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Night10194 posted:Dekker's backstory specifically mentions he's slowly developed a philosophy of 'any battle you walk away from was a good one'. Does it mention commanders who skipped the class about ejection
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# ? May 12, 2018 22:07 |
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# ? May 30, 2024 23:33 |
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First time out with my new Stalker. I'm just one shotting everything.
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# ? May 12, 2018 22:18 |
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Poked around the battletech wiki a little and discovered another "clans are dumb" bit. To enter the warrior caste every would-be mechwarrior has to engage in a live fire trial. They face three opponents and must destroy at least one mech to become a warrior. Further kills get you an on-the-spot promotion. So, every single warrior involves at least two battlemechs destroyed in actual combat. (the kill they get, plus their own mech eventually being destroyed by the second opponent) Plus, seeing as how they're firing actual lasers and missiles at each other, some percentage of the recruits or their challengers will get blapped by a gauss rifle to the face. Obscene amounts of resources must go into just preventing the clans from destroying their own armies via attrition in training exercises.
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# ? May 12, 2018 22:18 |
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But don't forget, the Clanners hate waste!
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# ? May 12, 2018 22:19 |
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Deuce posted:Poked around the battletech wiki a little and discovered another "clans are dumb" bit. To enter the warrior caste every would-be mechwarrior has to engage in a live fire trial. They face three opponents and must destroy at least one mech to become a warrior. Further kills get you an on-the-spot promotion. They do it for all promotions as well. Also for getting into the clan nobility. Also for parking violations.
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# ? May 12, 2018 22:23 |
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Arcturas posted:How are y'all outfitting your Battlemasters? I figure I’ll answer this since this and the story Highlander was my end-game squad and they never let me down. Sometimes I’d switch in a shadow hawk for the grasshopper if the mission required more speed or my master tacticians were in hospital. First off, 90% or better front armour for all of them, just to soak weight of fire. Battle master I had kitted with +stab ac/20 and srms, plus a pair of medium lasers. Black knight was close to stock, but with one less large laser to make room for armour. Grasshopper also close to stock, but with more small lasers in place of some mediums. I kept the large laser for utility though. As much as possible I’d reserve until the Highlander and Battlemaster could go - between them they could down almost anything, and the Battlemaster rarely had trouble getting in optimal range for the big gun. Black Knight has the ppc to finish a knockdown or the grasshopper for the big punch. Whichever one finished the knockdown, the other usually had enough lasers to finish the job on a prone called shot, so I was reliably killing at least one ‘Mech a turn. Anything that survived the grasshopper or black knight could finish off the next turn. The grasshopper was usually cooling in melee. The black knight is harder to use for sure, but taking out one large laser helps a lot - at range it can sustain ppc and large laser indefinitely, and it could usually trade turns with the grasshopper doing finishing shots. A lot of turns it would just be needed to finish a knockdown too, so firing just the ppc was usually enough to cool a bit while still contributing. Obviously high guts pilots are super important for the black knight. Also the Grasshopper and Battlemaster benefitted a lot from vigilance since they could build some evasion and then be right up front with defensive buffs. I didn’t use called shot much since the knockdowns get you free called shots anyway.
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# ? May 12, 2018 22:24 |
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RBA Starblade posted:Does it mention commanders who skipped the class about ejection "AIGH! I need a medic!" awkward pause "Barely even hit, commander" Shine on you crazy diamond descendant of Glass Joe. Section Z fucked around with this message at 22:32 on May 12, 2018 |
# ? May 12, 2018 22:30 |
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While this is all entirely true, and a good example of their hypocrisy, it does need to remembered that most battlemechs are eminently repairable after being "destroyed," so the loss of mechs is far, far less than the initial implication. Similarly, pilot kills are generally going to be fairly rare, and warrior numbers aren't something the Clans have a particular issue with anyways. Also, this was all conceived during the time when "leg knocked off" meant downed mech, and a probable surrender, not "and keeps wandering around with only minor consequences." edit: Actually, now that I'm thinking about it, how are positions decided for Clan naval crews? Regardless of what ground/air troops do, the Clans at least aren't throwing Dropships/Warships at each other in real combat for those positions. Simulations? Lord Koth fucked around with this message at 22:40 on May 12, 2018 |
# ? May 12, 2018 22:30 |
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TomR posted:First time out with my new Stalker. Anything that can fit 4 SRMs and a bunch of MLs turns into a little coring machine of doom, it's great.
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# ? May 12, 2018 22:39 |
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Dropship jousting duh
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# ? May 12, 2018 22:41 |
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Throw them in mechs and have them battle
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# ? May 12, 2018 22:46 |
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RabidWeasel posted:I agree with you on the GH, I want to love that thing, but it's straight up worse than an Orion or BK unless you're actively using the support weapons, which means being within spitting distance of the enemy mechs. If you want to keep pushing forward that means constant use of JJs which means more heat on a mech which already runs hot. I definitely prefer the Orion (especially the V variant with 3 missile HPs for 3xSRM6) My solution to get active use out of the support weapons was two -30 DFA self-damage mods.
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# ? May 12, 2018 22:47 |
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So in the last five or six missions I played as I ended the campaign, headchops suddenly reappeared again. I managed to bag at least one assault every time they showed up. In one battle against six assaults and two demolishers, I somehow managed four headcaps, including an Atlas and a King Crab. No real idea how or why - I had 10/10/10/10 pilots running AC/20s for 20+ missions with my gauss-tart cataphract in service for even longer, and went for what felt like dozens of missions without anything bigger than an SRM++ hitting a head, let alone any headchops. Except by enemy demolishers. Considering how common headshots felt at the very start of the game (though they favoured the enemy back then) it did feel a bit streaky overall, but I have to admit I wasn't really paying attention to the times when 2xAC/20 + 2xSRM6 putting 8-12 damage on the head in the same way as the big gun actually being the one to land on the called location. Good game. At 80 hours I think I'm a bit too burnt out to take my campaign rewards into the sandbox for now, but I'm really looking forwards to some expansions and sequels. (I shouldn't have bothered grinding out a seond lance of elite assault jockies as spares, the only difficult part of the final run was an escort optional objective due to the suicidal AI APCs. Victoria got almost accidentally legged by my own King Crab and I had zero armour breaches in both missions. Dekker did at least take a six-dayer from a lucky medium laser in the penultimate one.) I only used my 305 melee damage atlas built to get Punchmaster 6000 for one mission. It biffed all of one heavily damaged enemy before the rest of my lance gunned everything else down. If we get to use the same company in future content I'm going to have to come up with a better way of making that gimmick work. And possibly trawl for better arm actuators, as I'm pretty sure it's possible to eke out even more damage.
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# ? May 12, 2018 22:55 |
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TomR posted:First time out with my new Stalker.
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# ? May 12, 2018 22:58 |
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Flipswitch posted:isn't the stalker slow as poo poo, how long does it take to get into range? About as long as any other assault worth using.
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# ? May 12, 2018 23:05 |
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Flipswitch posted:isn't the stalker slow as poo poo, how long does it take to get into range? Not that long, you put JJs on it. It's an 85T mech so it fits heavy JJs which only weight 1T each, even!
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# ? May 12, 2018 23:06 |
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RabidWeasel posted:Not that long, you put JJs on it. It's an 85T mech so it fits heavy JJs which only weight 1T each, even! Maybe it's the thought of an assault mech stomping on Locusts like a Heavy Metal Mario, but Jump Jets have proven almost critically effective for my playstyle. Had a few convoy intercept missions that I would have failed for sure were it not for the ability to scale mountains and make my own shortcuts. Or pounce on a mech when my laserbots are overheating. Or playing Hop
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# ? May 12, 2018 23:34 |
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Xarbala posted:About as long as any other assault worth using.
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# ? May 12, 2018 23:37 |
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So, I need some help with modding. Is there a way to increase the amount of Review Board reputation you gain from missions? I applied the mod that removed the fixed difficulty spikes from campaign missions, but now I'm on the final mission with only 3 assaults and a half dozen heavies to my name and I can't do any missions hard enough to get the salvage I need.
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# ? May 12, 2018 23:37 |
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Rhyos posted:Maybe it's the thought of an assault mech stomping on Locusts like a Heavy Metal Mario, but Jump Jets have proven almost critically effective for my playstyle. Had a few convoy intercept missions that I would have failed for sure were it not for the ability to scale mountains and make my own shortcuts. Or pounce on a mech when my laserbots are overheating. Or playing Hop Yeah I put JJs on everything that isn't a big dumb LRM boat, they're great.
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# ? May 12, 2018 23:43 |
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Someone help me, I think someone posted a pic of a crazy melee-mod Atlas earlier in the thread, but I cannot find it.Arcturas posted:How are y'all outfitting your Battlemasters? It seems like a flexible enough mech, but it's in that awkward spot of having a big engine for its tonnage, so I'm not sure what to do with it. I just ripped out the second ton of SRM ammo and the MGs+ammo, then added a heatsink and armor. Solid all-around frontliner. PPC for long-range fighting and Breaching Shot shenanigans, Mlas disco and SRM-6 once poo poo gets up close and personal. Black Knight is an all-energy bracket Mech. You want a PPC or two and a lot of Mlas and heatsinks and then switch weapons on and off as the situation demands. It's just not meant to go around alpha-striking all the time. Grasshopper is the heavy IN YOUR FACE Mech. 7 medium lasers, six support weapons, four jump jets and as much heatsinks and armor as you can fit after that. If you go with machineguns, you can fit a ton of ammo, a lot of armor and enough heatsinks that it will run cool enough.
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# ? May 13, 2018 00:22 |
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Arcturas posted:How are y'all outfitting your Battlemasters? It seems like a flexible enough mech, but it's in that awkward spot of having a big engine for its tonnage, so I'm not sure what to do with it.
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# ? May 13, 2018 00:37 |
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Defo 7mls, 4mgs, 1srm, one ton of ammo, 4jjs, sinks and armour is the way I go on Grasshoppers, can easy swap srm for more lasers. I think I have the leg stabilisers to reduce DFA self damage.
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# ? May 13, 2018 00:47 |
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Nullkigan posted:I only used my 305 melee damage atlas built to get Punchmaster 6000 for one mission. It biffed all of one heavily damaged enemy before the rest of my lance gunned everything else down. If we get to use the same company in future content I'm going to have to come up with a better way of making that gimmick work. And possibly trawl for better arm actuators, as I'm pretty sure it's possible to eke out even more damage. Melee feels much worse than it should be in single player since you can't run around something that's in melee range, but the AI doesn't follow that rule and will happily slip around and punch you in the back.
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# ? May 13, 2018 00:58 |
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Promethium posted:Melee feels much worse than it should be in single player since you can't run around something that's in melee range, but the AI doesn't follow that rule and will happily slip around and punch you in the back. You absolutely can if you have enough movement points and there isn’t some kind of terrain in the way. When you select your melee target look for the little white arrows on the dots pointing at your target. Those are the places you can attack from.
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# ? May 13, 2018 01:04 |
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LeschNyhan posted:You absolutely can if you have enough movement points and there isn’t some kind of terrain in the way. When you select your melee target look for the little white arrows on the dots pointing at your target. Those are the places you can attack from. Yes, but I've never been able to pick a different spot after the initial melee. As far as I can tell once you pick the first attack you are locked in position for subsequent melee unless you DFA.
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# ? May 13, 2018 01:18 |
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Deuce posted:Poked around the battletech wiki a little and discovered another "clans are dumb" bit. To enter the warrior caste every would-be mechwarrior has to engage in a live fire trial. They face three opponents and must destroy at least one mech to become a warrior. Further kills get you an on-the-spot promotion. The explanation given to an IS character in-universe who asked this same question is that the cause is everything, the individual is nothing: most clans would rather find out that you’re a chickenshit when fighting their crappy solahma garrison troops instead of in a conflict where something of real value is on the line. But yes, the Clans are breathtakingly cavalier about human life in general, to the point where they’ll let you croak of a curable illness if it’s easier to just replace you.
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# ? May 13, 2018 01:25 |
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Ratzap posted:No sympathy. You know the rules well enough by now: Always at least 3 salvage picks. we really needed that swimming pool ok
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# ? May 13, 2018 01:28 |
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cuntman.net posted:we really needed that swimming pool ok Still pick salavage and sell the mechs/billion ML you get. You'll get more money over time that way anyways.
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# ? May 13, 2018 01:38 |
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Man, it's crazy how fast you can move up in this game. I've been farting around with 3 heavies and the highlander after grave robber trying to get some more assaults without risking getting wiped out. Eventually I said gently caress it and took a 4 skull battle mission. It turned out to be a lance of 3 loving highlanders and a king crab. 2 highlanders were grouped up and the third one hanging out further away with the king crab. At this point I was making GBS threads my pants but I figured I could maybe take a couple out and get a good faith withdrawal. I cored the first highlander pretty quickly with some lucky ammo explosions but the other one took longer to go down all the while the crab and third highlander were pelting me with lrms. I almost killed the second highlander before the crab got into ac20 range but luckily it only chewed an arm off my wubknight. The crab pilot went down after a knockdown and losing both torsos, helped out by its own ac20 ammo popping off so I guess he must have had low guts. The last highlander went down without a problem since I had so decent morale at that point. I finished with 3 pilots heavily injured and barely any armor but I only lost an arm and some mlasers somehow. Naturally I picked 3 salvage and got the crab pieces but RNG was generous and also gave me a complete highlander. Now I'm rolling with 3 assaults, feels good.
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# ? May 13, 2018 01:52 |
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Sarsapariller posted:They do it for all promotions as well. Also for getting into the clan nobility. Also for parking violations. The Trail of Bloodright is particularly worth mentioning here. It's a 32 mech single-elimination tournament. Again, with live fire. Plus the 32nd slot is determined by the winner of a (frequently large) free for all melee. So each time a Bloodname comes up (there's either 800 of them or 18,000 depending on your sources, and one's freed up every time somebody who has one dies), you have the equivalent to a full division of mechs beat each other to scrap. Even if 75% of them are fixable you're still trashing a combat company's worth of war material and probably killing a half-dozen trained pilots for the right to have a last name. The Clans are so, so stupid.
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# ? May 13, 2018 01:54 |
Tempest_56 posted:The Trail of Bloodright is particularly worth mentioning here. It's a 32 mech single-elimination tournament. Again, with live fire. Plus the 32nd slot is determined by the winner of a (frequently large) free for all melee. What if they are so efficient at recycling that the losses are primarily just labor and energy?
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# ? May 13, 2018 02:09 |
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Lord Koth posted:edit: Actually, now that I'm thinking about it, how are positions decided for Clan naval crews? Regardless of what ground/air troops do, the Clans at least aren't throwing Dropships/Warships at each other in real combat for those positions. Simulations? The Snow Ravens (the only Clan to give a poo poo about ships) use simulators for Warship brawls, since those fuckers are rare even among the Clans and probably repairing them will take a long time. No idea about Dropships, those are probably easier to make/repair.
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# ? May 13, 2018 02:18 |
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TomR posted:First time out with my new Stalker. See I know this is photoshopped because you’re up to assaults and Decker is still alive...
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# ? May 13, 2018 02:48 |
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Well, at least I'm not the only person having my bug: https://www.reddit.com/r/Battletechgame/comments/8fzy27/timeline_not_advancing_am_i_hosed/ This is a major bummer. I don't want to restart the campaign a 3rd time.
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# ? May 13, 2018 03:00 |
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GuardianOfAsgaard posted:See I know this is photoshopped because you’re up to assaults and Decker is still alive... https://www.youtube.com/watch?v=U_xVW2EsdD4
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# ? May 13, 2018 03:06 |
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What does "Hit Defense" do on Gyros?
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# ? May 13, 2018 03:21 |
Sandwich Anarchist posted:What does "Hit Defense" do on Gyros? Each level applies a -5% to be hit by enemy attacks.
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# ? May 13, 2018 03:45 |
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On my way to the prison break mission on my second playthrough I picked up a grasshopper. That just broke the difficulty curve for a while.
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# ? May 13, 2018 03:49 |
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# ? May 30, 2024 23:33 |
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How much distance is a hex? 45m?
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# ? May 13, 2018 03:59 |