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That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

Typical Pubbie posted:

That's basically what Xcom 2 did with its mission structure and it worked really well.

Yeah having a 2 part mission with a scouting engagement followed by the main conflict (with additional resources or better intel if the first part is succesful) could keep light/mediums in the game longer - with the added benefit of being able to field a Steiner Scout Lance and fail horribly the first part.

E:

Love the camo on that Grasshopper..."I see a giant mech over the horizon! BUT WHERE ARE ITS LEGS?!?"

That Italian Guy fucked around with this message at 20:25 on May 9, 2018

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gwarm01
Apr 27, 2010

Thronde posted:

Neat, so I can play this on my Surface tablet. It's not fast or shiny. But I can play on my off time away from home.

I have a Surface Pro 2 but didn't even try to install it. Are you telling me it might actually work?!

Taear
Nov 26, 2004

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

Typical Pubbie posted:

That's basically what Xcom 2 did with its mission structure and it worked really well.

Xcom also makes you do loads of mission types that (at least I) really didn't like though.
Here in Battletech I can only do mission types I want to - so no capture base and never ever any escort.

I like having loads of time and space to do what I want, even though the maps start getting a bit samey.

Emy
Apr 21, 2009

Typical Pubbie posted:

That's basically what Xcom 2 did with its mission structure and it worked really well.

If they or various modders implement timed missions, I really hope they address some of the interactions between turn timers and entering/exiting combat. There are a couple things that happen that can make turns end abruptly, from my recollection:

First, if you detect an enemy on sensors, you get to move all your mechs before the combat round starts. But if you see an enemy, the round ends immediately with no chance to maneuver and it goes into combat initiative.

Second, when you kill the last enemy, it goes straight into noncombat turns. Any mechs with moves left are ignored.

Flipswitch
Mar 30, 2010


AAAAA! Real Muenster posted:

....
I had completely forgot about Catapults because I have never seen one outside of the K2 that a story character enemy pilots.

Haha, sorry I meant the Cataphract. I've only seen K2,s I've not seen the regular one yet.

Control Volume
Dec 31, 2008

Typical Pubbie posted:

That's basically what Xcom 2 did with its mission structure and it worked really well.

It also caused a lot of excruciatingly slow xcom players to get really mad because they had to take risks

Nostalgia4Infinity
Feb 27, 2007

10,000 YEARS WASN'T ENOUGH LURKING

Eldragon posted:

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"

Like if the actions of the pre-mission impacted the real mission, like take out these turrets before the generators come online and then you don't have to worry about them in the followup.

I like this idea :hmmyes:

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4

Nostalgia4Infinity posted:

Like if the actions of the pre-mission impacted the real mission, like take out these turrets before the generators come online and then you don't have to worry about them in the followup.

I like this idea :hmmyes:

For ease, you could even make it more game-y. "Since you did the bonus objective, use your INTEL CARD to do the following: remove turret, accurate intel, bonus cash.

Deuce
Jun 18, 2004
Mile High Club
Of course the loving game crashes when I headcap a couple assault mechs. gently caress this game.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Deuce posted:

Of course the loving game crashes when I headcap a couple assault mechs. gently caress this game.
I've started saving after I do cool things like because I have gotten burned by it too.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Nostalgia4Infinity posted:

Like if the actions of the pre-mission impacted the real mission, like take out these turrets before the generators come online and then you don't have to worry about them in the followup.

I like this idea :hmmyes:

It also forces you to field more than your core of four Mechwarriors, which is cool and good.

Sandwich Anarchist
Sep 12, 2008

Beer4TheBeerGod posted:

It also forces you to field more than your core of four Mechwarriors, which is cool and good.

You have a recon team specced into piloting and tactics in light mechs with a fast medium for heavier fire support, your versatile drop team with mixed skills, and a heavy assault team for base assaults and the like.

HBS :negative:

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Sandwich Anarchist posted:

You have a recon team specced into piloting and tactics in light mechs with a fast medium for heavier fire support, your versatile drop team with mixed skills, and a heavy assault team for base assaults and the like.

HBS :negative:

Hopefully we'll see HBS follow the approach that Paradox's studio uses and heavily iterate on the game. If they follow a trajectory like Stellaris, where what we have now is only a glimpse of what it will be in a few years, that could be really awesome.

punishedkissinger
Sep 20, 2017

I'm assuming you guys have already covered how good the OST is for this game?

Thronde
Aug 4, 2012

Fun Shoe

gwarm01 posted:

I have a Surface Pro 2 but didn't even try to install it. Are you telling me it might actually work?!

Yeah, even stock settings had it at high, but I turned it down to low to speed it up some. It's slow to load, not as pretty, and franerates aren't great. But it's playable and works with the surface pen to boot.

Night10194
Feb 13, 2012

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

kidkissinger posted:

I'm assuming you guys have already covered how good the OST is for this game?

Yes but it is actually so good it bears bringing up occasionally.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

Night10194 posted:

Yes but it is actually so good it bears bringing up occasionally.

It's super good. This is probably my favorite track:
https://www.youtube.com/watch?v=3QglsBt6CIw

Eldragon
Feb 22, 2003

Nostalgia4Infinity posted:

Like if the actions of the pre-mission impacted the real mission, like take out these turrets before the generators come online and then you don't have to worry about them in the followup.

I like this idea :hmmyes:

Exactly; and there are a ton of different scenarios that you can mix into an existing mission type to affect its difficulty. Reveal enemy locations, prevent reinforcements, enemy has reduced ammo, enemy has damaged armor, etc.

Early game, when you don't have a big cadre of mechs you could do things like: "Do I take this Piece of poo poo locust with a rookie pilot on a solo run to take out that generator?", and of course the pre-mission is optional. You could say "gently caress it, I'm not risking having both my lances shot to poo poo".

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


That Italian Guy posted:

It's super good. This is probably my favorite track:
[March on Akxylus]

:same:

Its all so good. I can't wait for Jon Everist to do the soundtrack for the inevitable (I hope!) HBS Crimson Skies game(s)

punishedkissinger
Sep 20, 2017

Night10194 posted:

Yes but it is actually so good it bears bringing up occasionally.

I'm repurposing it for my D&D game. Its great that they didn't just go with driving electronic and did something much more organic sounding.

Magnetic North
Dec 15, 2008

Beware the Forest's Mushrooms
So a few missions after Dekker caught his slight case of death, Medusa got his Jenner totaled because I am bad at video games. I was pissed that he was dead, but to my surprise, he actually survived. He was just in the medbay for 87 days. And then some bonus ran out and he was out for 111 days. And I still have to pay him.

*walks into Medusa's bunk, a pillow grasped with two fists*

I actually don't have the heart to kick him out, but I know I should.

Pierson
Oct 31, 2004



College Slice
How much further am I from the end of the campaign if I just got done with the desert mission with the three silos? Some of the complaints people are making make more sense now.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe
Tonnage is one limitation for mechs, but there are others. A solution for making lighter mechs interesting might be to just have a minimum mobility for some missions, like escort missions where you're ostensibly escorting them across a long distance on the surface, or attack missions where you have to keep up with some assault force that has a minimum mobility, so your big dumb assault mechs would be useful for low mobility defense/static assault but not for escort/armymans attacks.

Then if you ensure that completing mission campaigns at each stop require a mix to really be net profitable for travel at the high end of merc wealth, you really want to travel with mixed lances in your hold. Or you can have the big payout final assaults require some high mobility raids/escorts to open up, so it's hard to make ends meet without having mixed lances.

Unormal fucked around with this message at 23:01 on May 9, 2018

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Stellaris and BT both have great OSTs.

Sankara
Jul 18, 2008


I am very bad at this video game.

Endymion FRS MK1
Oct 29, 2011

I don't know what this thing is, and I don't care. I'm just tired of seeing your stupid newbie av from 2011.
I have a few questions about some of the mechanics. How do crits work? I have a bunch of ++ weapons with like 50%, what exactly does that mean? Also how do heat and stability damage count? Is it on a 0-100 scale regardless of mech? And how come when I fill the meter up it doesn't trigger a knockdown? I swear it did earlier in the campaign, I assume there's a pilot skill I'm missing that enemies have. Finally what does some of the melee gyro descriptions mean? For example +1 melee sounds kinda worthless if it's just +1 damage so I figure there has to be something else.

Gwaihir
Dec 8, 2009
Hair Elf

Endymion FRS MK1 posted:

I have a few questions about some of the mechanics. How do crits work? I have a bunch of ++ weapons with like 50%, what exactly does that mean? Also how do heat and stability damage count? Is it on a 0-100 scale regardless of mech? And how come when I fill the meter up it doesn't trigger a knockdown? I swear it did earlier in the campaign, I assume there's a pilot skill I'm missing that enemies have. Finally what does some of the melee gyro descriptions mean? For example +1 melee sounds kinda worthless if it's just +1 damage so I figure there has to be something else.

Critical chance is there chance to damage equipment when a weapon hits a section with no armor. It doesn't do extra damage.

Heat and stability are both out of 100, yes. Pilot skills push up the threshold where you take heat damage or become unsteady. To knock a mech over it takes two attacks no matter what. One to reach the unsteady threshold, and a second to fill the bar up.

The gyros are +and - hit, which is 5% per +1

Ravenfood
Nov 4, 2011

Endymion FRS MK1 posted:

I have a few questions about some of the mechanics. How do crits work? I have a bunch of ++ weapons with like 50%, what exactly does that mean? Also how do heat and stability damage count? Is it on a 0-100 scale regardless of mech? And how come when I fill the meter up it doesn't trigger a knockdown? I swear it did earlier in the campaign, I assume there's a pilot skill I'm missing that enemies have. Finally what does some of the melee gyro descriptions mean? For example +1 melee sounds kinda worthless if it's just +1 damage so I figure there has to be something else.
Pretty sure that yes, heat and stability are 0-100 regardless. To knockdown a mech, you have to fill up the meter and they have to already have the Unsteady effect active, which is caused by filling up the meter to a point determined by their piloting skill. (Similarly, Guts determines when you take overheat damage, but everyone will shutdown at the same point). I think +1 melee is +1 to-hit in melee.

No idea about crits though.

Renegret
May 26, 2007

THANK YOU FOR CALLING HELP DOG, INC.

YOUR POSITION IN THE QUEUE IS *pbbbbbbbbbbbbbbbbt*


Cat Army Sworn Enemy

Gwaihir posted:

Critical chance is there chance to damage equipment when a weapon hits a section with no armor. It doesn't do extra damage.

It's worth noting that if you crit ammo, it goes boom and basically destroys the section of the mech that it was in.

If you destroy a left or right torso, it also blows the respective arm. Ammo crits are really dangerous.

Runa
Feb 13, 2011

Ammo crits get more useful as your opponents get tougher, as you can neuter a heavy or assault (and inflict a free pilot hit) if you manage to blow some ammo off the side torso.

Ammo crits in the CT is just an instakill, which is sometimes not what you want but at least it gets something out of the fight.

Internet Explorer
Jun 1, 2005





Gwaihir posted:

The gyros are +and - hit, which is 5% per +1

I hope they make a UI pass that simplifies this sort of stuff. There's really no reason to have it say +1 instead of +5%. There's other examples as well.

Renegret
May 26, 2007

THANK YOU FOR CALLING HELP DOG, INC.

YOUR POSITION IN THE QUEUE IS *pbbbbbbbbbbbbbbbbt*


Cat Army Sworn Enemy
Question about ammo crits:

Do they work in this game like in tabletop (with CASE, I guess) where the damage the ammo explosion does is some sort of function of how much ammo is left? Or does it just immediately blow the part?

I've never crit ammo in this game and not have that section of the mech get destroyed. I'm not really sure if that's it's an auto-boom, or if it's just because I don't see ammo get critically low very often.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Gwaihir posted:

To knock a mech over it takes two attacks no matter what. One to reach the unsteady threshold, and a second to fill the bar up.

There appears to be an exception to this for Locusts. I've definitely knocked one down with a single alpha several times.

Night10194
Feb 13, 2012

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

Renegret posted:

Question about ammo crits:

Do they work in this game like in tabletop (with CASE, I guess) where the damage the ammo explosion does is some sort of function of how much ammo is left? Or does it just immediately blow the part?

I've never crit ammo in this game and not have that section of the mech get destroyed. I'm not really sure if that's it's an auto-boom, or if it's just because I don't see ammo get critically low very often.

The tooltip for ammo says it will always destroy the location it's in if it cooks off.

Endymion FRS MK1
Oct 29, 2011

I don't know what this thing is, and I don't care. I'm just tired of seeing your stupid newbie av from 2011.
Thanks for the answers. The two attack thing for knockdowns is weird but explains why a few times I swear I filled the bar up in one attack, but I probably just miscalculated something

Runa
Feb 13, 2011

Endymion FRS MK1 posted:

Thanks for the answers. The two attack thing for knockdowns is weird but explains why a few times I swear I filled the bar up in one attack, but I probably just miscalculated something

If it weren't for that, knockdowns would be way too easy. And they already kind of are.

Tiger Crazy
Sep 25, 2006

If you couldn't find any weirdness, maybe we'll just have to make some!
I do like the idea of battle stage. It would make missions a lot longer but it would make light mechs useful. First stage is a scouting mainly light mechs then a skirmish phase with mediums and finally the battle stage with the heavies and assaults. I feel Ultimate General Civil War did a nice job of introducing the things like vangaurds and delaying actions.

Also my favorite line is from my warrior named Frieght Train "We are all doomed......dooomed."

Gwaihir
Dec 8, 2009
Hair Elf

Internet Explorer posted:

I hope they make a UI pass that simplifies this sort of stuff. There's really no reason to have it say +1 instead of +5%. There's other examples as well.

Yea, the whole "+3 hit defense" is really obtuse and should have just been spelled out in the tooltip. I don't care that all mechs come with a standard gyro, that tooltip space could have tool me that this gyro makes it 15% harder for enemies to hit me.

A.o.D.
Jan 15, 2006
Empty ammo bins take a critical hit and nothing happens. Same for Gauss ammo, except that you lose any remaining ammo in that bin.

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Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Glenn Quebec posted:

For ease, you could even make it more game-y. "Since you did the bonus objective, use your INTEL CARD to do the following: remove turret, accurate intel, bonus cash.
"Intel: Who do I kill to for people to learn the difference between a tank and a mech without needing to extract scientists from a warzone first for the privilege?"

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