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Runa
Feb 13, 2011

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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cugel
Jan 22, 2010

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.

Dravs
Mar 8, 2011

You've done well, kiddo.
I just got this game on the weekend and it is bringing back pleasant memories of Mechwarrior before PGI went and did a :pgi:

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...

Hawgh
Feb 27, 2013

Size does matter, after all.
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

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!
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!

Synthbuttrange
May 6, 2007

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)

Alchenar
Apr 9, 2008

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.

tactlessbastard
Feb 4, 2001

Godspeed, post
Fun Shoe

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

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!
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.

mlmp08
Jul 11, 2004

Prepare for my priapic projectile's exalted penetration
Nap Ghost

IOwnCalculus posted:

Second part of Grave Robber.

Hm. One vehicle left, I'll just DFA it.

LL destroyed

Enemy Mechs Spotted


Still pulled out a victory.

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.

Runa
Feb 13, 2011

There's always a use for lights in skirmish mode at least, no real reason to kludge it.

Tindahbawx
Oct 14, 2011



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

Hawgh
Feb 27, 2013

Size does matter, after all.

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.
Don't force use during the whole game, what's the point?

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.

Great Beer
Jul 5, 2004

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.

Der Waffle Mous
Nov 27, 2009

In the grim future, there is only commerce.
was looking through my TRO 3075 and found this guy

:q:

DOCTOR ZIMBARDO
May 8, 2006
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.

tactlessbastard
Feb 4, 2001

Godspeed, post
Fun Shoe
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. :effort:

BadOptics
Sep 11, 2012

Dekker, PLEASE stop getting shot in the face.

Edit: The guy has to be like 85% metal at this point in my campaign.

mlmp08
Jul 11, 2004

Prepare for my priapic projectile's exalted penetration
Nap Ghost

BadOptics posted:

Dekker, PLEASE stop getting shot in the face.

Edit: The guy has to be like 85% metal at this point in my campaign.

That just makes him more dedicated.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!
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.

mlmp08
Jul 11, 2004

Prepare for my priapic projectile's exalted penetration
Nap Ghost
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.

punishedkissinger
Sep 20, 2017

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?

The Dipshit
Dec 21, 2005

by FactsAreUseless

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.

Missile boat?

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.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!
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.

punishedkissinger
Sep 20, 2017

I pretty much put JJ on all my mechs, should I not be maxing those out all the time?

Renegret
May 26, 2007

THANK YOU FOR CALLING HELP DOG, INC.

YOUR POSITION IN THE QUEUE IS *pbbbbbbbbbbbbbbbbt*


Cat Army Sworn Enemy
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.

Alchenar
Apr 9, 2008

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.

DrPop
Aug 22, 2004


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

nessin
Feb 7, 2010
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.

Xae
Jan 19, 2005

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.

WhiteHowler
Apr 3, 2001

I'M HUGE!
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.

CommieGIR
Aug 22, 2006

The blue glow is a feature, not a bug


Pillbug

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.
At least when a medium laser misses it doesn't really matter.

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.

The Dipshit
Dec 21, 2005

by FactsAreUseless

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.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

WhiteHowler posted:

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.

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.

Ravenfood
Nov 4, 2011

Xae posted:

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.

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.

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

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.

Sandweed
Sep 7, 2006

All your friends are me.

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.

TipsyMcStagger
Apr 13, 2013

This isn't where
I parked my car...

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'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.

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.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

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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Sipher
Jan 14, 2008
Cryptic
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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