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Honestly Galaga Galaxian's sandbox mod OR the global difficulty mod from the bt nexus really do go a long way. The former turns off the campaign entirely and also unlocks zones for travel that would otherwise be restricted during the normal campaign (including the Directorate). The latter does require some tinkering in simgameconstants.json to allow you to take high-difficulty contracts from faction clients last i checked (the default Faction Reputation Difficulty modifiers weren't written to account for the wide range of difficulties the global difficulty mod allows for), but either mod lets you pick a sweet spot that suits you and stay there. The latter also doesn't touch campaign so you will want to have a big team for progression since they're scaled to the assumption that you will because the default campaign difficulty milestone flags all but forces that on you. So you'll need to do your own due diligence there. Tbh I do enjoy having the option to play setpiece scenarios while also having a galaxy I can dick around in so I go with the nexus mod. The one thing the global difficulty mod doesn't do is let you muck about in the FWL/CC/FS territories until you beat the campaign though.
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# ? May 8, 2018 08:19 |
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# ? May 28, 2024 15:06 |
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Typical Pubbie posted:I'm not enjoying the All Assaults, All The Time end game. Feels like the game peaks about half-way through when you're cobbling together your first heavy and having one AC 20 on a mech is a novelty. You can find mission requiring less tonnage even at end game. There is a bunch of three skulls planets in Taurian space. One of them is named Pinard... http://www.sarna.net/wiki/Pinard#Bibliography) https://en.wikipedia.org/wiki/Pinard_(wine) It's funnier than Detroit.
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# ? May 8, 2018 08:56 |
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I just got this game on the weekend and it is bringing back pleasant memories of Mechwarrior before PGI went and did a I wish I could remember the fittings I used though. Is there any tool for testing fittings or any catalogue of mech builds I can look at? Also, some of the missions seem a little weird. I had one where one of the secondary objectives was to protect a convoy as it made its way back to a city I had to defend. A light mech at full sprint didn't even make it half way to them before they were destroyed. I understand hard objectives, but at least give me a chance? At least I got to the location to repair the turrets in time, not that they ever actually fired at anything...
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# ? May 8, 2018 08:59 |
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My take on giving a purpose to lower-weight mechs in the lategame: Give every mech an 'operation cost' that it'll cost to take it out for a mission. Add a discrete part of mission rewards meant to cover these costs. Then you can both use it as a guideline for mission difficulty, and a way to jigger the risk/reward by going over/under. It's basically the same as tonnage limits, but I think, easier to come up with fluff-justifications for. Hawgh fucked around with this message at 09:40 on May 8, 2018 |
# ? May 8, 2018 09:37 |
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I'm 765 days in because I always rest to repair all my mechs. Is there anything bad about that? It doesn't seem to have an actual effect. At first I was worried about wasting the time but now it seems totally okay to wait a day or two to make sure everything is fixed! Finally got my first heavy mechs other than a lovely Quickdraw too. Two Orions in one mission!
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# ? May 8, 2018 10:12 |
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There's no real penalty. It kind of makes me want a Dead Aurigans counter that just ticks up every day the campaign isnt finished (i guess its just much slower after you finish)
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# ? May 8, 2018 10:15 |
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Everyone proposing mechanics that punish a player from seeking to play optimally rather than changing the game so that optimal play involves taking a balanced lance should hang their heads in shame. Never punish the player for wanting to use the tools you've given them.
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# ? May 8, 2018 10:40 |
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tactlessbastard posted:Simi headshotted a Zeus on my escape from the castle mission so my lance was massively upgraded when I subbed it in for my wolverine and the free highlander for my centurion and now I'm stomping around annihilating every mech that shows up but holy poo poo they are sloooooow. I'm about to go back to Smithon and it's a defense mission. Should I leave those two in the barn and bring a faster lance or stick with the heavy hitters? The heavy hitters did fine, and now I have a batylemaster after every single striker move got a cockpit hit on him lol
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# ? May 8, 2018 11:16 |
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I don't know why you'd want to encourage the use of light and medium mechs. It feels like you slowly upgrade due to the way the story works and to me that's the perfect way to have them. Don't force use during the whole game, what's the point? If we're talking about things we'd like added then I'd really like it if they made your contract list bigger. Give us 6/8 in the list and let some be ones from further away so that you don't have to just...randomly fly somewhere to stop getting missions from the Arano Restoration or whatever.
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# ? May 8, 2018 11:24 |
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IOwnCalculus posted:Second part of Grave Robber. I finished that with 3 of 4 Alive, though Arano’s Atlas crosses the finish line with no arms and a limp. RIP Griffin redshirt, your suicidal DFA helped clinch the deal.
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# ? May 8, 2018 11:34 |
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There's always a use for lights in skirmish mode at least, no real reason to kludge it.
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# ? May 8, 2018 11:34 |
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Holy hell, that Kintaro! If Kamea had come busting through that wall in Panzyr to assist, while piloting that monstrosity, I think the enemy mechs would have simply died laughing! Those stupid hips! Looks like its about to place its left hand on its hip, while wagging its right index finger at you saying "Uh-uh! Oh no you didn't just scratch my new paint." I'm not even going to talk about that Wyvern... how you manage to make a 45 ton mech look like a shifty character thats about to mug some granny for her handbag is beyond me. Tindahbawx fucked around with this message at 11:55 on May 8, 2018 |
# ? May 8, 2018 11:53 |
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Taear posted:I don't know why you'd want to encourage the use of light and medium mechs. It feels like you slowly upgrade due to the way the story works and to me that's the perfect way to have them. I just kinda miss using mechs that can run real fast for flanking purposes, but in the endgame, where everything is at minimum 8 heavies, they're just not bringing enough impact to the table. I'd honestly be more than satisfied with lower-tonnage missions persisting through the game, but I am also 100% sure that if there's nothing dissuading people from bringing their quad-atlas lance in to deal with a bunch of loose Jenners, they're going to do it and then complain about the game being too easy.
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# ? May 8, 2018 12:00 |
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If you want a light but without the risk, bring A Griffin with a PPC (or large laser if you aren't doing knockdowns all the time) and an SRM6. It's basically a super panther. With master tactician, sensor lock, and evasive move you can jump around like mad spotting targets, dodging shots, and generally being a nuisance. The increased visibility cockpit mod will let you stay even further away while providing LRM spotting and poking with PPCs. Then you're in good shape to charge in and clean up at the end with the SRM6. For a high risk promode, swap the PPC for 4x MLAS and two SLAS.
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# ? May 8, 2018 12:08 |
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was looking through my TRO 3075 and found this guy
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# ? May 8, 2018 12:16 |
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I sort of appreciate that people want the lighter mechs and a bigger variety to be possible all through the game. But to do that, you’d need for light mechs to be able to act as force multipliers in a way that they just don’t (because otherwise you’d be getting swamped by them multiplying the enemy force). And the devs made clear repeatedly they didn’t want to use repair costs, upkeep, or maintenance to punish heavy play - that’s why so many costs are fixed regardless of the tonnage. As long as the hard limit is the number of units on the field, and each unit only gets one turn, I think it’s gonna be pretty hard to really make lighter units meaningful. Increasing the number of units you get is just gonna increase turn time, making it possible for an Assault to lose its turn is too punishing, increasing the repair costs for heavies is too punishing, giving Clanner-type bonuses is not thematic and also either irrelevant or too punishing. The one other possibility would be to make it harder to keep mechs alive (or put them together), but that’s just making it artificially grindy.
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# ? May 8, 2018 12:35 |
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I just had an intercept the pirate lance mission where I went up against an Orion with enough drat armor for two mechs, a jaegermech, a third I don't recall because I cored him on the opening round and my very first king crab encounter. I was really excited to try to salvage that KC but he managed to get off a shot that destroyed my gauss rifle so I had to reload the mission. This time the opposition was one (1) locust and one (1) awesome.
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# ? May 8, 2018 12:46 |
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Dekker, PLEASE stop getting shot in the face. Edit: The guy has to be like 85% metal at this point in my campaign.
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# ? May 8, 2018 12:54 |
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BadOptics posted:Dekker, PLEASE stop getting shot in the face. That just makes him more dedicated.
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# ? May 8, 2018 12:59 |
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It is weird how certain pilots seem to get injured a ton more than others. I don't know if it's down to the mech having an easier to hit head but Behemoth who used a Shadow Hawk for nearly all of my game was hit in the head every other mission, it's been so annoying.
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# ? May 8, 2018 13:17 |
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Now that I'm a lot better at the game than when I first started out, injuries are pretty drat even across the board. The only one that felt like it was just a headshot taking machine is the Catapult, but that's probably just confirmation bias after a particularly long-range slugmatch where my Catapult-K2 and the enemy Catapult-K2 ate 2 headshots each in the course of maybe 4 rounds.
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# ? May 8, 2018 13:19 |
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How should I be kitting out my Orion? It's labelled as a brawler but it seems too slow to be used this way. Missile boat?
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# ? May 8, 2018 13:31 |
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kidkissinger posted:How should I be kitting out my Orion? It's labelled as a brawler but it seems too slow to be used this way. JJ, AC 20, max armor, SRMs to taste. Just sprint and jump your way into contact, and then play shooty-mans with it. Also, a SRM++ boat Stalker is unbelievable with a tactics 9 pilot and called shot. It's basically a "delete this mech" button. This makes collecting the last few mechs I'm missing super easy.
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# ? May 8, 2018 13:35 |
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I have a mech with an AC20 and it feels like it misses a lot more. When it's your only good weapon it's super frustrating. At least when a medium laser misses it doesn't really matter.
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# ? May 8, 2018 13:39 |
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I pretty much put JJ on all my mechs, should I not be maxing those out all the time?
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# ? May 8, 2018 13:53 |
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I don't like the idea of balancing the need to bring lights/mediums in the late game through mission mission objectives. You still run the risk of being pitted against a lance of assaults and not being able to do jack poo poo about it, and as the game stands you have no way of knowing what an appropriate force to bring is. Oh hey, I dropped light and medium mechs against a caravan assault mission because I want to be mobile to chase down the vehicles. Whoops, the convoy is four Demolishers with heavy mech escort. I'd really like to see some (not all!) missions have a tonnage limit just so you can be sure you're not handicapping yourself. Who cares about realism, it's trivial to handwave that out in the writing. If you don't want a tonnage limit, unfortunately I think the best way around that is some new game mechanics, such as the ability for the player the ability to drop in reinforcements. And on that note, giving you control of a second lance. I'm real excited for any expansions for this game because the ground work is there and is real good, and there's a lot of directions HBS can take this game in the long term.
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# ? May 8, 2018 13:53 |
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Taear posted:It is weird how certain pilots seem to get injured a ton more than others. I don't know if it's down to the mech having an easier to hit head but Behemoth who used a Shadow Hawk for nearly all of my game was hit in the head every other mission, it's been so annoying. The answer here is that because of the role that mech plays in your lance composition you are positioning it to take the hits from sandpapering weapons like srm/lrms so it statistically takes a knock on the head and a pilot injury more often.
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# ? May 8, 2018 13:56 |
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Rygar201 posted:I love that so many people in this thread both hate the Clans and are also mad that sometime the enemies field a larger force than indicated before the mission starts, as well as want incentives to field lighter Mechs than they have to. drat, has anyone here ever printed and physically framed a post
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# ? May 8, 2018 14:17 |
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I think the devs just need to port over the multiplayer system to single player. Give each single player mission a recommended a recommended cost and then reward the player for staying under the limit. Sort of represents the fact that if you go heavy and powerful you're poaching easy missions and getting paid less for it. That system can also be grown with the reputation system. Go over budget on missions and you start earning disfavor with other mercenary companies who begin to retaliate. This could be in the form of a direct attempt to take you down or your missions will get surprise extra reinforcements as lower tier companies fight back by helping your opponents mid-mission. Not perfect, but at least it establishes a risk/reward system, keeps you invested in light/medium mechs unless you want to risk a surprise unwinnable fight, and all the underlying mechanics are already implemented in the game.
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# ? May 8, 2018 14:41 |
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Maybe give mediums and lights evasion resist and higher evasion caps. Possibly a skill that would spread damage over their armor to avoid one shots.
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# ? May 8, 2018 14:49 |
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I just picked this up yesterday, and I probably had the worst start ever. I lost Dekker and his Spider on the second story mission, and then my Blackjack on the first contract mission. Repairs were so costly and time consuming that I had to run the next two contracts with only three mechs, and then ran out of money anyway. The really embarrassing part is that I've been playing tabletop BattleTech for over 20 years, and I won a couple of convention tournaments back in the 90's. I'm not sure past experience is doing me too many favors, since there are just enough differences to make old tricks not work the same.
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# ? May 8, 2018 14:58 |
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Taear posted:I have a mech with an AC20 and it feels like it misses a lot more. When it's your only good weapon it's super frustrating. As far as I can tell, there is a 'recoil' that happens with projectile weapons and it figures into your 'chance to hit' ratio, and can be negated by leveling tactics or guts, I can't remember.
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# ? May 8, 2018 15:01 |
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kidkissinger posted:I pretty much put JJ on all my mechs, should I not be maxing those out all the time? Oh, I'm a fan of JJ everywhere as well. It's good.
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# ? May 8, 2018 15:03 |
WhiteHowler posted:I just picked this up yesterday, and I probably had the worst start ever. This seems to play more like MWO than tabletop. The main tricks are use of terrain cover to block line of sight, so your whole lance is focus firing one enemy at a time, and then use of inspiration abilities to make sure you always have Guarded and Entrenched and to focus-fire enemy specific hit locations with called shots.
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# ? May 8, 2018 15:04 |
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Xae posted:Maybe give mediums and lights evasion resist and higher evasion caps. I like the idea of doubling evasion pips gained per movement and halving each pip's effects so it would be a lot harder to strip off evasion.
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# ? May 8, 2018 15:05 |
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Hieronymous Alloy posted:This seems to play more like MWO than tabletop. The main tricks are use of terrain cover to block line of sight, so your whole lance is focus firing one enemy at a time, and then use of inspiration abilities to make sure you always have Guarded and Entrenched and to focus-fire enemy specific hit locations with called shots. Bear in mind that called shots are pretty unreliable until you start getting up the tactics tree to improve them. When you do though, the combination of called shots and heavy firepower means most mechs below armored heavies die to a single salvo of called shots to the center.
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# ? May 8, 2018 15:08 |
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Glitch took out the first heavy I faced with a called shot SRM boated Shadowhawk. The mission went from I'm hosed to gently caress yeah at that moment.
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# ? May 8, 2018 15:18 |
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Renegret posted:I don't like the idea of balancing the need to bring lights/mediums in the late game through mission mission objectives. You still run the risk of being pitted against a lance of assaults and not being able to do jack poo poo about it, and as the game stands you have no way of knowing what an appropriate force to bring is. Oh hey, I dropped light and medium mechs against a caravan assault mission because I want to be mobile to chase down the vehicles. Whoops, the convoy is four Demolishers with heavy mech escort. I think a better system would involve better intelligence at the start. So the convoy assault mission tells you what you're going against mostly like "Intel says there's 1 heavy vehicle and 3 light vehicles with a Lance of 3 mediums and a heavy mechs" Also, giving lights sensor lock and ability to shoot or something support that they are actually viable with shooting would be good. So that they can effectively Scout and shoot.
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# ? May 8, 2018 15:18 |
Cynic Jester posted:Bear in mind that called shots are pretty unreliable until you start getting up the tactics tree to improve them. When you do though, the combination of called shots and heavy firepower means most mechs below armored heavies die to a single salvo of called shots to the center. Yeah, good point. One big mistake I've seen a lot of tabletop players make is building their mechs with a mix of weapons to 'function at any range" and then ending up being bad at all ranges. It's far more effective to specialize individual mechs for short or long range respectively and then make sure they are correctly positioned when the fight starts.
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# ? May 8, 2018 15:27 |
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# ? May 28, 2024 15:06 |
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Any map with a lot of buildings I'm getting 25-35fps with a 1080ti. HWmon shows GPU&CPU usage never getting close to 100%. Anything I can do to tweak performance?
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# ? May 8, 2018 15:28 |