|
PoptartsNinja posted:Angel of Death Victor in Beta 1 was hilarious. of all the skills to just say "nope" and remove outright, it was the right one to remove but man it was hilarious playing jetpack super mario bros where the goombas were 100t assaults
|
# ? May 16, 2018 20:03 |
|
|
# ? May 30, 2024 09:02 |
|
Kurr de la Cruz posted:You can still burn through them if you really want, hit the LT + maybe get a head hit + knockdown is 3 health right there. Plus ammo explosions. Then let them get up and do it again to the RT, then a leg. When I see a mech I want, I get it. the point he's making is they are not crowd control, ie the mmo/moba term for reducing your threat load by temporarily disabling enemies. killing a pilot is super effective, but short of that a knockdown isn't really effective as crowd control. however, the main thing is that knockdowns aren't meant to be crowd control. Taear posted:I just think that I knock something down and think "Yessss" then it just gets up next turn and nothing bad has happened at all. the point of a knockdown isn't to disable the mech for a turn, it's to get a bunch of free called shots against a helpless opponent. if you are pushing a mech over from unsteady to knockdown and you don't have other units ready to put the boot in before it's initiative phase when it can stand up, you are making a tactical error. a knockdown that immediately gets back up is a waste. you need to think more about managing initiative and activation order. either knockdown a mech that has already taken it's turn, or one that won't get a turn until after your units can go. and yes, this is kinda difficult if you have all assaults. master tactician is a god-tier skill late game for exactly that reason. leaving a mech unsteady isn't terrible. that often *is* effective as crowd control because they will brace to get rid of the stab bars. (if they have bulwark is isn't much good, but anyone else is effectively skipping a turn.) I'm with you on juggernaut being a worthless skill though.
|
# ? May 16, 2018 20:04 |
|
Juggernaut would be a far more desirable skill if it debuffed the target, like a targeting penalty like the PPC or have it so that it automatically at least staggers the target, allowing for a juggernaut pilot to potentially be able to knock down a non-staggered opponent with a single melee attack.
|
# ? May 16, 2018 20:08 |
|
Juggernaut should just be rock 'em sock 'em two Melee attacks, giving it a chance to unsteady on the first and knockdown on the second (then firing lasers after). It'd still be basically impossible to go straight to knockdown if the target hadn't already eaten some stability damage first, but having a melee unit that could potentially push a target straight to knockdown would be useful. The -1 initiative to the target is already inferior to just knocking them down (which does -1 initiative and leaves them open to called shots), which is the biggest reason why Juggernaut isn't especially valuable. If knockdowns didn't inflict initiative pushback Juggernaut as-is might be slightly more valuable (but it would still be bad).
|
# ? May 16, 2018 20:17 |
|
Klyith posted:
I don't think I've ever seen an enemy mech brace to get rid of stab damage. They all suicide into you as much as they can, regardless of what's going on.
|
# ? May 16, 2018 20:18 |
|
To be honest I'm just really hoping there's some justification for having a Battlemaster pick up a Commando to smack another Commando with it/have said Commandos hurricarana the Battlemaster off an office building.
|
# ? May 16, 2018 20:22 |
|
Charger Grasshopper tag team when.
|
# ? May 16, 2018 20:23 |
|
Taear posted:I don't think I've ever seen an enemy mech brace to get rid of stab damage. They all suicide into you as much as they can, regardless of what's going on. If it even has the option to, that is. Of course they won't brace if they had near zero stability, or when you hammer that reserve button so they are not even allowed to brace before you are able to attack them six+ times in a row Yes they will happily suicide play, but if they have a viable amount of allies in the field they seem much more likely to brace than take that grand last stand. I've spread fire around for fun, and had the nerve to attack mechs without waiting for them to have no option to react. So I see them brace for more than just "I'm not able to reach my weapons range so may as well hit that brace button on approach" between waiting until they have already gone to lay into them. An hour ago I belted out a mid turn DFA for fun, and their reaction was to back off and hit brace while it's friends took shots at my side but didn't manage a knockdown due to high level piloting and evasion matrix dodges. Hardly a rare occurrence with my dipping into the "gently caress it, this is cooler" playbook. (Maybe it remembered the last time it tried another mission, it MISSED the melee ). This sort of "Smart play" moment by the AI is overlooked because when it happens, people are often too busy screaming "Oh my god, this brain dead AI isn't punishing my DFA by trying to punch me back! Don't they know they might roll a random cockpit kill?". AI making suicide plays instead of bracing? So dumb. AI bracing instead of making suicide plays? See above. Section Z fucked around with this message at 20:52 on May 16, 2018 |
# ? May 16, 2018 20:43 |
|
Taerkar posted:Juggernaut would be a far more desirable skill if it debuffed the target, like a targeting penalty like the PPC or have it so that it automatically at least staggers the target, allowing for a juggernaut pilot to potentially be able to knock down a non-staggered opponent with a single melee attack. I would have have made it give you brace after meleeing, but someone in Discord came up with letting your melee at run distance instead of walk distance. Both of those would be huge improvements.
|
# ? May 16, 2018 20:57 |
|
DatonKallandor posted:I would have have made it give you brace after meleeing, but someone in Discord came up with letting your melee at run distance instead of walk distance. Both of those would be huge improvements. Having it enable charge attacks would be amazing, especially if they kept a movement-based damage bonus.
|
# ? May 16, 2018 20:59 |
|
PoptartsNinja posted:Having it enable charge attacks would be amazing, especially if they kept a movement-based damage bonus. I like this better than bracing after a melee because a good pilot probably has a high piloting skill as well. I'd help synergize those skills.
|
# ? May 16, 2018 22:12 |
|
PoptartsNinja posted:Having it enable charge attacks would be amazing, especially if they kept a movement-based damage bonus. i'm here for this rework
|
# ? May 16, 2018 23:11 |
|
I'd love sprint-into-melee as a skill but I feel like it would be excessively strong. Even an Atlas can move pretty far doing a full sprint with high piloting skill. Melee has a ton of strengths and the only thing holding it back is how awkward it is to get into a good position to actually throw a melee attack.
|
# ? May 16, 2018 23:12 |
|
DatonKallandor posted:I would have have made it give you brace after meleeing, but someone in Discord came up with letting your melee at run distance instead of walk distance. Both of those would be huge improvements. PoptartsNinja posted:Having it enable charge attacks would be amazing, especially if they kept a movement-based damage bonus. Sprint-melee sounds absolutely amazing, right up until the point where I remember that the AI would also get this power. Then I'm like nope! because the AI with charge attacks would be absolutely infuriating. Because despite my experience of the game being a lot more like Section Z posted:The AI LOVES to brace in my experience. Taear posted:They all suicide into you as much as they can, regardless of what's going on. Brace after melee + keeping the current initiative knockback actually sounds like a good combo. I think it might create a viable role for lighter mechs as a guard-breaker -- using melee to remove a brace is neat but currently difficult because you leave your guy open for a lot of counter-attack damage. The brace would be great for that. And in the hands of the AI, it's good but not insane.
|
# ? May 16, 2018 23:30 |
|
gently caress, my saved is bugged. I load up my mission (and have no other saves) and my dudes are just chilling, my turn doesn't "start".
|
# ? May 16, 2018 23:33 |
|
I'm at Served Cold and have two heavies and two mediums on the field. These are the best I have. I haven't seen a single Assault in 280 days, and heavies just started being more than rare sightings. I'm loving this up somehow. No other post around my point in the game has the same mech situation as me. It seems like my bays should be filled with heavies by now by the sounds of things. What did I do wrong? Time to restart? Sdoots fucked around with this message at 01:13 on May 17, 2018 |
# ? May 16, 2018 23:42 |
|
You're fine.
|
# ? May 16, 2018 23:46 |
|
It's a self-correcting problem: if you're not seeing regular heavies/assaults then you don't need them to win, if you do see them you can salvage them.
|
# ? May 16, 2018 23:49 |
|
I've got the GOG version. Does anyone know where the saves are located? Can't find them.
|
# ? May 17, 2018 00:07 |
|
tactlessbastard posted:I've got the GOG version. Does anyone know where the saves are located? Can't find them. C:/Users/USER_ID/AppData/Local/GOG.com/Galaxy/Applications/50593543263669699/Storage/Shared/Files/C#/SGS#
|
# ? May 17, 2018 00:18 |
|
poo poo, Extraction is hard. This is the only story mission that has really given me trouble. There is just SO. MUCH. poo poo. shooting at you the entire time, you get worn down by the end. And having to keep all 4 mechs in that confined space for so long while getting swarmed is horseshit.
|
# ? May 17, 2018 00:20 |
|
RabidWeasel posted:I'd love sprint-into-melee as a skill but I feel like it would be excessively strong. Even an Atlas can move pretty far doing a full sprint with high piloting skill. Melee has a ton of strengths and the only thing holding it back is how awkward it is to get into a good position to actually throw a melee attack.
|
# ? May 17, 2018 00:23 |
|
Either let me add/subtract armor by the single unit, or make the 'max armor' button not stick not-divisible-by-5 quantities of armor everywhere.
|
# ? May 17, 2018 00:23 |
|
Is extraction the mission whee you save your dude? You can actually leave the circle, kill everything, then reenter and brace for five turns and win. Klyith posted:Sprint-melee sounds absolutely amazing, right up until the point where I remember that the AI would also get this power. Then I'm like nope! because the AI with charge attacks would be absolutely infuriating. I'm my experience I'd you fail to melee kill something the ai will just walk behind and turbofuck you RBA Starblade fucked around with this message at 00:43 on May 17, 2018 |
# ? May 17, 2018 00:40 |
|
PoptartsNinja posted:Having it enable charge attacks would be amazing, especially if they kept a movement-based damage bonus. As long as they put the best mech into the game: the Charger.
|
# ? May 17, 2018 01:06 |
|
high six posted:As long as they put the best mech into the game: the Charger. You would have to convince Paul to put the Charger in MWO first. Or, y'know. Scale up the Commando. Either/or.
|
# ? May 17, 2018 01:43 |
|
high six posted:As long as they put the best mech into the game: the Charger. God it would be so good in this game.
|
# ? May 17, 2018 01:44 |
|
I just want a piranha That and a proper subtitle for this game so searching for stuff isnt such a nightmare
|
# ? May 17, 2018 01:58 |
|
Right I need help, I've been putting off coromodir because loving god dammit I want an atlas and I've seen like one in 54 hours of playing the same campaign and farming endgame for a good long while, where the hell am I more likely to find one? do certain factions lean more towards certain mechs or what?
|
# ? May 17, 2018 02:04 |
|
Artum posted:Right I need help, I've been putting off coromodir because loving god dammit I want an atlas and I've seen like one in 54 hours of playing the same campaign and farming endgame for a good long while, where the hell am I more likely to find one? do certain factions lean more towards certain mechs or what? Do you specifically want to bring an Atlas to Coromodir or do you just want an Atlas period?
|
# ? May 17, 2018 02:08 |
|
Xarbala posted:Do you specifically want to bring an Atlas to Coromodir or do you just want an Atlas period? I want an atlas d 2 for my own personal skull purposes.
|
# ? May 17, 2018 02:09 |
|
Artum posted:Right I need help, I've been putting off coromodir because loving god dammit I want an atlas and I've seen like one in 54 hours of playing the same campaign and farming endgame for a good long while, where the hell am I more likely to find one? do certain factions lean more towards certain mechs or what? I got my 1st one in the same round I salvaged up a KC. Look for the 5-skull missions and hope it’s not just demolishers and shrecks. Just be ready to fight 2 full assault lances off before you drop. Ammo for 15 rounds of slogging combat isn’t unheard of.
|
# ? May 17, 2018 02:09 |
|
Got an Orion fully functional from an assassin mission. Okay, I think I'll finally start that prison mission.
|
# ? May 17, 2018 02:11 |
|
Artum posted:Right I need help, I've been putting off coromodir because loving god dammit I want an atlas and I've seen like one in 54 hours of playing the same campaign and farming endgame for a good long while, where the hell am I more likely to find one? do certain factions lean more towards certain mechs or what? 5 skull assassinations.
|
# ? May 17, 2018 02:12 |
|
I'm curious if some of my favorite mechs are in the game. Spoilered in case there are those who don't want to know the full range Archer, Warhammer, Riflemen and Marauder. yea basically the ones that were straight out of Robotech. I'm a classic box set fan above all else
|
# ? May 17, 2018 02:22 |
|
twistedmentat posted:I'm curious if some of my favorite mechs are in the game. They are not, almost entirely because of robotech.
|
# ? May 17, 2018 02:24 |
|
imweasel09 posted:They are not, almost entirely because of robotech. drat, you'd think they could have at least had the redesigns that were legally distinct that came out with the 4th edition. That explains why there are Spiders all over them place rather than Stingers and Wasps.
|
# ? May 17, 2018 02:30 |
|
imweasel09 posted:They are not, almost entirely because of robotech. No "almost" needed. The only one of those that wasn't on HBS's "100% Yes" list was the Archer, and that was because PGI had just released it around the month HBS were doing their 'Mech announcements.
|
# ? May 17, 2018 02:31 |
|
Artum posted:I want an atlas d 2 for my own personal skull purposes. If you don't mind adding an HT to the model number then you'll probably want to beat the campaign.
|
# ? May 17, 2018 02:37 |
|
|
# ? May 30, 2024 09:02 |
|
PoptartsNinja posted:No "almost" needed. The only one of those that wasn't on HBS's "100% Yes" list was the Archer, and that was because PGI had just released it around the month HBS were doing their 'Mech announcements. I didn't know if they had MWO models besides the warhammer and marauder, but the rest of it is purely legal yes.
|
# ? May 17, 2018 02:37 |