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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# ? May 9, 2018 20:23 |
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# ? May 28, 2024 16:19 |
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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?!
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# ? May 9, 2018 20:31 |
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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.
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# ? May 9, 2018 20:35 |
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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.
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# ? May 9, 2018 20:38 |
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AAAAA! Real Muenster posted:....
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# ? May 9, 2018 20:45 |
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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
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# ? May 9, 2018 20:49 |
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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. 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
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# ? May 9, 2018 20:59 |
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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. 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.
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# ? May 9, 2018 21:06 |
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Of course the loving game crashes when I headcap a couple assault mechs. gently caress this game.
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# ? May 9, 2018 21:19 |
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Deuce posted:Of course the loving game crashes when I headcap a couple assault mechs. gently caress this game.
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# ? May 9, 2018 21:22 |
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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. It also forces you to field more than your core of four Mechwarriors, which is cool and good.
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# ? May 9, 2018 21:33 |
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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
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# ? May 9, 2018 21:38 |
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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. 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.
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# ? May 9, 2018 21:41 |
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I'm assuming you guys have already covered how good the OST is for this game?
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# ? May 9, 2018 22:11 |
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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.
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# ? May 9, 2018 22:14 |
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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.
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# ? May 9, 2018 22:21 |
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
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# ? May 9, 2018 22:23 |
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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. 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".
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# ? May 9, 2018 22:27 |
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That Italian Guy posted:It's super good. This is probably my favorite track: 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)
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# ? May 9, 2018 22:39 |
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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.
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# ? May 9, 2018 22:43 |
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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.
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# ? May 9, 2018 22:45 |
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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.
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# ? May 9, 2018 22:47 |
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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 |
# ? May 9, 2018 22:51 |
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Stellaris and BT both have great OSTs.
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# ? May 9, 2018 22:54 |
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I am very bad at this video game.
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# ? May 9, 2018 22:55 |
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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.
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# ? May 9, 2018 23:15 |
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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
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# ? May 9, 2018 23:20 |
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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. No idea about crits though.
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# ? May 9, 2018 23:21 |
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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.
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# ? May 9, 2018 23:23 |
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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.
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# ? May 9, 2018 23:27 |
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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.
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# ? May 9, 2018 23:27 |
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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.
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# ? May 9, 2018 23:31 |
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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.
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# ? May 9, 2018 23:42 |
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Renegret posted:Question about ammo crits: The tooltip for ammo says it will always destroy the location it's in if it cooks off.
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# ? May 9, 2018 23:45 |
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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
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# ? May 9, 2018 23:46 |
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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.
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# ? May 9, 2018 23:50 |
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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."
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# ? May 9, 2018 23:53 |
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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.
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# ? May 9, 2018 23:54 |
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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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# ? May 10, 2018 00:02 |
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# ? May 28, 2024 16:19 |
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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.
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# ? May 10, 2018 00:30 |