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Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

kidkissinger posted:

If I max our short range lasers on my firestarter it should be doing like 165dpr with melee attacks.

That's insanely good, but are flamethrowers better?

All three ways you can build a firestarter are good in their own way. Lasers do the best overall damage, flamethrowers lock enemy mechs down hilariously, and a butt-punch followed up by 6 MGs (or really, just a 2ML then 6MG backstab) will critseek like crazy and likely detonate any torso ammo.

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Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

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.

:five:

El Spamo
Aug 21, 2003

Fuss and misery
I appreciate how many of the pilot callsigns actually sound like pilot callsigns. My A-team right now has "Red Flag" and "Tire Fire" which I'm sure have stupid shenanigans behind them to warrant the name. Illegal street-racing and a literal tire fire, I'm sure.

Pilots do the stupidest poo poo to get their callsigns.

Phanatic
Mar 13, 2007

Please don't forget that I am an extremely racist idiot who also has terrible opinions about the Culture series.

El Spamo posted:

I appreciate how many of the pilot callsigns actually sound like pilot callsigns. My A-team right now has "Red Flag" and "Tire Fire" which I'm sure have stupid shenanigans behind them to warrant the name. Illegal street-racing and a literal tire fire, I'm sure.

Pilots do the stupidest poo poo to get their callsigns.

Friend of mine was in NFO school down in Pensacola and one of his classmates was christened FUNGUS. As an acronym, it stood for "gently caress you, new guy, you suck."

https://www.youtube.com/watch?v=Hjso35OpXNk

Taear
Nov 26, 2004

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

GuardianOfAsgaard posted:

.
Does anyone have any tips for the ammo dump story mission regarding lance composition and general tactics? My frontline guys just keep getting ganged up on and wrecked by that double enemy lance, especially since I have to rush forward to keep on top of the supply trucks.

I left one of my mechs at the bottom of the map, a Hunchback with an AC20. The other three I sprinted to the left as fast as I could.

For some reason four of the mechs went towards the Hunchback who blew them up one by one. And then I used crates (as Adun said) because you're fine to blow two of them up. They do loads of damage, they blew off the arms and legs of the Dragon that was in the enemy lance, for example.

The Saddest Robot
Apr 17, 2007

Hieronymous Alloy posted:

There seems to be a common bug in unity games where save times increase with total save #. Move some saves into a backup directory (and turn off steeam cloud saving).

I haven't heard of this issue with Unity before and googling for examples of it hasn't had any success.

As a struggling developer who uses Unity I think the problem is that Unity is fairly easy to get into and it appears performent on the surface. You can end up developing yourself into a corner where you suddenly realize that Unity games, like every other game, do need to be written with performance and memory management in mind. That the code you wrote may work fine in isolation but when you're dealing with a thousand other gameobjects in a scene it's not so great.

When I was poking through the game's code I saw plenty of things I would consider not-so-great practices in a published game. For example they use strings for everything. In C# each string is an object that is allocated on the heap rather than the stack. The stack is basically a place where variables that are considered 'value types' are created. Things like int, floats, simple structures. Things on the stack are short lived and can essentially be created and thrown away when they're no longer needed at 0 cost. The heap, on the other hand, is managed by the runtime. Objects are moved around on the heap and every now and then a GarbageCollector runs to clean up all of the objects that are no longer being used by anything in the application. This is relatively costly and can cause noticeable stutters or multi-second pauses. Anyways, the code uses strings everywhere, none of them are constants so it means it is constantly creating dozens to thousands of new strings every frame which all need to be GarbageCollected. So creating a string to look up a value in a dictionary is kind of bad. Adding strings together creates more strings. All these strings are created on the heap and will need to be cleaned up by the GarbageCollecter - which will be running frequently because the garbage keeps piling up.That was just one of the things that I saw that made me go "uh, this is not so great looking". I wasn't curious enough to poke through the entire codebase to look for what was causing the issue with save games - chances are it is something that they are doing, not something that Unity is doing.

If you are actually interested about some of the stuff studios do to optimize unity games, this presentation is a great look at one such example - getting Inside to run consistently at 60+fps across all platforms
https://www.youtube.com/watch?v=mQ2KTRn4BMI

KillianLett
Jan 21, 2008
Mostly Average

Taear posted:

I'd love to but as I mentioned earlier I don't know where they live, what folder are they in?

https://www.reddit.com/r/Battletechgame/comments/8fw0id/psa_number_of_saved_games_affects_load_times_and/

A Reddit post posted:

You can find the save games at:

Steam:

\steam\userdata[steamid]\637090\remote\C0\SGS1.

GoG:

\AppData\Local\GOG.com\Galaxy\Applications\50593543263669699\Storage\Shared\Files\C0\SGS.

Note that if you have cloud saves enabled you'll have to delete the saves with the game running or the cloud services will just repopulate the saves when you next run the game, or simply delete the saves with the in-game "Load Game" UI (which obviously takes a lot longer).

On the cloud save side:

Another Reddit post posted:

Right click BATTLETECH in your library, Properties>Updates>Steam Cloud

rocketrobot
Jul 11, 2003

My commander now has scars all over his face after coming back from being headshot. I'm 99% sure they weren't there before. A+ would get headshot again.

Taear
Nov 26, 2004

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

Thank you very much for that!

Perestroika
Apr 8, 2010

I might just have one of the unluckiest pilots ever:


No matter the mission, I guarantee you that she'll eat a pilot hit within five turns flat, every time. But on the upside, when she actually does get on the field, she's a pretty great performer.

Ravenfood
Nov 4, 2011

Nion posted:

I think adding a couple of mission types that come with tonnage limits would be a nice way to let you keep your favorite Light/Medium/Heavy Mechs in your hangar once you get to the point where you'd otherwise be better off just putting them all into storage and bringing 4 Assaults to every mission.
As annoying as it was (because it was too tight a condition) the Defend: Panzyr mission where you have to sprint a medium/light to the hospital in time to save it was nice and a good change of pace. I felt like I was rewarded for bringing a fast-moving unit because I read the mission brief. If they're adequately signposted, bonus objectives that somehow reward speed and scouting would be good. You'd voluntarily be making it harder for yourself in terms of fighting an all-assault lance, but you'd get more rewards. Might be worth looking into. I do know that I bring a faster mech than usual to base defense missions just to ensure that I can get to the inevitable reinforcement waves in time.

Or, yeah, simple tonnage limits that you could maybe negotiate for to increase that would vary significantly based on the mission type and difficulty. It'd encourage a wide variety of pilot skills and mech types.

Pikey
Dec 25, 2004
How is the performance for this overall? Want to pick it up but wondering if I should wait for more patches. I've heard a lot of complaints about inconsistent/poor performance even in nice rigs. Did they also add any options or mods to speed things up? It seems like the slow rear end action cam really bogs it down as well

KillianLett
Jan 21, 2008
Mostly Average

Pikey posted:

How is the performance for this overall? Want to pick it up but wondering if I should wait for more patches. I've heard a lot of complaints about inconsistent/poor performance even in nice rigs. Did they also add any options or mods to speed things up? It seems like the slow rear end action cam really bogs it down as well

Performance is fine on a "Gaming Laptop" bought last year.

Delays after firing can be removed and the action cam turned off as well.

Game's fun.

Riot Carol Danvers
Jul 30, 2004

It's super dumb, but I can't stop myself. This is just kind of how I do things.

Seems to be a pretty well known issue, going by the reddit threads and this thread alone.

sloshmonger
Mar 21, 2013

GuardianOfAsgaard posted:

Does anyone have any tips for the ammo dump story mission regarding lance composition and general tactics? My frontline guys just keep getting ganged up on and wrecked by that double enemy lance, especially since I have to rush forward to keep on top of the supply trucks.
I tried a number of tactics - running left into the forest, all jump over the mountain, wait and pick them off when they poke their head over the hill near the start, but what finally cleared it for me was sticking a centurion and enforcer, each with bulwark and tons of armor, up high and picking off with indirect fire. Managed to get the Cicada, Jenner, and Panther to all sit around one of the ammo stacks, which was the only one I had to blow up.

Riot Carol Danvers
Jul 30, 2004

It's super dumb, but I can't stop myself. This is just kind of how I do things.
As long as you leave 6 ammo crates remaining you'll still get a decent chunk of money. You start with what, 9? Blow three of them up.

I antagonized the enemy and then ran away so they'd follow me. At which point I blew poo poo up.

That was a super easy mission that way.

Gwaihir
Dec 8, 2009
Hair Elf

Ravenfood posted:


Or, yeah, simple tonnage limits that you could maybe negotiate for to increase that would vary significantly based on the mission type and difficulty. It'd encourage a wide variety of pilot skills and mech types.

This is the dumbest poo poo, for real.

"Hi mr. merc we want you to do a mission for us but if you want to use your strongest units to do it we're gonna pay you less money"

Pierson
Oct 31, 2004



College Slice
Is there a heavy mech better for ACs than the Jager? I just can't keep them alive.

The Saddest Robot
Apr 17, 2007

WAR CRIME SYNDICAT posted:

Seems to be a pretty well known issue, going by the reddit threads and this thread alone.

I've seen a few people claiming that it's a known Unity issue but I haven't seen any actual instances of it actually being an issue. Trying to Google for it returns the Reddit BattletechGame thread claiming that it is an issue as one of the top results but I haven't been able to find anything else. I try to keep abreast of performance and optimization issues with C# and Unity and this claim is new to me, but people are suddenly treating it like gospel that everyone knows.

I think it's more likely that someone was talking out of their rear end and then everyone started parroting it because that's how this stuff happens.

Kurr de la Cruz
May 21, 2007

Put the boots to him, medium style.

Hair Elf
That's why I was saying "I'd love it if Light/Medium was more viable, but I can't think of any way to make them that way without incurring some kind of fun tax" -- though the "more salvage if you drop underweight" could work... You have more room in the DropShip :haw:

Zorak of Michigan
Jun 10, 2006


I'm looking for a way to add more cool-running mechs to my lance for vacuum and desert missions. What I really want is more AC/20s in the field, since the heat is manageable and the fun is so vast. It looks like a Dragon can be a faster AC/20 platform than a Hunchback, but it ends up with about a ton less usable weight, and I'd also be giving up an initiative phase. I don't have a lot of Hunchback experience. Is it fairly easy to get them into range, or would the extra speed of a Dragon make a meaningful difference?

Gwaihir
Dec 8, 2009
Hair Elf

Zorak of Michigan posted:

I'm looking for a way to add more cool-running mechs to my lance for vacuum and desert missions. What I really want is more AC/20s in the field, since the heat is manageable and the fun is so vast. It looks like a Dragon can be a faster AC/20 platform than a Hunchback, but it ends up with about a ton less usable weight, and I'd also be giving up an initiative phase. I don't have a lot of Hunchback experience. Is it fairly easy to get them into range, or would the extra speed of a Dragon make a meaningful difference?

In random contracts you can always make the AI come to you basically, so speed isn't a giant issue. The exception are escorts and convoy ambushes.

Eldragon
Feb 22, 2003

Just for the sake of shitposting/theorycrafting Maybe some missions should have two lance drops. The "Main" drop as we know from the game now, and the "time restricted" drop.

The time restricted drop would be fought as a separate mission, and effectively be a "pre" mission that only lasts 5-10 rounds; where you have a small amount of time to achieve the objective. Doing so nets bonus payout. e.g. "You have 7 rounds to cross the map and destroy the artillery emplacement; we expect light resistance"

Gwaihir
Dec 8, 2009
Hair Elf

Kurr de la Cruz posted:

That's why I was saying "I'd love it if Light/Medium was more viable, but I can't think of any way to make them that way without incurring some kind of fun tax" -- though the "more salvage if you drop underweight" could work... You have more room in the DropShip :haw:

"The Leopard only has 500 tons of cargo space so how much you can bring back depends on how much you bring" is much more rational than "arbitrary tonnage limit lol", a+

Eej
Jun 17, 2007

HEAVYARMS

Gwaihir posted:

This is the dumbest poo poo, for real.

"Hi mr. merc we want you to do a mission for us but if you want to use your strongest units to do it we're gonna pay you less money"

"Tonnage tariffs for getting materiel planetside are ridiculous and we've already reserved 784k C-Bills for hiring mercenaries so if you drop lighter than we budgeted we'll pass on the savings to you!"

*hiring agent pockets the difference between the actually earmarked 800k the company budgeted for the mission*

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

WAR CRIME SYNDICAT posted:

As long as you leave 6 ammo crates remaining you'll still get a decent chunk of money. You start with what, 9? Blow three of them up.

It's 8, so you can only blow up 2, but you totally should.

Control Volume
Dec 31, 2008

Cant wait to get more salvage for mechs I dont need because I already have 2 assaults, one heavy and an LRM boat that I can bring on every mission anyways

Ravenfood
Nov 4, 2011

Gwaihir posted:

This is the dumbest poo poo, for real.

"Hi mr. merc we want you to do a mission for us but if you want to use your strongest units to do it we're gonna pay you less money"

"Hi Mr. Merc we want you to escort a low-level official from point A to point B. Should take maybe ten guys or so?"

*Mr Merc shows up with the entire 101st Airborne and expects operating costs to be fully paid*

Control Volume
Dec 31, 2008

If your proposed system breaks down entirely once you have 4 assaults anyways whats the point lol

Sandwich Anarchist
Sep 12, 2008
Somebody posted earlier about setting weapons to have a medium range doing nothing; I figured out why.

In constants/combatgameconstants, there are values listed:

code:

"ToHitMinimumRange": 8,
"ToHitShortRange": 0,
"ToHitMediumRange": 0,
"ToHitLongRange": 4,
"ToHitMaximumRange": 4,
I think setting the medium to something will give it a hit modifier for weapons that have a medium range set on them.

Edit: The TT rules call for a +2 difficulty to hit for medium range.

Sandwich Anarchist fucked around with this message at 20:20 on May 8, 2018

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

At core part of the problem is that as Battletech is set up, you are going to get hit. People fire a shitload of shots per attack, with 50-50 being considered 'bad' odds on a shot. So you're going to take hits. That pushes things towards mechs that can take hits being better, especially as that ability to take hits comes with a concurrent rise in ability to hit people. So Lights that rely entirely on lowering the chance they get shot are a bit risky as is, plus they bring fewer guns to the table themselves.

They're still useful until the enemy is all 4 Assault Mech meatwalls, mind you; a Firestarter can hop over someone's head and meaningfully backstab the poo poo out of them for quite some time. But eventually the wall of HP and guns is enough that it would be simpler to just bring a wall of HP and guns, especially since the progression of the game is from a mixed Medium-Light lance to a Medium-Heavy to a Heavy-Assault to an Assault lance because those are the more expensive and more powerful mechs. If you had the gradation at the weight classes instead, with, say, Locusts being lovely Lights and some crazy Star League Light Mech or whatever being the 'endgame' Light Mech you might see them stick around longer.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Night10194 posted:

At core part of the problem is that as Battletech is set up, you are going to get hit. People fire a shitload of shots per attack, with 50-50 being considered 'bad' odds on a shot. So you're going to take hits. That pushes things towards mechs that can take hits being better, especially as that ability to take hits comes with a concurrent rise in ability to hit people. So Lights that rely entirely on lowering the chance they get shot are a bit risky as is, plus they bring fewer guns to the table themselves.

They're still useful until the enemy is all 4 Assault Mech meatwalls, mind you; a Firestarter can hop over someone's head and meaningfully backstab the poo poo out of them for quite some time. But eventually the wall of HP and guns is enough that it would be simpler to just bring a wall of HP and guns, especially since the progression of the game is from a mixed Medium-Light lance to a Medium-Heavy to a Heavy-Assault to an Assault lance because those are the more expensive and more powerful mechs. If you had the gradation at the weight classes instead, with, say, Locusts being lovely Lights and some crazy Star League Light Mech or whatever being the 'endgame' Light Mech you might see them stick around longer.

Maybe give light mechs more of a bonus for evasion? Like a (WR-100)/100 bonus, so that Locusts get 80% more evasion than an Atlas for moving the same distance?

Gwaihir
Dec 8, 2009
Hair Elf

Control Volume posted:

If your proposed system breaks down entirely once you have 4 assaults anyways whats the point lol

That's the real thing, there's no bandaiding that the game gets very easy once it's impossible for you to fail/go bankrupt/lose a mission.

Tank Boy Ken
Aug 24, 2012
J4G for life
Fallen Rib
Behold my timeline.


It was an awesome fight. A enemy Wolverine and Shadowhawk really used their Melee Attacks against me (Punching, Kicking and DFAs).

Sandwich Anarchist
Sep 12, 2008

Beer4TheBeerGod posted:

Maybe give light mechs more of a bonus for evasion? Like a (WR-100)/100 bonus, so that Locusts get 80% more evasion than an Atlas for moving the same distance?

Perhaps make evasion pips worth more, but require longer distances of movement to earn them? This is possible to do in the .jsons

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

The other problem, of course, is that they have to balance campaign play against the AI and multiplayer play and I'm pretty sure making well-played Lights almost impossible to hit would be immensely frustrating to play against with a human opponent.

Control Volume
Dec 31, 2008

This game definitely could use more hit and run missions. I dont think Ive even had a chance to evacuate since the enemy likes to spawn right on top of the evac zone.

Gwaihir
Dec 8, 2009
Hair Elf

Night10194 posted:

If you had the gradation at the weight classes instead, with, say, Locusts being lovely Lights and some crazy Star League Light Mech or whatever being the 'endgame' Light Mech you might see them stick around longer.

It's just notable in this time frame, because outrageous bullshit fast mechs like that do exist, but they're all well past where this game's timeline is.

Riot Carol Danvers
Jul 30, 2004

It's super dumb, but I can't stop myself. This is just kind of how I do things.

ulmont posted:

It's 8, so you can only blow up 2, but you totally should.

On mine it said 9? Or so I thought. I did only end up blowing up two, though.

Huh. Maybe I misread.

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Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Control Volume posted:

This game definitely could use more hit and run missions. I dont think Ive even had a chance to evacuate since the enemy likes to spawn right on top of the evac zone.

And since trying to make a withdrawal tends to get you shot in the back, plus you get paid more if you fight it out anyway.

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