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Captain Foo posted:it's so loving bad
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# ? May 20, 2018 03:33 |
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# ? May 30, 2024 10:52 |
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Grave Robbing just became available. Seen enough posts mentioning it to know it's got something unique about it. What sort of set-up should I be bringing in?
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# ? May 20, 2018 03:36 |
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Literally the first thing you ripped off any mechs that had one. Gutting it off the marauder gave you SO much room for armor, HS, etc. Oh and it was a long range MLS that could blow up and kill you.
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# ? May 20, 2018 03:37 |
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Voyager I posted:Griffins are fine mechs which carry engines appropriate for their size and you can already build a lance of jumping kiters if you feel like it. The gunboat mediums like the Hunchback and the Centurion mount what are essentially undersized engines to carry more guns, which is a worthwhile tradeoff, but they suffer heavily in their role as troopers if they start coming up against heavy mechs, which they cannot match in a direct fight but do not have the mobility to outmaneuver. oh yeah, those 'mechs are certainly good (esp. in this game), I'm just saying they'd really come into their own in a game with larger maps. Honestly the 40/60/80 tonners (only) need to have a piece of equipment available that moves them up in the initiative order. A Victor is bad, but what if it had medium (with master tactician) initiative? Actually that would probably make the Awesome (which is a good mech) too good. Maybe just certain over-engined mechs which are on the low end of their class in terms of tonnage
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# ? May 20, 2018 03:41 |
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Sdoots posted:Grave Robbing just became available. Seen enough posts mentioning it to know it's got something unique about it. What sort of set-up should I be bringing in? Just do it.
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# ? May 20, 2018 03:43 |
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Beer4TheBeerGod posted:Do the morale bonuses from comm systems stack? As far as I've been able to tell, yes.
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# ? May 20, 2018 03:47 |
Sdoots posted:Grave Robbing just became available. Seen enough posts mentioning it to know it's got something unique about it. What sort of set-up should I be bringing in? It's not the size of the boat, it's the motion of the ocean. It matters less what you bring, though don't bring underpowered poo poo, and more how you use what you've got. Think fast!
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# ? May 20, 2018 03:57 |
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occasionally people talk about fielding mechs with full jump jets, and I am incredibly baffled because why would you not?
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# ? May 20, 2018 04:03 |
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So I just went back to rescue Smithon. Having 4 assault mechs makes that mission... really easy.
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# ? May 20, 2018 04:05 |
GreyjoyBastard posted:occasionally people talk about fielding mechs with full jump jets, and I am incredibly baffled because why would you not? Because once you're into the big heavies and the assaults, you really don't need to. Six tons of jump jets on a King Crab to not move all that far when it could be a bunch of weapons, armor, and heat sinks instead? Especially since my team has a lot of Bulwarks so I can make an Assault Wall with the one jumpy scout, typically a Grasshopper, go do my scouting and back shooting for me. Big guns never tire, you know? Beer4TheBeerGod posted:So I just went back to rescue Smithon. Astoundingly so. I like that mission specs call for "a mix of firepower and mobility" No Darius, we can skimp on mobility if we bring enough LRMs to the table....
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# ? May 20, 2018 04:12 |
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GreyjoyBastard posted:occasionally people talk about fielding mechs with full jump jets, and I am incredibly baffled because why would you not? I've modded all the mech chassis to not have jump jet slots unless they do in the lore so I can't really comment
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# ? May 20, 2018 04:17 |
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jump jets are critical because mechs cant jump off tiny platforms and may just have to walk all the way around a compound to get back out.
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# ? May 20, 2018 04:18 |
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Synthbuttrange posted:jump jets are critical because mechs cant jump off tiny platforms and may just have to walk all the way around a compound to get back out. Isn't that like, the point of a defensive structure?
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# ? May 20, 2018 04:27 |
Sandwich Anarchist posted:Isn't that like, the point of a defensive structure? Imagine not being able to leave your front step because there isn't a gentle gradient
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# ? May 20, 2018 04:30 |
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Hexenritter posted:Imagine not being able to leave your front step because there isn't a gentle gradient This has never been an issue for me in 60 hours
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# ? May 20, 2018 04:31 |
I'm at over a hundred and it's never happened to me. I can't imagine blowing six tons just because something might happen once...and heck, even if it did, I've got LRMs on all my non-jumpy Assaults and the AI will generally come to me if I wait long enough. I bet I could King Kong those motherfuckers and knock 'em down as they tried to close, stranded on a platform or not. Nah, jump jets are great under the right circumstances, essential for a scout, but not mandatory on all designs all the time by any means.
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# ? May 20, 2018 04:35 |
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Sandwich Anarchist posted:This has never been an issue for me in 60 hours Saw it happen to an enemy NPC mech one game; their heavy mech spawned on a spot it couldn't move from. All the other mechs couldn't melee it even at point blank range.
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# ? May 20, 2018 04:38 |
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Mo_Steel posted:Saw it happen to an enemy NPC mech one game; their heavy mech spawned on a spot it couldn't move from. All the other mechs couldn't melee it even at point blank range. Well poo poo, better set aside 4-6 tons on every mech then Edit: that came off ruder than I meant it, sorry
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# ? May 20, 2018 04:40 |
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You're usually not going to regret JJs if you have them. I didn't use them at all my first playthrough and so decided I'd try to go heavy on them the second and they're really helpful for positioning and combat partly because you can turn freely when you land.
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# ? May 20, 2018 04:45 |
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Night10194 posted:You're usually not going to regret JJs if you have them. I didn't use them at all my first playthrough and so decided I'd try to go heavy on them the second and they're really helpful for positioning and combat partly because you can turn freely when you land. The game already has some pretty major issues with low difficulty, so I'm fine losing an advantage. Having to choose chassis that can actually mount jets if I want them has led to me making some different choices with mechs, and I'm enjoying it more.
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# ? May 20, 2018 04:48 |
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I brought an LRM boat! I used it to DFA light mechs twice in that mission, that's the intended way to ace the side goals right? See also: My master tactician single LRM20 thunderbolt. "I have an 80% hit chance from here-oh wait I'm in jump jet range." I think I have a problem when it comes to impulsive DFA. But it seems to be working out for the restoration, if not Yang's supply of spare leg armor. Section Z fucked around with this message at 04:53 on May 20, 2018 |
# ? May 20, 2018 04:48 |
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Hexenritter posted:Imagine not being able to leave your front step because there isn't a gentle gradient I literally just had a mission where one of my mechs spawned on a 1 hex piece of terrain that it couldn't walk off of. It had jump jets so it didn't cause an issue but man that would have been the stupidest possible way to start a mission if it didn't.
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# ? May 20, 2018 04:57 |
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Section Z posted:I think I have a problem when it comes to impulsive DFA. But it seems to be working out for the restoration, if not Yang's supply of spare leg armor. Any DFA that doesn't kill you is a good DFA.
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# ? May 20, 2018 05:01 |
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Have a look at what I'm running post-campaign. Notice the design patterns that carry over from the *other* game: That guy is on every drop with me since I made him, my first KC. I just charge straight into them, shooting until I get near enough to punch. Then punch. Anything up to assaults will be dead. I always liked 15's, but it's hard to find +++ upgrades. This was how my 1st highlander ended up. He's just not tanky enough to go on a v800 ton mission. I still take him out if I want hard mode tho. This dude comes on every mission now. He's just fun. His pilot is a P2/G1. Works great. I did kill the flamers for smalls afterwards tho. No, I'm not spoilering this robot. You need to know that it exists. I love this crab. I threw the comp in to fill space, but this guy does the best for headshots. Never when I call it tho, of course. My newest crab to keep. Bracket build. It's ok. Sml's and another sink would work better, but i love mg's. I also just wanted a change from my usual setups. They all started feeling "samey". Mod question, what would I need to change to up the appearance of +++ crap in stores? e: hosed up the links armchairyoda fucked around with this message at 05:19 on May 20, 2018 |
# ? May 20, 2018 05:15 |
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Found 2 more pilots with Glitch's voice set - one more to go until I have squad!
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# ? May 20, 2018 06:55 |
Was talking to some HBS devs at Pdxcon and a few notes - The current phase system was their 4th or 5th attempt - they tried really hard to make a WEGO system work, but the AI just couldn't handle it and kept getting exploited. So they moved to simple turn based were you just moved mechs in alternate turns, but lights were dying too quickly, do they came up with the phase system. - MP games are dodgy because the entire system is running out of one server in Oregon which has been overwhelmed by the demand - Story missions and procedural missions were designed by entirely different teams, so you don't get some of the story gimmicks showing up in other missions for that reason.
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# ? May 20, 2018 08:42 |
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Good god I forgot how brutal the early game is, PC is in medbay for three months, my blackjack needed some refitting and Yang is banging on about it taking 50 odd days, wtf.
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# ? May 20, 2018 08:48 |
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Sandwich Anarchist posted:This has never been an issue for me in 60 hours Try leaving the house then. loving goons.
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# ? May 20, 2018 09:10 |
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I tried but it turns out I don't have the jumps to get past the lip of the driveway.
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# ? May 20, 2018 09:51 |
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Flipswitch posted:Good god I forgot how brutal the early game is, PC is in medbay for three months, my blackjack needed some refitting and Yang is banging on about it taking 50 odd days, wtf.
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# ? May 20, 2018 10:13 |
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Mo_Steel posted:Saw it happen to an enemy NPC mech one game; their heavy mech spawned on a spot it couldn't move from. All the other mechs couldn't melee it even at point blank range.
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# ? May 20, 2018 10:28 |
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Darkrenown posted:Since that weapon editor was linked earlier I have been playing with laser values trying to make the Large Laser competitive, and it's just too loving heavy. Why is it 5 tons? Of course, I could edit the weight but then all stock mechs will have wasted space making my mechs without wasted space even more powerful in comparison. Try to up the damage to a comparable damage per ton and it becomes the hardest hitting weapon in the game. Make it more heat efficient? Bad news, for the same weight you can have a MLAS and 4 heat sinks which ends up as negative heat. It seems to be for situations where you have few laser slots and lots of tonnage spare, but tonnage is precious and laser slots are plentiful Only time Ive thought about fitting them is if you have all armour and SRMs you want on an Assault and the tonnage left/hardpoints left are just so.
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# ? May 20, 2018 10:28 |
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Pattonesque posted:oh yeah, those 'mechs are certainly good (esp. in this game), I'm just saying they'd really come into their own in a game with larger maps. Mech Quirks could easily solve that and all the other underpowered-for-their-class mechs.
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# ? May 20, 2018 11:12 |
DatonKallandor posted:Mech Quirks could easily solve that and all the other underpowered-for-their-class mechs. Quite true. Also, glad there isn't ghost heat.
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# ? May 20, 2018 11:22 |
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Asimov posted:I tried but it turns out I don't have the jumps to get past the lip of the driveway. White Mechs Can't Jump. This is why "urban" Mechs are the best.
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# ? May 20, 2018 11:33 |
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Jedit posted:White Mechs Can't Jump. This is why "urban" Mechs are the best.
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# ? May 20, 2018 11:38 |
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DatonKallandor posted:Mech Quirks could easily solve that and all the other underpowered-for-their-class mechs.
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# ? May 20, 2018 13:00 |
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So, Ejecting: How do you do it? And when it says that 'the salvage teams' will get your mech back, does that mean you get the mech back, or you get back partial salvage?
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# ? May 20, 2018 13:06 |
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Little button on the bottom left window when you have a mech selected. It destroys the head (and any components/mods in it) but other than that you recover the mech in the state you left it.
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# ? May 20, 2018 13:12 |
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# ? May 30, 2024 10:52 |
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Section Z posted:Honestly the big reason I used (Moral) called shots with LRMs is if I REALLY need to push back a target in the initiative bracket and I'm busy using my bots for other stuff or had already used em. Whether it's 30 or 60 LRMS you're more likely to have the majority of them hit torso sections anyways, compared to having a dicso bot you really REALLY want to hit the same spot (I do have comically bad luck with my Grasshopper backstabs in MG range deciding to spread as much as humanly possible though.). I haven't seen any distinction between the way LRMs/SRMs work with called shots and other weapons. The reason why you still see LRMs/SRMs hitting other sections is that the hit location is rolled for each missile, so in a cloud of 20+ LRMs, you're definitely going to see some of them hit other sections. With just 3 PPCs/ACs, they'll mostly all drill the called location. I've got an AWQ Q and a T, Q with 3 PPCs, T with PPC/LRM40, and the T is just superior to the Q (both are inferior to a similarly equiped KGC, but whatever). Q does punch more holes, but when you do morale called shots, the T drills harder and cooler. And yeah, they would need to apply this to SRMs too. SRM6s (especially the +++ ones) are just way too good already without morale shots turning them into drills.
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# ? May 20, 2018 13:46 |