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Runa
Feb 13, 2011

Captain Foo posted:

it's so loving bad

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Sdoots
Nov 3, 2013

I did this and could have stopped it, but nothing in nature ever follows a gaussian curve. Sure, they'll tell you that it does. They say that every five minutes someone dies in a car accident, but how often are there seven hundred and sixty one armless and legless corpses in one hangar?
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?

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

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.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

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.

When we talk about 'deadweight' mechs we're talking about the mechs like the Dragon and the Victor - with the technology currently available to in the game's time setting, they are forced to devote so much tonnage to their engines that they often have the same or worse payload than the mechs they are trying to run with.

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

Synthbuttrange
May 6, 2007

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.

Black Balloon
Dec 28, 2008

The literal grumpiest



Beer4TheBeerGod posted:

Do the morale bonuses from comm systems stack?

As far as I've been able to tell, yes.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





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!

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead
occasionally people talk about fielding mechs with full jump jets, and I am incredibly baffled because why would you not?

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
So I just went back to rescue Smithon.

Having 4 assault mechs makes that mission... really easy.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





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.

Having 4 assault mechs makes that mission... really easy.

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....

Sandwich Anarchist
Sep 12, 2008

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

Synthbuttrange
May 6, 2007

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.

Sandwich Anarchist
Sep 12, 2008

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?

Hexenritter
May 20, 2001


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

Sandwich Anarchist
Sep 12, 2008

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 :shrug:

jng2058
Jul 17, 2010

We have the tools, we have the talent!





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.

Mo_Steel
Mar 7, 2008

Let's Clock Into The Sunset Together

Fun Shoe

Sandwich Anarchist posted:

This has never been an issue for me in 60 hours :shrug:

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.

Sandwich Anarchist
Sep 12, 2008

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

Night10194
Feb 13, 2012

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

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.

Sandwich Anarchist
Sep 12, 2008

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.

Section Z
Oct 1, 2008

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

Pillbug
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

Pornographic Memory
Dec 17, 2008

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.

Night10194
Feb 13, 2012

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

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.

armchairyoda
Sep 17, 2008
Melman
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. :qq:



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. :v: 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

Rhyos
Jan 2, 2006
It's probably my fault.
Found 2 more pilots with Glitch's voice set - one more to go until I have :neckbeard: squad!

Nothingtoseehere
Nov 11, 2010


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.

Flipswitch
Mar 30, 2010


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.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Sandwich Anarchist posted:

This has never been an issue for me in 60 hours :shrug:

Try leaving the house then. loving goons.

Asimov
Feb 15, 2016

I tried but it turns out I don't have the jumps to get past the lip of the driveway.

Section Z
Oct 1, 2008

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

Pillbug

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.
No no, you're supposed to complain the endgame after you are swimming in mechs, cash, and upgrades is too easy. Not remember it's a reward for dragging yourself out of the gutter.

Sombrerotron
Aug 1, 2004

Release my children! My hat is truly great and mighty.

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.
That's happened every single goddamn time for me on one small map where your lance spawns next to a mountain (well, large hill I guess) and there's a base just out of sight next to it. Whenever I get that one and the enemy lance has already spawned as well, there's one mech standing on a roof from which it can't get down. I wonder if that'll get fixed at some point.

InAndOutBrennan
Dec 11, 2008

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 :argh:

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.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

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.

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

Mech Quirks could easily solve that and all the other underpowered-for-their-class mechs.

Hexenritter
May 20, 2001


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.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

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.

mods changed my name
Oct 30, 2017

Jedit posted:

White Mechs Can't Jump. This is why "urban" Mechs are the best.

:eyepop:

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

DatonKallandor posted:

Mech Quirks could easily solve that and all the other underpowered-for-their-class mechs.
Mech quirks would be nice. As it is I will never ever use a 20/40/60/80 tonner.

Magnetic North
Dec 15, 2008

Beware the Forest's Mushrooms
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?

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day
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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Organ Fiend
May 21, 2007

custom title

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 agree with drastically reducing the specific location targeting on LRMS though. But I expect if such a thing ever happened it would bleed over into SRMS because talks about missiles being too accurate often drags them down with them, despite the initial subject about trying to encourage brawling.

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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