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Just finished the SLDF salvage mission, got lucky and killed the Battlemaster's pilot so my A-team lance is now Highlander, Battlemaster, Catapult, and Grasshopper. Speaking of which, rate my Highlander.
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# ? May 7, 2018 01:34 |
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# ? May 30, 2024 17:59 |
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PunkBoy posted:I love when the events are completely in character with how I imagine crew is like. My Behemoth bugged out. She has been at 0 days of Low Spirits since that event. It was almost 2 years ago.
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# ? May 7, 2018 01:45 |
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PoptartsNinja posted:
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# ? May 7, 2018 01:47 |
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# ? May 7, 2018 01:50 |
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Xae posted:My Behemoth bugged out. She has been at 0 days of Low Spirits since that event. It was almost 2 years ago. It's a known bug, it happens when you add skills before the effect wears off. On the upside my Dekker is now in a perma-good mood.
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# ? May 7, 2018 02:02 |
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I have a bunch of mid range suits. It seems like Wolverine is better than Vindicator and Blackjack? I dunno what's the real difference besides weapon slots and slight tonnage difference.
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# ? May 7, 2018 02:04 |
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LostCosmonaut posted:Just finished the SLDF salvage mission, got lucky and killed the Battlemaster's pilot so my A-team lance is now Highlander, Battlemaster, Catapult, and Grasshopper. You probably don't need all those double heat sinks, to be honest. I switched mine out for regular ones, and while I can't fire all my medium lasers every turn along with the GR and LRMs, it's still not really a mech with heat problems. Tae posted:I have a bunch of mid range suits. It seems like Wolverine is better than Vindicator and Blackjack? I dunno what's the real difference besides weapon slots and slight tonnage difference. The Wolverine has better mobility and higher armor maximums, in exchange for 0.5 fewer free tons than either the Vindicator or Blackjack. This applies to all of the 55 ton mechs, which largely seem identical other than their differing hardpoints and the shadow hawk's melee bonus. Emy fucked around with this message at 02:09 on May 7, 2018 |
# ? May 7, 2018 02:05 |
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Sandwich Anarchist posted:It's really stupid that unmanned drones will all trip over themselves to attack the MUST SURVIVE member of your group, and ONLY that member, every turn. Sounds like you did something silly and not protect a valuable asset
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# ? May 7, 2018 02:12 |
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Speaking of boating on jagermechs, has anyone tried an LRM50 on a JM6-A? I'm tempted, but is it overkill?
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# ? May 7, 2018 02:21 |
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# ? May 7, 2018 02:22 |
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MW4: Mercs is way easier than I remember, but I think I never really bothered with lance commands as a kid. Turns out 4v1s are easy to win! e: Also despite 'working' it crashes if I try to play two missions in a row but it loads quick enough so Good Enough RBA Starblade fucked around with this message at 02:44 on May 7, 2018 |
# ? May 7, 2018 02:30 |
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School Nickname posted:Speaking of boating on jagermechs, has anyone tried an LRM50 on a JM6-A? I'm tempted, but is it overkill? Nah that's what I did and it's a great LRM boat, it's the next step up from the Centurion. Something like this is what I did. Axetrain fucked around with this message at 02:36 on May 7, 2018 |
# ? May 7, 2018 02:31 |
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School Nickname posted:Speaking of boating on jagermechs, has anyone tried an LRM50 on a JM6-A? I'm tempted, but is it overkill? yes I have, no it's not overkill, yes it is good. It is my primary LRM boat at the moment, actually. It does run a little hot so don't expect it to be like a C1 Catapult where you're a reliable LRM40 every single turn. My JM6A has to cool or just not throw a full salvo every, I dunno, four, five turns or so? depends on biome, of course. if I really need to fire LRMs every turn I can usually get away with toggling down to 35, 40 rounds per salvo and squeeze in another few rounds instead of cooling completely for a turn to continue with nothing but 50s
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# ? May 7, 2018 02:31 |
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Just got the Argo again in my new campaign and hahah holy poo poo it really does look like a piece of crap after coming from a game with a fully repaired Argo.
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# ? May 7, 2018 02:41 |
I haven't seen poo poo for leg mods, so disco-hopper it is.
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# ? May 7, 2018 02:43 |
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Okay the ost is pretty good I'll admit it
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# ? May 7, 2018 03:05 |
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I don't know, but I think one way of making keeping certain mechs or weight classes viable would be maybe to add some sort of pilot proficiency towards either a certain mech, or just a broad weight class. For instance a top tier light pilot gets 2 extra evasion pips or what have you. Just maybe a way of distinguishing mechwarriors more with skill and another avenue to balance light/heavy or whatever. There is probably like a thousand holes in this theory, but it seems like there are a lot of interesting ways they could go about it too beyond just tonnage limits
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# ? May 7, 2018 03:06 |
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It's kind of weird how many light and medium mech's I'm selling now. Not that any of mine have gotten hosed enough or anything since the Dekkening but it's weird that you just hock poo poo instead of replacing cored mechs with them or something. Like I've sold like a dozen hawks, blackjacks, and spiders now.
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# ? May 7, 2018 03:10 |
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that sure was a time
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# ? May 7, 2018 03:14 |
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mods change my name posted:I don't know, but I think one way of making keeping certain mechs or weight classes viable would be maybe to add some sort of pilot proficiency towards either a certain mech, or just a broad weight class. For instance a top tier light pilot gets 2 extra evasion pips or what have you. Just maybe a way of distinguishing mechwarriors more with skill and another avenue to balance light/heavy or whatever. There is probably like a thousand holes in this theory, but it seems like there are a lot of interesting ways they could go about it too beyond just tonnage limits Mech specialization would do absolutely nothing towards balancing the weight classes.
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# ? May 7, 2018 03:14 |
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I'm saving my family's blackjack for the final mission. Everything else gets sold tho.
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# ? May 7, 2018 03:14 |
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Conspiratiorist posted:Mech specialization would do absolutely nothing towards balancing the weight classes. well, I mean, it all depends on what those specializations entail, doesn't it?
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# ? May 7, 2018 03:17 |
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I'm watching various stream recordings of the SLDF mission; so much pain. My love for jump jets was really a boon for this mission.
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# ? May 7, 2018 03:22 |
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Is the SLDF thing people are complaining about the Grave Robber counterpart? That thing was fun, I brought two jumpy stompy tanky boys and one fat ac20 carrier and we kinda just flattened everything as it happened. Grave Robber felt much harder.
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# ? May 7, 2018 03:32 |
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Psion posted:she never got targeted by a single one of those for me, position/evasion matters to their AI just like anything else Same. If anything I protected her so much that she was utterly untouched and I had to have her charge up to save one of my mechs that had been escorting her.
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# ? May 7, 2018 03:34 |
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RBA Starblade posted:It's kind of weird how many light and medium mech's I'm selling now. Not that any of mine have gotten hosed enough or anything since the Dekkening but it's weird that you just hock poo poo instead of replacing cored mechs with them or something. Like I've sold like a dozen hawks, blackjacks, and spiders now. I've got something like 30 mechs in storage and whenever I accumulate another light it gets tossed at the next allied faction store. They're just not viable for long; mediums you can get away with as missile boats at least.
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# ? May 7, 2018 03:35 |
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This will core any mech in the game with a precision strike and called shot mastery: In terms of making lighter mechs viable, make it so a knockdown/-1 initiative is capable of pushing a mech completely off the turn. So a knockdown on an assault mech result in that mech losing its turn completely. Now they can actually be swarmed if not supported by something lighter that can still act.
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# ? May 7, 2018 03:43 |
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Meh, that just makes heavies more viable as assault support. since they'd be the heaviest mechs that couldn't be initlocked. Making lights viable would basically require the equivalent of adding dodge tanking, and then they'd still suck due to low loadouts. Only real exception to this would be the Firestarter. Similar with mediums, except they'd have niches as lrmboats.
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# ? May 7, 2018 04:18 |
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MagicBoots posted:This will core any mech in the game with a precision strike and called shot mastery:
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# ? May 7, 2018 04:21 |
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It would be nice if there was an extra init slot to push back Assaults into.
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# ? May 7, 2018 04:23 |
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Night10194 posted:It would be nice if there was an extra init slot to push back Assaults into. Yeah like "gently caress your turn."
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# ? May 7, 2018 04:44 |
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Just landed my first Jagermech! From what I'm reading it's pretty much a straight upgrade in terms of a LRM boat from the Centurion / Griffin Chasis. Anything in particular else that I need to know about this bad boy other than load it up with as many missiles as I can?
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# ? May 7, 2018 04:49 |
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Khizan posted:Meh, that just makes heavies more viable as assault support. since they'd be the heaviest mechs that couldn't be initlocked. I dunno, the default Jenner has a pretty bonkers alpha for a light. It just has no armour or heat management.
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# ? May 7, 2018 04:49 |
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Khizan posted:Meh, that just makes heavies more viable as assault support. since they'd be the heaviest mechs that couldn't be initlocked. Dodge tanking is already kinda in the game, but it's limited in its effectiveness and makes the player very vulnerable to swings of misfortune. It's also much less viable for the player because you often fight heavily outnumbered and a couple of throwaway tanks on the opposing force will strip the evasion stacks off your light before their big guns come up. Backstabber Lights are an extremely real thing that you should be afraid of, though.
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# ? May 7, 2018 04:58 |
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So I looked through the files for the game and the ability to flip planets to new factions according to missions and events appears to be possible due to the preliminary code being in the JSON files. I've already found the flipped planet data files for the campaign. If the main story missions (with their flipping triggers) are present in JSON format too then i'm going to say that it's entirely possible to create a dynamic universe mod where the factions can actually stage invasions of planets and take them over in the course of an on-planet campaign/series of missions. Which would do amazing things to extend the amount of replayability to the game as it currently stands. Actually being able to sign up with the Aurigan Restoration to push back invaders/go on the offensive would certainly add a hell of a lot to the post game, at least. At the very least I need to see if there is something in the files that lets planet swapping capable events execute independent of the player doing missions. Either a mission system would have to be simulated via events or there's hopefully code for planet flipping on their game. Also possibly see if it's possible to create new planetary traits to go with that, depending on how moddable the game is.
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# ? May 7, 2018 05:03 |
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I just got an 8 laser hunchback....but what do I DO with it? Slow, low armor, no jets... I don't know how I can get it up to the front without getting wrecked as well as keeping it up there without getting cored.....
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# ? May 7, 2018 05:04 |
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How do I disable cloud saves? Deleting the save files manually doesn't work.
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# ? May 7, 2018 05:06 |
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Helion posted:I just got an 8 laser hunchback....but what do I DO with it? Slow, low armor, no jets... I don't know how I can get it up to the front without getting wrecked as well as keeping it up there without getting cored..... What? One of the Hunchback's defining features is the stock models are nearly fully armored (160/169 armor points in TT).
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# ? May 7, 2018 05:08 |
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Expand the game map to cover the entire inner sphere and periphery.
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# ? May 7, 2018 05:09 |
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# ? May 30, 2024 17:59 |
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Galaga Galaxian posted:What? One of the Hunchback's defining features is the stock models are nearly fully armored (160/169 armor points in TT). Hmmm, maybe I misread it. That would indeed be the missing piece I was looking for.
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# ? May 7, 2018 05:10 |