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Klyith posted:yeah. people talk about the dumb AI stomping forward into their guns. it would be super-easy to program the AI to hold back and force the player to make those moves. it's a computer, it has infinite patience. but that would suck to play against. It would suck if every enemy was a camping tryhard, but it might be ok if just some were. E.g. Pirates could continue to deathcharge you, but maybe when you fight other merc companies they should act more carefully. I think there are already faction behaviour modifiers, but there could be more. Unrelated, but is there a bug with the heat damage VOs? Someone my pilots complain about heat damage when they are still under their limits, so I wonder if the VO is set to play at a fixed heat level without considering the Guts overheat threshold modifiers.
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# ? May 18, 2018 17:01 |
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# ? May 28, 2024 18:30 |
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DatonKallandor posted:If you end up doing this, can you post the relevant lines in here? I'm done with the campaign, so now I'm gearing up to do a big modded second run and the PPC getting some small buffs is on the list of things that'll have to happen. I'm also going to use your evasion/to-hit changes from a while ago (probably with some tweaks, but they'll be based on your post). code:
Narsham posted:Why not make the debuff increase with the target's size? PPC hits a Light mech? -5% hit chance. PPC hits an Assault? -30% hit chance. That would make them increasingly good as tonnage-per-side increases and would make the three PPC Awesome amazing in late game. You would feel the effects as a player, but factoring in Gunnery skill you wouldn't notice too much. And on the other side of things, being able to PPC six out of eight attacking assaults would be amazing. This is something you can't do with .json editing, which is the extent of my ability. Sandwich Anarchist fucked around with this message at 17:06 on May 18, 2018 |
# ? May 18, 2018 17:01 |
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Sandwich Anarchist posted:
Would it be possible to have a PPC+ come with additional debuff?
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# ? May 18, 2018 17:02 |
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Captain Foo posted:Would it be possible to have a PPC+ come with additional debuff? Absolutely, just need to change the codes up. Are you thinking adding another PPC variant, or just changing the bonus on one?
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# ? May 18, 2018 17:04 |
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Sandwich Anarchist posted:Absolutely, just need to change the codes up. Are you thinking adding another PPC variant, or just changing the bonus on one? either/or, just spitballing here
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# ? May 18, 2018 17:05 |
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Captain Foo posted:either/or, just spitballing here I'll throw one together and see how it works. I'm thinking of changing the UI names of weapons to more accurately show their bonuses too (PPC +STB, AC/10 +DMG, etc)
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# ? May 18, 2018 17:09 |
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Section Z posted:Yeah shoving in a single PPC always feels more convenient than "Maybe I can fit an AC10 and... huh I'm out of room already?" I don't think I've intentionally put an AC2 or an AC10 on a single mech. I've never seen even a AC5+ either. 20s all the way!
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# ? May 18, 2018 17:14 |
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RBA Starblade posted:I don't think I've intentionally put an AC2 or an AC10 on a single mech. I've never seen even a AC5+ either. 20s all the way! I have an endgame battlemaster where the primary armament is two +stab ac5 an a +stab lrm15
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# ? May 18, 2018 17:17 |
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RBA Starblade posted:I don't think I've intentionally put an AC2 or an AC10 on a single mech. I've never seen even a AC5+ either. 20s all the way! I kept upgrading my triple AC5 Jager as I got better AC5s. That thing worked from Prison Break all the way up to after Grave Robbing (although I didn't take it on Grave Robbing, and I'm glad I didn't - thanks Darius for dropping enough hits to that effect in the mission description). Also on the weapon changes, one thing to keep in mind is not to make the effects too weird and situational, because the AI has to still be able to use em too. Keeping them simple and equally applicable to most situations, and stock configs, is good. Like increasing the debuff or letting it stack? AI doesn't have to play around that. Making the debuff act differently depending on target? AI probably can't handle that so that's way more powerful for the player.
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# ? May 18, 2018 17:21 |
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Made a PPC ++ that puts -2 per stack and added it to relevant shops, and I'll give myself one here soon. I'm worried that the -2 debuff might be considered different and stack to 3 independent of the normal -1, but we'll see. Played a battle with my tri-ppc Awesome with the stacking debuff, and was regularly putting -3 to hit on bitches left and right. That's added to the penalty I already added to assaults for firing and moving, plus my changes to evasion, elevation, and size penalties. Can't be sure, but it did seem like I was taking less damage, especially from missiles, but I'll need to play more to see if it is worth it.
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# ? May 18, 2018 17:39 |
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Darkrenown posted:Unrelated, but is there a bug with the heat damage VOs? Someone my pilots complain about heat damage when they are still under their limits, so I wonder if the VO is set to play at a fixed heat level without considering the Guts overheat threshold modifiers. I've been getting the same thing, in fact I get that bug all the time considered how close to their safe limits I run my lances.
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# ? May 18, 2018 17:52 |
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Man, I just did the second-to-last story mission and that was another example an annoying gotcha mission. Basically you have to destroy three buildings under a time-limit. What the briefing doesn't tell you is that these buildings are all successively higher along a steep cliff that you have to serpentine up, and that there's incoming artillery fire that'll block stretches of the road each turn. The only reason I managed to win that one was because I brought my jumpy Grasshopper along for shits and giggles, because DFAs are hilarious. That one was able to just jump up the cliffs and destroy those buildings single-handedly while the rest of my lance occupied the shitload of defenders. If I'd instead brought something heavier without jump jets, under the assumption that I'd have to punch right through the defenders, I don't think it'd have been possible to even get within sight of the last building before the time limit ran out. At least not without basically running past all enemies in the way and gambling that I'd get the objectives before they get through my rear armour.OhGreatAGinger posted:I've been getting the same thing, in fact I get that bug all the time considered how close to their safe limits I run my lances. I'm pretty sure that's because the VO warning doesn't take the bonus from the Guts skill into account. So if your skill pushes the heat limit from e.g. 100 to 130, you'll still get the warning every time you get above 100 but stay below 130
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# ? May 18, 2018 18:06 |
This is why I always have a jumpy scout 'mech, even if it's now a jumpy BattleMaster. I only managed to win the early mission where you have to keep the reinforcements away by blowing the control room because Glitch was in a Vindicator that could jump around the side and get there while the rest of the team fought a holding action on top of the hill. Since then I always have a jumpy scout, and I've rarely regretted it.
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# ? May 18, 2018 18:11 |
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I'm pretty sure the it told you (or at least me) to bring jump jets on that one. I usually didn't run mechs with jets other than the grasshopper, too.
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# ? May 18, 2018 18:15 |
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Found a Mechwarrior who has the male version of Glitch's lines. Conclusion: what makes you sound fun as a 23 year old woman has a very different effect when you're a 30 year old man.
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# ? May 18, 2018 18:17 |
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Jedit posted:Found a Mechwarrior who has the male version of Glitch's lines. Conclusion: what makes you sound fun as a 23 year old woman has a very different effect when you're a 30 year old man. Isn't Glitch like 35?
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# ? May 18, 2018 18:27 |
Conspiratiorist posted:Isn't Glitch like 35? She's young at heart.
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# ? May 18, 2018 18:39 |
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Jedit posted:Found a Mechwarrior who has the male version of Glitch's lines. Conclusion: what makes you sound fun as a 23 year old woman has a very different effect when you're a 30 year old man.
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# ? May 18, 2018 19:06 |
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Perestroika posted:Man, I just did the second-to-last story mission and that was another example an annoying gotcha mission. Basically you have to destroy three buildings under a time-limit. What the briefing doesn't tell you is that these buildings are all successively higher along a steep cliff that you have to serpentine up, and that there's incoming artillery fire that'll block stretches of the road each turn. The only reason I managed to win that one was because I brought my jumpy Grasshopper along for shits and giggles, because DFAs are hilarious. That one was able to just jump up the cliffs and destroy those buildings single-handedly while the rest of my lance occupied the shitload of defenders. If I'd instead brought something heavier without jump jets, under the assumption that I'd have to punch right through the defenders, I don't think it'd have been possible to even get within sight of the last building before the time limit ran out. At least not without basically running past all enemies in the way and gambling that I'd get the objectives before they get through my rear armour. Darius recommends to bring fast mechs to that mission (possibly even mentions jump jets). Note that a single firestarter or jenner will do - I had Dekker solo those objectives in an MG Firestarter while the rest of the lance slowly kept plodding forward keeping everyone busy. What the mission doesn't make clear is that the turrets are connected to the objectives - turret connections in general aren't properly indicated imo.
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# ? May 18, 2018 19:08 |
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DatonKallandor posted:Darius recommends to bring fast mechs to that mission (possibly even mentions jump jets). I ignored Darius and brought only heavies and assaults. But they all had jump jets which was good enough. Didn't realize the turrets were connected though or I could have been a lot faster.
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# ? May 18, 2018 19:36 |
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Yeah that second to last mission was easy. Well I mean the opposition was because I had a King Crab, the Highlander, and two Orion's. But I had no problem with time since everyone was jumpy.
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# ? May 18, 2018 19:41 |
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Perestroika posted:Man, I just did the second-to-last story mission and that was another example an annoying gotcha mission. Basically you have to destroy three buildings under a time-limit. What the briefing doesn't tell you is that these buildings are all successively higher along a steep cliff that you have to serpentine up, and that there's incoming artillery fire that'll block stretches of the road each turn. The only reason I managed to win that one was because I brought my jumpy Grasshopper along for shits and giggles, because DFAs are hilarious. That one was able to just jump up the cliffs and destroy those buildings single-handedly while the rest of my lance occupied the shitload of defenders. If I'd instead brought something heavier without jump jets, under the assumption that I'd have to punch right through the defenders, I don't think it'd have been possible to even get within sight of the last building before the time limit ran out. At least not without basically running past all enemies in the way and gambling that I'd get the objectives before they get through my rear armour.
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# ? May 18, 2018 20:02 |
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Sandwich Anarchist posted:Played a battle with my tri-ppc Awesome with the stacking debuff, and was regularly putting -3 to hit on bitches left and right. Can you see debuffs on enemy units?
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# ? May 18, 2018 20:31 |
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Yes.
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# ? May 18, 2018 20:40 |
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Darkrenown posted:Can you see debuffs on enemy units? If you right click the unit, you'll get the armor display and buffs are icons below that window. Hover over a icon to get the tooltip on it.
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# ? May 18, 2018 21:18 |
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I saw a King Crab for the first time and my Highlander headshot it for the third time in the campaign. Good job Gauss Rifle you redeemed your poo poo luck in the last thirty hours
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# ? May 18, 2018 23:06 |
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How does one go about editing the .json files to make Large Laser/PPCs not suck again? And does it work with games in progress?
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# ? May 18, 2018 23:28 |
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Mordja posted:How does one go about editing the .json files to make Large Laser/PPCs not suck again? And does it work with games in progress? I linked a very good utility upthread, use that. And yes it affects games in progress after a game restart Edit: VVVVVVVV Sandwich Anarchist fucked around with this message at 23:43 on May 18, 2018 |
# ? May 18, 2018 23:40 |
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Sandwich Anarchist posted:loving rad looking utility: This is really, really useful and the derived ratios are a godsend. Time to fine-tune this poo poo.
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# ? May 18, 2018 23:41 |
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DatonKallandor posted:Darius recommends to bring fast mechs to that mission (possibly even mentions jump jets). Note that a single firestarter or jenner will do - I had Dekker solo those objectives in an MG Firestarter while the rest of the lance slowly kept plodding forward keeping everyone busy. What the mission doesn't make clear is that the turrets are connected to the objectives - turret connections in general aren't properly indicated imo. I just used my grasshopper. It made it with turns to spare.
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# ? May 19, 2018 00:52 |
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I just got my first Assault mech, a Stalker. Any good builds for it?
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# ? May 19, 2018 01:39 |
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4x LRM15 Probably LRM20 if you strip more armor
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# ? May 19, 2018 01:40 |
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only gauss rifle, no ppcs
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# ? May 19, 2018 01:42 |
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Endymion FRS MK1 posted:4x LRM15 4 LRM 20, no jump jets, 6 - 8 tons of ammo depending on how comfortable you are with stripping armor. Park it way in the rear. Give it to someoen who has multi-shot. Knock everyone down forever.
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# ? May 19, 2018 01:50 |
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Nice, I've been looking for a new missile boat. My main missile guy doesn't have multi though. I suppose I could give it to Glitch.
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# ? May 19, 2018 01:54 |
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Cyrano4747 posted:4 LRM 20, no jump jets, 6 - 8 tons of ammo depending on how comfortable you are with stripping armor. Fatapult
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# ? May 19, 2018 01:56 |
Cyrano4747 posted:4 LRM 20, no jump jets, 6 - 8 tons of ammo depending on how comfortable you are with stripping armor. Parking in the rear isn't always safe, though. I've had enemy reinforcements come in from behind, which would make a Stalker with toilet paper armor a pretty easy kill. Four LRM15s will still knock down pretty much anything (or at least set it up for a knockdown) and will leave you a respectable 1100 armor so you can get up in someone's face if you need to.
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# ? May 19, 2018 01:58 |
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Yeah. I think with the Stalker I did 2xLRM20 and 2xLRM15 and medium lasers and no jumpjets. It ran a little hot. I never liked under-armoring things but maybe others could get away with it. edit: it was 2xLRM20 on torso and 2xLRM10 on the arms. I had ++ versions of the LRM10s is why. pangstrom fucked around with this message at 01:42 on May 20, 2018 |
# ? May 19, 2018 02:38 |
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jng2058 posted:Parking in the rear isn't always safe, though. I've had enemy reinforcements come in from behind, which would make a Stalker with toilet paper armor a pretty easy kill. Four LRM15s will still knock down pretty much anything (or at least set it up for a knockdown) and will leave you a respectable 1100 armor so you can get up in someone's face if you need to. It's really not that big a deal if you don't leave it like half a map behind your main force I think I ran into bad trouble with it something like twice and both times sprinting a couple of people at the stalker and sprinting the stalker forward was enough to not make it catastrophic. At its best it's just hiding behind a rock or something that prevents LOS to it. It's not toilette paper armor - you have basically medium mech armor on all your locations . Good enough to keep you safe from the odd bit of LRM fire or the odd "oh gently caress" moment. The only real problem is that if you draw a map that's really hot (desert or above basically) it can run hot.
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# ? May 19, 2018 02:42 |
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# ? May 28, 2024 18:30 |
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My stalker is 2x LRM20 2xLRM15, 6t ammo, and a lot of heatsinks. I couldn't fit jump jets in there comfortably and keep it cool AND armored up enough, but you can probably pick any 2 of those that you want.
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# ? May 19, 2018 02:43 |