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Xarbala posted:If you don't mind adding an HT to the model number then you'll probably want to beat the campaign. Okay fine I'll finish the drat campaign.
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# ? May 17, 2018 02:42 |
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# ? May 29, 2024 14:48 |
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What file do I have to mod to make buildings slightly more resilient?
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# ? May 17, 2018 03:01 |
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I've been listening to March on Axylus and now I've got Phantom of the Opera stuck inside my mind and I'm not entirely sure how my brain made this leap
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# ? May 17, 2018 03:34 |
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RBA Starblade posted: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. Even with that it's a royal pain to do. I wasn't even going to savescum the first time through when Glitch had to eject early, but then an AI one-punched Kamea to death.
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# ? May 17, 2018 03:49 |
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IOwnCalculus posted:Even with that it's a royal pain to do. i wish you could hire pilots who do that to you just knock their rear end out and then take them as salvage that might be a bit too Clanner for this game but I really think the idea of some AI who does something incredible ought to get a job offer
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# ? May 17, 2018 03:51 |
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Fulton recovery system upgrade for the Argo when?
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# ? May 17, 2018 04:15 |
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Conspiratiorist posted:Fulton recovery system upgrade for the Argo when? https://www.youtube.com/watch?v=j_xjBAd5G84
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# ? May 17, 2018 04:23 |
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Gyshall posted:What file do I have to mod to make buildings slightly more resilient? StreamingAssets\data\buildings\ all the files that are helpfully labeled 'defend' it's best to use notepad++ or another text editor that's not notepad.exe
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# ? May 17, 2018 04:37 |
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Okay I realized what I did wrong. I tried to hum March on Axylus, but in my head I can hear the strings and this causes me to short-circuit and do a hard turn towards into Phantom of the Opera. March on Axylus https://www.youtube.com/watch?v=kHJSfvkC8qk Phantom of the Opera https://www.youtube.com/watch?v=8fKKiaSLLEY I think I broke something in my weak music brain part and now I've spent the past hour browsing clips from musicals on youtube
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# ? May 17, 2018 04:57 |
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So, does anyone know were to find the save folder? I'm trying to prune my saves, but it doesn't show up in the game folder.
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# ? May 17, 2018 06:54 |
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imweasel09 posted:5 skull assassinations.
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# ? May 17, 2018 07:05 |
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VolticSurge posted:So, does anyone know were to find the save folder? I'm trying to prune my saves, but it doesn't show up in the game folder. your steam folder. Not your steam library, but your steam install folder. \steam\userdata\USER_ID\637090\remote\ ... something something, it should be obvious from here.
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# ? May 17, 2018 07:25 |
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Are they looking to add more mechs and stuff later? I can only hope that they're planning a Clan dlc at some point. Need me a classic Timberwolf.
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# ? May 17, 2018 07:32 |
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The noncommittal don't-hold-us-to-anything answer in the post-launch AMA was yes, though they also said that they want to flesh out more content in this era before trying the Clans. Since PGI started including some older mechs that aren't particularly meta-good like the Javelin, Assassin, and Vulcan months after they've been digging hard into the 3060 stuff suggests that another deal with HBS might be in the works, though those same mechs would also flesh out the roster for MW5. They also made the Wolfhound, Crab, and Cyclops since the original deal.
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# ? May 17, 2018 08:05 |
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Mackie when
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# ? May 17, 2018 08:16 |
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Hell yeah, bring on the common Crab
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# ? May 17, 2018 08:16 |
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Bring out them elementals already my Dekker is somehow still alive and I need something lighter than a locust to rectify this issue
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# ? May 17, 2018 08:37 |
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ChickenHeart posted:Bring out them elementals already my Dekker is somehow still alive and I need something lighter than a locust to rectify this issue Dekker is hijacking enemy mechs with a crowbar, because we won't even give him a power suit!
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# ? May 17, 2018 08:39 |
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Does anyone know where we can edit the amount of salvage (e.g. 2/10, 5/22 etc.) we can get per mission?
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# ? May 17, 2018 08:50 |
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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. Rifleman wasn’t on the list either, missed the cutoff by less than a month. I think.
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# ? May 17, 2018 09:00 |
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https://www.nexusmods.com/battletech/mods/87 Mod that makes Juggernaut mechs brace after melee attacks, and also still be able to fire. https://www.nexusmods.com/battletech/mods/102?tab=description Also, mod that removes jump jet slots from mechs that aren't supposed to have them. Sandwich Anarchist fucked around with this message at 11:19 on May 17, 2018 |
# ? May 17, 2018 11:07 |
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Juggernaught should just live up to its name. Mechs travel in a straight line, knocking over and aside all mechs it runs into.
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# ? May 17, 2018 11:25 |
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Juggernaut could just make it so you can't be knocked down?
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# ? May 17, 2018 13:07 |
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Taear posted:Juggernaut could just make it so you can't be knocked down? That would instantly make it the best skill in the game.
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# ? May 17, 2018 13:18 |
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Double Knockdown Resistance might be a bit better.
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# ? May 17, 2018 13:24 |
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Aramoro posted:That would instantly make it the best skill in the game. Better than going a whole turn before everyone else? I dunno, master tactician feels better than knockdown resistance because you're not getting knocked down if you go before them and blow them up.
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# ? May 17, 2018 13:30 |
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A lot of potential balance discussion just isn't possible until we all agree that 8-12 v 4 lets the AI power through any nuance in the system and we need an XCOM-style pod separation and activation system for enemy lances. I'll fight 12 mechs in one mission, just let it be 4 at a time so that evasion is still a thing and phases matter and you aren't guaranteed to be knocked over if you forget to brace.
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# ? May 17, 2018 13:38 |
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Taear posted:Juggernaut could just make it so you can't be knocked down? You get knocked down, but you get up again after a hit. You're never going to keep me down.
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# ? May 17, 2018 13:39 |
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Alchenar posted:A lot of potential balance discussion just isn't possible until we all agree that 8-12 v 4 lets the AI power through any nuance in the system and we need an XCOM-style pod separation and activation system for enemy lances.
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# ? May 17, 2018 13:50 |
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Alchenar posted:A lot of potential balance discussion just isn't possible until we all agree that 8-12 v 4 lets the AI power through any nuance in the system and we need an XCOM-style pod separation and activation system for enemy lances. But then the AI would always have to match what sort of mechs you have because if you fought 4 vs 4 and the AI had two light mechs they'd just get mashed instantly instead of being ignored for larger targets.
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# ? May 17, 2018 13:51 |
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Ravenfood posted:Oh gently caress no, I'd hate to not want to flank because it might activate another pod. You'd just prioritize bulwark and maximizing drop weight more than it already is. Then make reinforcements actually be reinforcements that show up later, rather than just "extra enemies that we didn't see".
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# ? May 17, 2018 13:52 |
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Kurr de la Cruz posted:what about flying elbow drops? Off the top ropes?
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# ? May 17, 2018 14:28 |
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Stanley Pain posted:Off the top ropes? With jumpjets
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# ? May 17, 2018 14:47 |
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Sandwich Anarchist posted:Then make reinforcements actually be reinforcements that show up later, rather than just "extra enemies that we didn't see". Retreating isn't a fail condition like Xcom. If you're hosed, run away. The penalties are generally minor as long as you didn't wait until you lost a mech or two to run.
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# ? May 17, 2018 15:01 |
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Great Beer posted:Retreating isn't a fail condition like Xcom. If you're hosed, run away. The penalties are generally minor as long as you didn't wait until you lost a mech or two to run. ...ok? What does that have to do with balancing abilities around number of units?
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# ? May 17, 2018 15:19 |
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Kurr de la Cruz posted:With jumpjets
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# ? May 17, 2018 15:20 |
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Sandwich Anarchist posted:...ok? What does that have to do with balancing abilities around number of units? Think of it this way. Your intel said there was going to be a single lance for your to destroy or whatever. When you land you find out your intel was bad. Really bad. You can either take your chances, or cut and run.
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# ? May 17, 2018 15:22 |
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Knockdown should just have some piloting roll associated with it. Having it be absolutely guarenteed if you meet conditions is silly.
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# ? May 17, 2018 15:22 |
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Stanley Pain posted:Think of it this way. Your intel said there was going to be a single lance for your to destroy or whatever. When you land you find out your intel was bad. Really bad. You can either take your chances, or cut and run. No I get that. We were discussing how to balance abilities around amount of units, since alot of balance issues arise from you always being outnumbered, with enemy pilots having access to almost all the same skills as you. I threw out a suggestion, as part of the conversation, to stagger reinforcements so you fight multiple smaller groups; this in response to the idea of pods similar to xcom. Telling me I can retreat from a fight that's too hard literally has nothing to do with the subject of the discussion. Unormal posted:Knockdown should just have some piloting roll associated with it. Having it be absolutely guarenteed if you meet conditions is silly. Yeah like a piloting check when you get hit with enough poo poo. Wasn't it like that in TT?
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# ? May 17, 2018 15:31 |
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# ? May 29, 2024 14:48 |
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Unormal posted:Knockdown should just have some piloting roll associated with it. Having it be absolutely guarenteed if you meet conditions is silly. Pilot skill DOES increase your knockdown threshold, for what it's worth.
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# ? May 17, 2018 15:33 |