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RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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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TomR
Apr 1, 2003
I both own and operate a pirate ship.
First time out with my new Stalker.


I'm just one shotting everything.

Deuce
Jun 18, 2004
Mile High Club
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.

Night10194
Feb 13, 2012

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

But don't forget, the Clanners hate waste!

Sarsapariller
Aug 14, 2015

Occasional vampire queen

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.

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.

They do it for all promotions as well. Also for getting into the clan nobility. Also for parking violations.

LeschNyhan
Sep 2, 2006

Arcturas posted:

How are y'all outfitting your Battlemasters?

(...)

(I had no success with a Black Knight, so I'm probably just bad at mechs.)

(...)

EDIT: I am also really unsure how to use Grasshoppers.

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.

Section Z
Oct 1, 2008

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

Pillbug

RBA Starblade posted:

Does it mention commanders who skipped the class about ejection
Do you have any hot tips to develop psychic powers? So I can eject Dekker from his pristine mech at full health before he eats 2-3 headshots in a single enemy phase through 4-6 evasive pips and brace/vigilance?

"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

Lord Koth
Jan 8, 2012

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

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

TomR posted:

First time out with my new Stalker.


I'm just one shotting everything.

Anything that can fit 4 SRMs and a bunch of MLs turns into a little coring machine of doom, it's great.

Argas
Jan 13, 2008
SRW Fanatic




Dropship jousting duh

Nasgate
Jun 7, 2011
Throw them in mechs and have them battle

Emy
Apr 21, 2009

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.

Nullkigan
Jul 3, 2009
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.

Flipswitch
Mar 30, 2010


TomR posted:

First time out with my new Stalker.


I'm just one shotting everything.
isn't the stalker slow as poo poo, how long does it take to get into range?

Runa
Feb 13, 2011

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.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

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!

Rhyos
Jan 2, 2006
It's probably my fault.

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 on and Pop on a downed mech.

Flipswitch
Mar 30, 2010


Xarbala posted:

About as long as any other assault worth using.
Yer, but I tend to cram mostly long range weapons because theyre so slow. I'll give it a go.

A Renaissance Nerd
Mar 29, 2010
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.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

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 on and Pop on a downed mech.

Yeah I put JJs on everything that isn't a big dumb LRM boat, they're great.

Magni
Apr 29, 2009
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 had no success with a Black Knight, so I'm probably just bad at mechs. My current workhorse weapons are LRMs, AC/10s, Medium Lasers, and SRMs. PPCs sprinkled in occasionally but that heat is brutal.)

EDIT: I am also really unsure how to use Grasshoppers. I have mine fit with a PPC, 2 Medium Lasers, all small lasers, jets, and some sinks + armor. But I feel like I don't have the heat sinks to get use out of the PPC very often, and never really have the movement to get more than one or two melee attacks in each fight. It just seems like I'd be better off with another Orion or Thunderbolt.

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.

pangstrom
Jan 25, 2003

Wedge Regret

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 had no success with a Black Knight, so I'm probably just bad at mechs. My current workhorse weapons are LRMs, AC/10s, Medium Lasers, and SRMs. PPCs sprinkled in occasionally but that heat is brutal.)

EDIT: I am also really unsure how to use Grasshoppers. I have mine fit with a PPC, 2 Medium Lasers, all small lasers, jets, and some sinks + armor. But I feel like I don't have the heat sinks to get use out of the PPC very often, and never really have the movement to get more than one or two melee attacks in each fight. It just seems like I'd be better off with another Orion or Thunderbolt.
Stuff it with medium lasers and support weapons (MGs or small lasers probably better than flamers IMO). Use the extra tonnage to armor it up. Orions and Thunderbolts (especially that lots-of-energy-weapons thunderbolt) are pretty good, though.

Flipswitch
Mar 30, 2010


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.

Promethium
Dec 31, 2009
Dinosaur Gum

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.

LeschNyhan
Sep 2, 2006

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.

Promethium
Dec 31, 2009
Dinosaur Gum

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.

Dueling Bandsaws
Mar 3, 2016

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.

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.

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.

cuntman.net
Mar 1, 2013

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

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

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.

Tagichatn
Jun 7, 2009

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.

Tempest_56
Mar 14, 2009

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.

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


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.

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.

What if they are so efficient at recycling that the losses are primarily just labor and energy?

Airspace
Nov 5, 2010

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.

GuardianOfAsgaard
Feb 1, 2012

Their steel shines red
With enemy blood
It sings of victory
Granted by the Gods

TomR posted:

First time out with my new Stalker.


I'm just one shotting everything.

See I know this is photoshopped because you’re up to assaults and Decker is still alive...

tactlessbastard
Feb 4, 2001

Godspeed, post
Fun Shoe
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.

ded
Oct 27, 2005

Kooler than Jesus

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

Sandwich Anarchist
Sep 12, 2008
What does "Hit Defense" do on Gyros?

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Sandwich Anarchist posted:

What does "Hit Defense" do on Gyros?

Each level applies a -5% to be hit by enemy attacks.

The Dipshit
Dec 21, 2005

by FactsAreUseless
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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TipsyMcStagger
Apr 13, 2013

This isn't where
I parked my car...
How much distance is a hex? 45m?

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