressive? Can I shoot and then melee with it? Can I shoot and then embrace? Does sensor locking count as shooting? Having the ability to shoot then move seems very situational to me. Start out of los where no-one can hit you. Reserve down so you're the last one to move. Move in and blast someone at point-blank range (or DFA, or punch, or whatever). Next round, blast someone again, then move back to your original position where no-one can hit you.
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# ? May 3, 2018 07:06 |
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AttackBacon posted:Range is the key. As you point out, in most ways SRM's are straight better. The thing about LRM's is I can put 60 of them on a Stalker and sit that fucker behind a mountain in my dropzone, never move him again, and have him do the most damage in the mission. You can boat LRM's in a way that you can't boat anything else because you can generally guarantee two things: A. Your LRM boat will always have a target in range and B. Your LRM boat will never get shot at. You don't need armor, you don't need jump jets, and you don't need backup weapons. Throw in multitarget. I can split my Jager missile boat's salvo of 50 missiles (2x LRM20, 2x LRM5) with additional stability damage at multiple mechs at once. I can split those against two mechs and get them unsteady then bring up my 3x AC5 Jager's multitarget to knock both of them down. Doing the same with a SRM boat will be difficult due to the lower amount of stability damage is spits out (even if it's more efficient by ton) and because it means having to be close enough to both targets that they can shoot back.
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# ? May 3, 2018 07:17 |
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If I had to list my 5 favorite mechs from this game so far 1. Thunderbolt 5SE - It is a murderous brawler who can eat assaults for lunch if you build for alpha damage. 2. Hunchback - If you can get one early before assaults and heavies start showing up it is an excellent tank that can soak a ton of damage with Bulwark. With a competent pilot its AC-20 can one shot most lights and cripple the mediums you fight. 3. Grasshopper - Its a Shadowhawk on Steroids, I managed to build one to melee for 180 damage... plus like 7 support weapons that meant anything that got in close died. It is nasty and can pick off small mechs and put hurt on even bigger ones. 4. Highlander - It is an excellent sniping platform that also can do nasty DFA damage while not being as movement gimped as an Atlas and it can tank if you get the SLDF version I pulled off the Lostech for my energy boats as it stays pretty heat efficient even using single heatsinks 5. Centurion - You can build it into a nasty LRM Boat with more LURMS (I didn't do this), find an AC-20 and remake the Yen-Lo-Wang (Its good) or keep it a generalist who can contribute in every stage of the fight. Honorable Mentions: Jenner-D (was useful until enemies stopped dropping in lights and it just doesn't have staying power to fight 2 lances at once in a battle), Atlas-K (I used it a lot late on, but it being so slow was always frustrating and made me mad) oh and finally Catapult K-1 I like PPC's and its a pretty good PPC platform if you bulk up your heat sinks by pulling out the kinda lovely backup mediums and machine guns. In general I was surprised I usually ended up dragging around a lot of PPC's and Ballistics both of which were mechs I never really used in my few forays into TT Battle-Tech, while on MW:O I was almost exclusively a light pilot and I can't pilot assaults or heavies for poo poo, and after about a third of the way through the game I just stopped losing lights, especially my beloved Jenner. Jack2142 fucked around with this message at 07:27 on May 3, 2018 |
# ? May 3, 2018 07:18 |
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Jabor posted:Start out of los where no-one can hit you. Reserve down so you're the last one to move. Move in and blast someone at point-blank range (or DFA, or punch, or whatever). AKA, it's situational at best.
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# ? May 3, 2018 07:21 |
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Realistically, it's about as situational as "attack a guarded enemy with a single weapon instead of your whole alpha strike". Yes, you have to plan around it, but it's not very difficult to make work.
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# ? May 3, 2018 07:24 |
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Most of the capstones seem weirdly tuned. Like you have to take Multi Strike on every Mechwarrior. You'd be an idiot not to. It's way too loving good for cleaning up remaining dudes, dropping global evasion, etc. Bulwark? Excellent if you just want to sit a 'Mech with a ton of armor in the middle of a fight and let the AI beat on them. Great way to set up flanks. Sensor Lock? Real useful for the one mech you should grab it on, namely to see what's coming earlier/hit it with some long range stuff while it approaches. Then you have Evasive Movement which feels like a sellout of a slot. You have an evasion cap, and if you are already going down Light Mech you'll be hitting it often. Does it even give +1 Evasion per Evasion proc, or just +1 Evasion total. Either way, why would you take it instead of MS/SL for your sole Light, because again, MS is SO ABSURD. Also while Evasion is great for the enemies, I notice if I go heavy with Evasion on my guys, the AI runs up to start meleeing him, which just negates the Evasion bonus entirely. It seems safer/better to just abuse Ace Pilot/playing smart for Lights then it does to try and rely on extra Evasion and actually playing with the team. The Master capstones don't feel much better. Breaching Shot? AI doesn't understand Breaching Shot, so will gladly bunker up and then get armor shredded by whatever heavy weapon you used on it. Outright breaks the game. Juggernaut? Nice, but why not just grab Breaching Shot. Ace Pilot? Real hosed up! Let's you fire then get your guys out of danger really quickly. Good option if you aren't going to get much use out of Breaching Shot. Master Tech? I mean +1 Initiative is nice, but you are giving up Ace Pilot or Breaching Shot to grab it. So, uh. No!
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# ? May 3, 2018 07:24 |
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Master Tactician is amazing because it means that your heavies go before their heavies and your assaults go before their assaults, which means that you can kill them or cripple them before they can shoot you. With Vigilance usage it can put your assaults into the medium phase and your heavies into the light phase. I don't find Breaching Shot to be terribly useful on a lot of designs I run because I tend to run a lot of laserboats and missile swarmers which are reliant on volume of fire. It's absolutely amazing on your AC/20 guy, AC/10 guy, or your Gauss guy but otherwise not something I'd bother to take on literally everyone. Similarly I don't find multi-target to be terribly useful on brawler mechs because you often either don't have the range or the firing arc to meaningfully split your fire when you're knife fighting. It's really good for your mid range or sniper mechs and becomes downright sick later on when you've got an assault with a brick wall of weapons to split between targets. Kanos fucked around with this message at 07:42 on May 3, 2018 |
# ? May 3, 2018 07:35 |
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Bruceski posted:Dang. I was earning my way to the system for my next story mission, so travel contracts wasn't an option, they all want to send me back to Weldry.
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# ? May 3, 2018 07:54 |
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My leg with several tons of LRM ammo gets shot off. https://www.youtube.com/watch?v=22PtrCYV6rE
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# ? May 3, 2018 07:57 |
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How do people equip their orions
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# ? May 3, 2018 07:57 |
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terrorist ambulance posted:How do people equip their orions I do AC20 +2 srm6/ 1srm6/2ml or 2 lrm15 + lrm 20 depending on the model
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# ? May 3, 2018 07:59 |
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with guns
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# ? May 3, 2018 08:00 |
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ded posted:My leg with several tons of LRM ammo gets shot off. My favorite thing is blowing up a mech's right torso, arm and leg, having them collapse in a heap...and then watching them stand up again next turn, using one arm and standing on one leg. Somehow. I assume mechs must practice yoga?
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# ? May 3, 2018 08:06 |
It's kind of weird that there's zero penalty for standing up. Like if you get knocked down immediately before your turn then it doesn't mean anything whatsoever besides the wound you take from knockdown. You'd think it'd like halve your movement at least or something.
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# ? May 3, 2018 08:10 |
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# ? May 30, 2024 13:46 |
terrorist ambulance posted:How do people equip their orions I've got an AC/20, 3 ML's and an SRM6 with one thing of ammo, like 5 heatsinks and tons of armor. I also think there should be some extra penalty to getting knocked down. But I'm just salty at knocking over enemies and so often having them stand right up on the next phase/before I get to do what they do to me: whiteknuckling my way through 3 rounds of Call Shot: CT or Head as they pound the poo poo out of whoever I was stupid enough to let lose a leg. Arrath fucked around with this message at 08:18 on May 3, 2018 |
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# ? May 3, 2018 08:16 |