Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Sandwich Anarchist posted:

What do you mean by this? Looking at TT rules, say, a Large Laser has ranges for Short, Medium, and Long. What's considered optimal?

short. various weapons have different short/med/long ranges, sometimes minimum ranges. short range is +0 th, then +1 for med and +2 for long. +1 for every hex inside min range.

Adbot
ADBOT LOVES YOU

Sandwich Anarchist
Sep 12, 2008

Captain Foo posted:

short. various weapons have different short/med/long ranges, sometimes minimum ranges. short range is +0 th, then +1 for med and +2 for long. +1 for every hex inside min range.

So how does that translate to dancing around at optimal range then, if short range is optimal for everything?

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Sandwich Anarchist posted:

So how does that translate to dancing around at optimal range then, if short range is optimal for everything?

different weapons have different short ranges.

kingcom
Jun 23, 2012

Sandwich Anarchist posted:

So how does that translate to dancing around at optimal range then, if short range is optimal for everything?

Every weapon has a different value for what 'short, medium, long' range actually is. For example a medium laser has a short range of 1-3, medium range of 4-6, long range of 7-9. A large laser has a short range of 1-5, medium range of 6-10, long range of 11-15. If a mech only has those weapons on it, then you can conclude your optimal range is going to be 1-3 as it's where you are taking short range shots with all your weapons.

The big thing to consider in table top, since its a game about loving with math to get the 'optimal shot', is that you want to take shots which are optimal for you but not-optimal for your opponent. So if you have a mech 1 medium laser and 1 large laser, and are fighting a mech with 4 medium lasers, you want to be outside their short range while being inside your short range. Since a large laser is 1-5 and a medium laser is 1-3, you want to be finishing your movement at 4-5 range to make sure you get a shot with no modifiers from range and they get the penalty for firing at medium range.

DeepThrobble
Sep 18, 2006
Yeah, I don't recall the Clan era favoring lights since the advanced components allowed heavier designs to move faster and carry/fire more guns. Then things like C3 systems, pulse lasers, and plain longer ranged weapons bring the light's high movement mods down the curve into turbofucking territory. Light mechs are simply too fragile, the armor differential with heavier mechs is too much to reliably overcome.
That's why in a game that largely adheres to the tabletop stats and only allows you to control a small number of mechs, we could use larger maps and scenarios where movement is specifically rewarded. The single player skirts with, but does not cross, the line of punishing players with bonus objectives in certain missions that a pure assault lance cannot easily achieve, but I feel that the inevitable descent into a pure-assault mechbay can only be stopped when players get hit over the head with situations where assaults are not the most efficient. The drive to get any and all bonus objectives in a mission is a powerful incentive (and came up in the Q&A at PDX's BT panel today), just shift the focus from murdering waves of (not?-)reinforcements to engaging the baddies in the far corner with something that has to move at least 5/8 before poo poo explodes. For example, if escort missions had the first enemies assaulting some buildings where the vehicles are hiding at the first objective point, much like the flavor text suggests. If that point is far enough from the start that the AI will likely destroy a building and the vehicle inside* without fast mechs to engage the attackers, then that provides players with an incentive to keep tricked out mobile mechs.
*but importantly does not annoy players by damaging vehicles before the escort part starts!

Randallteal posted:

Oooohhhhh, that's who that was. I kept thinking he sounded like an evil Nathan Fillion. He was being very unreasonable at the end, TBH. I was actually really surprised you never fight him, now that I think about it. He talked a lot of yang (seriously, his sentences were monologues) for someone Farah ganked with a computer virus, Independence Day-style.
It's hard to have a battlefield confrontation when he's with the Taurian Navy, captaining dropships like his son, and his dropship/mech complement will utterly gently caress your merc's poo poo apart. It would've been nice if they had a character commanding the ground forces who doubts the righteousness of the cause as your guys dunk on them and then probably gets merked with the rest of the crew.

Fraction Jackson
Oct 27, 2007

Able to harness the awesome power of fractions

Sandwich Anarchist posted:

What do you mean by this? Looking at TT rules, say, a Large Laser has ranges for Short, Medium, and Long. What's considered optimal?

Short range is no penalty. Farther away than that has penalties.

This game lists minimum/optimal/max ranges for weapons, but I haven't noticed any significant difference in hit percentages at long ranges, which is what I was referring to. I'm sure there is one but it doesn't seem like the effect is worth paying attention to.

Whereas on tabletop, the difference between medium range (+2 to your target number on 2d6) and short range (+0) in table top can be huge - needing a 7 is about 58%, and needing a 9 is about 27%. Manipulating this sort of thing is really useful.

Sandwich Anarchist posted:

So how does that translate to dancing around at optimal range then, if short range is optimal for everything?

So, let's say your opponent has a slowish, short-ranged mech. Let's use the Victor as an example. Let's say you have a Griffin. If you're at range 7, your PPC is at medium range and your LRM is at short range. The Victor shooting at you will be at long range for everything in this situation because its weapons can't shoot very far. So you can run around and aim to stay at that distance, have kind of meh chances to hit, but the Victor effectively has to stand still to have any reasonable chance of hitting you with anything. You can eventually whittle it down and never be in any significant danger.

"Optimal" in tabletop isn't a specific distance all the time, it's the confluence of a bunch of factors in this way.

In this game a lot of that kind of maneuvering is irrelevant, because what difference in accuracy there is due to range is negligible and most long range weapons are hampered by the visual distance. It makes combat less about avoiding damage and more about soaking it and placing it correctly, which feels really intense and is perfectly in keeping with the setting, but it makes some of the traditional tabletop tactical approaches not possible. Like Corbeau said this is probably an intentional design choice to avoid matches that go on forever.

kingcom
Jun 23, 2012

DeepThrobble posted:

Yeah, I don't recall the Clan era favoring lights since the advanced components allowed heavier designs to move faster and carry/fire more guns. Then things like C3 systems, pulse lasers, and plain longer ranged weapons bring the light's high movement mods down the curve into turbofucking territory. Light mechs are simply too fragile, the armor differential with heavier mechs is too much to reliably overcome.
That's why in a game that largely adheres to the tabletop stats and only allows you to control a small number of mechs, we could use larger maps and scenarios where movement is specifically rewarded. The single player skirts with, but does not cross, the line of punishing players with bonus objectives in certain missions that a pure assault lance cannot easily achieve, but I feel that the inevitable descent into a pure-assault mechbay can only be stopped when players get hit over the head with situations where assaults are not the most efficient. The drive to get any and all bonus objectives in a mission is a powerful incentive (and came up in the Q&A at PDX's BT panel today), just shift the focus from murdering waves of (not?-)reinforcements to engaging the baddies in the far corner with something that has to move at least 5/8 before poo poo explodes. For example, if escort missions had the first enemies assaulting some buildings where the vehicles are hiding at the first objective point, much like the flavor text suggests. If that point is far enough from the start that the AI will likely destroy a building and the vehicle inside* without fast mechs to engage the attackers, then that provides players with an incentive to keep tricked out mobile mechs.

Yeah lights actually become dogshit during the clan era because the better clan range brackets (read: super pulse lasers) and better pilots completely neutralise the light mech's bonuses. Instead you want the swarm of 5/8 mediums and heavies that can actually take a hit from a clan mech and keep moving to deliver return fire start to become the super stars for the Inner Sphere. Light mechs come back into their own when you get the Civil War tech up and Jihad super advancements making Inner Sphere lights extremely fast with solid firepower or armour or cool gear that makes them really great players on the battlefield again.

counterfeitsaint
Feb 26, 2010

I'm a girl, and you're
gnomes, and it's like
what? Yikes.
Is there something that will interrupt a multi target attack? Twice now I've setup a proper multi target attack, my mech attacks the A target and then the turn ends.

Ferrovanadium
Mar 22, 2013

APEX PREDATOR

-MOST AMMUNITION EXPENDED ON CIVILIANS 2015-PRESENT
-WORST KDR VS CIVILIANS 2015-PRESENT

counterfeitsaint posted:

Is there something that will interrupt a multi target attack? Twice now I've setup a proper multi target attack, my mech attacks the A target and then the turn ends.

Are you setting any weapons aside for firing at the B and C targets or are you just firing everything at A?

Corbeau
Sep 13, 2010

Jack of All Trades
There's a reason why the Timber Wolf is remembered so fondly: it's the epitome of the 5/8 heavy that combines mathematical power with fun, mobile gameplay - and looks cool doing it.

It's main drawback was not mounting pulse lasers, but that's more an issue with how incredibly broken clan pulse lasers were.

Pycckuu
Sep 13, 2011

by FactsAreUseless
Game owns but the final mission was shockingly easy. As a whole the challenge just goes away once you get your hands on some assault mechs.

I also wish the storyline missions had you use more than one lance. You could have like.. the scout lance disable comms, skirmish lance intercept reinforcements, and assault lance go in and gently caress poo poo up. It would encourage the player to keep more than 5 pilots in the roster, and also have use for small mechs later on in the game.

Sandwich Anarchist
Sep 12, 2008
Changing penalties to your attack chances based in range and editing view distance are both really easy fixes, but I don't think it will end up mattering outside of multiplayer due to the tendency for the game to put your lance of 4 against 8-12 mechs.


counterfeitsaint posted:

Is there something that will interrupt a multi target attack? Twice now I've setup a proper multi target attack, my mech attacks the A target and then the turn ends.

Did you remember to allocate weapons to the other targets? I've forgotten that a couple times.

OhGreatAGinger
Oct 10, 2012

Pycckuu posted:

Game owns but the final mission was shockingly easy. As a whole the challenge just goes away once you get your hands on some assault mechs.

I also wish the storyline missions had you use more than one lance. You could have like.. the scout lance disable comms, skirmish lance intercept reinforcements, and assault lance go in and gently caress poo poo up. It would encourage the player to keep more than 5 pilots in the roster, and also have use for small mechs later on in the game.

I like this idea, I'm picturing a multi-mission contract that are happening concurrently so that you can't send the same mechs/warriors on all the missions.

Section Z
Oct 1, 2008

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

Pillbug

Pycckuu posted:

Game owns but the final mission was shockingly easy. As a whole the challenge just goes away once you get your hands on some assault mechs.
Problem with that, is that you could give the final lance 6 King Crabs and most complaining about it would still be upset their loaded the brim with lostech and +++ gear crab lance still won.

So all you accomplish is further encouraging circling the sphere until you have a choice Assaults and toys to throw at it. Final fight is clearly tuned so you are relevant if your only undamaged assaults are the plot freebies.

Section Z fucked around with this message at 04:11 on May 21, 2018

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




Is something fucky with the discord or is it just me?

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I'm reading that people were able to loot SDLF stuff off of Victoria's mech and now I'm annoyed that I couldn't loot anything but medium lasers. The Directorate's Last Laugh :argh:

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




RBA Starblade posted:

I'm reading that people were able to loot SDLF stuff off of Victoria's mech and now I'm annoyed that I couldn't loot anything but medium lasers. The Directorate's Last Laugh :argh:

i'm really salty that, despite taking the trouble to pilot-kill her, i didn't get to loot the king crab

Improbable Lobster
Jan 6, 2012

"From each according to his ability" said Ares. It sounded like a quotation.
Buglord
Is there a good guide to modding anywhere? I want Urbanmechs at as many stores as possible

Lord Koth
Jan 8, 2012

Lights can still be usable in Clan era, it's just the reasons to take them shift unless their ability to evade fire is truly exceptional. Like a Hollander - or a Kit Fox A - are still great since they're effectively Gauss Rifle platforms while still being Lights. On the traditional Light roles, both the truly insanely fast mechs like Fire Moths or Fireballs and the ones mounting esoteric stuff like Null-Sig and/or Stealth armor are perfectly viable. Like, even a modern IS or Clantech Heavy is probably going to be on tenterhooks against an equal value of Fire Moth D or, God help you, M variants.

Also, it's not like methods to screw over fast lights don't exist in the 3025 rules already - artillery (especially on-map) and mines don't give a poo poo about their evasion modifiers. Pulse lasers and the like do admittedly seem to mostly squeeze out the relatively generic pretty fast light mechs though.

Synthbuttrange
May 6, 2007

back up all your .json files

open them in notepad.exe and go hog wild!

Pycckuu
Sep 13, 2011

by FactsAreUseless

Section Z posted:

Problem with that, is that you could give the final lance 6 King Crabs and most complaining about it would still be upset their loaded the brim with lostech and +++ gear crab lance still won.

So all you accomplish is further encouraging circling the sphere until you have a choice Assaults and toys to throw at it. Final fight is clearly tuned so you are relevant if your only undamaged assaults are the plot freebies.

Final lance can be as beefy as you make it, that's up to the player and I think that's fine. The scout and skirmish lance is where the challenge will be: you will have to find the right balance between mobility and firepower in order to complete the mission. The gameplay would feel similar to the early game. Plot twist: if your skirmish lance is defeated or has to retreat, you'll have a bunch of extra dudes to fight in the final battle.

The final mission kinda did this, but you got to use the same guys as long as they didnt get hurt.

Pycckuu fucked around with this message at 04:39 on May 21, 2018

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I just watched some gameplay of Mechcommander 2 and despite beating it at least once I don't remember a single bit of it. That's way more dated than MW4 now too.

Corbeau
Sep 13, 2010

Jack of All Trades

RBA Starblade posted:

I just watched some gameplay of Mechcommander 2 and despite beating it at least once I don't remember a single bit of it. That's way more dated than MW4 now too.

Early-gen 3D did not age well. Mechcommander 1 ages far better than 2.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon



Well I can't feel too bad about that mission, now can I?

DeepThrobble
Sep 18, 2006

Lord Koth posted:

Lights can still be usable in Clan era, it's just the reasons to take them shift unless their ability to evade fire is truly exceptional. Like a Hollander - or a Kit Fox A - are still great since they're effectively Gauss Rifle platforms while still being Lights. On the traditional Light roles, both the truly insanely fast mechs like Fire Moths or Fireballs and the ones mounting esoteric stuff like Null-Sig and/or Stealth armor are perfectly viable. Like, even a modern IS or Clantech Heavy is probably going to be on tenterhooks against an equal value of Fire Moth D or, God help you, M variants.

Also, it's not like methods to screw over fast lights don't exist in the 3025 rules already - artillery (especially on-map) and mines don't give a poo poo about their evasion modifiers. Pulse lasers and the like do admittedly seem to mostly squeeze out the relatively generic pretty fast light mechs though.
Lights might be able to headcap heavier mechs with a gauss, but in addition to being able to mount more gauss rifles, supporting weapons, or a reliable gauss/ppc combo a heavier mech can also shrug off hits to non-head locations that will go internal or destroy that section of a light. In fact, while the lack of engine double heat sinks is a widely lauded idea for cutting off heavier super-meta designs at the knees, it also hurts the laser-heavy and stealth lights that are still combat effective. I don't know how the engine DHS change would effect the overall weight relationship in either the tabletop or the game, but I'm not terribly confident that lights can become a balanced thing without heavy alteration to the rules. That's why I favor shifting the context of combat first, and while HBS did their level best for the series of lance-on-lance battles that are core to the series there's still certainly areas outside of that to explore where mobility can shine.

Yeowch!!! My Balls!!!
May 31, 2006
honestly by the look of things they'd be best served jumping forward to the Jihad era designs mechanically, as they move the timeline up to Just Pre-Clan Invasion.

bullshit it with major house proprietary designs becoming a thing, and ComStar agents doing their best to stop it from becoming a thing by triggering another Succession War proper, but between one thing and another it just spirals out of control to the point ComStar treats the Clans' arrival as an "oh thank god there's a chance we can salvage this."

Fraction Jackson
Oct 27, 2007

Able to harness the awesome power of fractions

Ze Pollack posted:

honestly by the look of things they'd be best served jumping forward to the Jihad era designs mechanically, as they move the timeline up to Just Pre-Clan Invasion.

bullshit it with major house proprietary designs becoming a thing, and ComStar agents doing their best to stop it from becoming a thing by triggering another Succession War proper, but between one thing and another it just spirals out of control to the point ComStar treats the Clans' arrival as an "oh thank god there's a chance we can salvage this."

I mean that's pretty much what the War of 3039 is, so all you need to do in that scenario is tweak the timeline just a little bit.

Night Shade
Jan 13, 2013

Old School

Beer4TheBeerGod posted:

Why the gently caress does this stupid loving game keep on crashing every time I start it after the first run. I love this game but I'm getting really sick and tired of having to reset my computer every time I want to play it; is there a setting or something I need to change?

if you have an nvidia gpu, end the nvidia container processes

if not, i have no idea sorry

Flipswitch
Mar 30, 2010


Corbeau posted:

Early-gen 3D did not age well. Mechcommander 1 ages far better than 2.
The cutscenes are still a classic though, but yeah it aged very badly.

Der Waffle Mous
Nov 27, 2009

In the grim future, there is only commerce.

Flipswitch posted:

The cutscenes are still a classic though, but yeah it aged very badly.

Glad to know the McLaughlin group is still going in the 31st century.

Section Z
Oct 1, 2008

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

Pillbug
https://i.imgur.com/EVdJ5mz.jpg

:black101:

Good news: When you ace the infamous mission on the first try. Outside of a turn 1 reset so I could shuffle what mech spawned where. Whoops the fastest mech is the farthest away when every hex matters? Uh oh.

Bad news: The mission is still a garbage fire.

My poor, poor Master Tactician+10 Piloting Shadowhawk D. Always sent off on it's own to solo time sensitive objectives with a pat on the back, and the assurance "Don't worry! This poo poo makes lighter mechs relevant!" as they still nearly get a leg blown off in their multi turn sprint with 6 evasive pips and vigilance. No headshots this time though for them! Which is good, as we're busy fitting it with an SRM4 instead of one of my few cockpit reinforcements I treasure more than the gauss rifle.

I can only imagine how it would go had I brought a light mech instead given that.

Section Z fucked around with this message at 11:33 on May 21, 2018

Flipswitch
Mar 30, 2010


What's the point of the Cicada in this game? It seems like just a bigger Locust.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
The purpose of the Cicada in tabletop is to hunt and kill Locusts (and Stingers and Wasps, but mostly Locusts). Locusts are easier to catch this game, so the Cicada reverts to its secondary use as a relatively easy to kill mook to toss into OpForce lances to avoid overwhelming players with too many strong opponents too early.


Edit: There are a lot of 3025 'Mechs whose explicit job is killing Locusts, Stingers, and Wasps. If it's 25 tons or heavier and named after an arachnid or insect (Spider, Cicada, Assassin, Grasshopper, etc), it's chief purpose is hunting, killing, or scaring away the smallest, weakest 'Mechs in the game.

PoptartsNinja fucked around with this message at 12:18 on May 21, 2018

Samuel L. Hacksaw
Mar 26, 2007

Never Stop Posting
Yang looks like the export control guy in my office. So now I imagine that in his downtime Yang naps at his desk in full view of the rest of the mechtechs and watches the BT equivalent of fox news when he should be doing paperwork.

Sankara
Jul 18, 2008


My tiny little Commando just kicked the shin of a Thunderbolt and its head exploded. Nice kick, Medusa.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Doctor Reynolds posted:

My tiny little Commando just kicked the shin of a Thunderbolt and its head exploded. Nice kick, Medusa.

That checks out.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Night Shade posted:

if you have an nvidia gpu, end the nvidia container processes

if not, i have no idea sorry

I do, thanks.

Razzled
Feb 3, 2011

MY HARLEY IS COOL
my quickdraw is now deathdraw. it has a constantly rotating circle of injured pilots that currently goes something like behemoth, murmillo, pyro

i guess it's because i put a brawling configuration on it (all MLAS and SRMs) but jesus it just mulches pilots.

my current lance is a centurion (i pilot this personally, cause i love 3x SRM6s), a dragon, a wolverine and the quickdraw. I just did the House Karkoas moon mission and the QKD died early (defensive reinforcements with you know who hadn't even shown up yet) due to some unlucky headshot/knockdown loops. And I ended up having to fight the last group of 4-5 mechs with just my 3 kind of beat up guys. Dekker in his useless rear end DRG-1N which I have refit to have 2x LRM10 and 2x MLAS, my CN9-A with no back armor and the Wolverine whose arm got blown off early and thus couldn't use the like 5 lasers I put into it.

I lucked out with precision shots to the CT of Vic's catapult and then just pretty much bashed the poo poo out of the rest of the mechs with literally any appendage still attached to my mechs. I kept overheating my centurion dumping the SRMs into the dragon and accidentally blew off my arm doing that lol

game is fun, can't wait to get some better mechs

jassi007
Aug 9, 2006

mmmmm.. burger...

Razzled posted:

my quickdraw is now deathdraw. it has a constantly rotating circle of injured pilots that currently goes something like behemoth, murmillo, pyro

i guess it's because i put a brawling configuration on it (all MLAS and SRMs) but jesus it just mulches pilots.

my current lance is a centurion (i pilot this personally, cause i love 3x SRM6s), a dragon, a wolverine and the quickdraw. I just did the House Karkoas moon mission and the QKD died early (defensive reinforcements with you know who hadn't even shown up yet) due to some unlucky headshot/knockdown loops. And I ended up having to fight the last group of 4-5 mechs with just my 3 kind of beat up guys. Dekker in his useless rear end DRG-1N which I have refit to have 2x LRM10 and 2x MLAS, my CN9-A with no back armor and the Wolverine whose arm got blown off early and thus couldn't use the like 5 lasers I put into it.

I lucked out with precision shots to the CT of Vic's catapult and then just pretty much bashed the poo poo out of the rest of the mechs with literally any appendage still attached to my mechs. I kept overheating my centurion dumping the SRMs into the dragon and accidentally blew off my arm doing that lol

game is fun, can't wait to get some better mechs

Dragon is a much more fun punchbot.

Adbot
ADBOT LOVES YOU

Aramoro
Jun 1, 2012




Razzled posted:

my quickdraw is now deathdraw. it has a constantly rotating circle of injured pilots that currently goes something like behemoth, murmillo, pyro

I've had 4 pilots bite it so far, 3 of them in my Black Knight. I just hose it down an bang another guy in there.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply