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
Flipswitch
Mar 30, 2010


My Quickdraw also feels a bit cursed, I'm scooping injured pilots out of it every few seconds, its Flips Wild Ride in that beast.

Adbot
ADBOT LOVES YOU

Razzled
Feb 3, 2011

MY HARLEY IS COOL
i forgot to mention that glitch died in like the first mission i did after acquiring it :*(

i didn't even know the starting mechwarriors were special before i had saved over it and progressed like 10 hours further in

Synthbuttrange
May 6, 2007



Of all the RTs to explode it had to be the Hunchie's.

DrPop
Aug 22, 2004


Ugh reading through all of Fraction's posts are just making me all nostalgic for playing TT on the MekWars Legends server. ~3062 onward is such a fun blend of tech.

I also have so many fond memories of things like rushing into the rear arc of pristine Timber Wolves (or comparable heavies with weaker rear armor) with a fast medium or light and crippling them in a single round. These memories are, of course, balanced out by the memories of having a Black Lanner that moved 12 hexes into woods get head capped by a Gauss Rifle rolling to hit on a 12.

CommieGIR
Aug 22, 2006

The blue glow is a feature, not a bug


Pillbug
This week on Lostech: Ma and Pa Kettle find abandoned assault and heavy mechs and form a pirate group.

So glad nearly every yokel in the universe can field supposedly rare and lost technology to terrorize their neighbors.

School Nickname
Apr 23, 2010

*fffffff-fffaaaaaaarrrtt*
:ussr:
I have have one of each type of highlander, which is the best for a JJ sniping platform to couple with a rangefinder++? Also, Five skull missions on martian planets are suicide, imo.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

CommieGIR posted:

So glad nearly every yokel in the universe can field supposedly rare and lost technology to terrorize their neighbors.

It's hard to balance scarcity while still maintaining reasonable variety of threats. I'm glad they skewed the balance more towards variety (the top end of the heavy tier was really hurt by the removal of the Warhammer and Marauder, gently caress Harmony Gold, etc.) thanks to Cataphracts and Black Knights being scarce as hell.

Pretty much all the issues are solved if you assume Yang didn't successfully blow up the Castle Brian. He got the memory core sure, and the players clearly absconded with all of the royal BattleMechs on site, but the rest just got dug out and put into service, explaining the sudden glut of King Crabs and the relative scarcity of Stalkers, Victors, and etc.

PoptartsNinja fucked around with this message at 16:45 on May 21, 2018

CommieGIR
Aug 22, 2006

The blue glow is a feature, not a bug


Pillbug

PoptartsNinja posted:

It's hard to balance scarcity while still maintaining reasonable variety of threats. I'm glad they skewed the balance more towards variety (the top end of the heavy tier was really hurt by the removal of the Warhammer and Marauder, gently caress Harmony Gold, etc.) thanks to Cataphracts and Black Knights being scarce as hell.

Pretty much all the issues are solved if you assume Yang didn't successfully blow up the Castle Brian. He got the memory core sure, and the players clearly absconded with all of the royal BattleMechs on site, but the rest just got dug out and put into service, explaining the sudden glut of King Crabs and the relative scarcity of Stalkers, Victors, and etc.

I know, its just more funny than complaining.

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
PSA to everyone using Dragons/Quickdraws: be aware that the 55 Ton mediums are simply better, losing out on 1 Ton of armor/space but gaining it back if equipped with Jump Jets, while enjoying better Initiative and a +5% defense modifier. So use those instead if you have any available.

Even for melee, the Shadow Hawks are 85/140 punch/DFA vs 90/150 on Dragons.

Aramoro
Jun 1, 2012




Yeah the 60 ton heavies are pretty bad, not worth losing the initiative for 5 tons, even before you take into account the JJ weight.

Aramoro
Jun 1, 2012




I saw something about how disappointing the Withdraw feature is and I think it's pretty right really. Withdraw should call down your support and make you evac, not just end the mission then and there.

Them : 'We will fight the death!'

You : 'Actually no we're good for now'

Them : 'oh ok then, be on your way'

Alchenar
Apr 9, 2008

PoptartsNinja posted:

It's hard to balance scarcity while still maintaining reasonable variety of threats. I'm glad they skewed the balance more towards variety (the top end of the heavy tier was really hurt by the removal of the Warhammer and Marauder, gently caress Harmony Gold, etc.) thanks to Cataphracts and Black Knights being scarce as hell.

Pretty much all the issues are solved if you assume Yang didn't successfully blow up the Castle Brian. He got the memory core sure, and the players clearly absconded with all of the royal BattleMechs on site, but the rest just got dug out and put into service, explaining the sudden glut of King Crabs and the relative scarcity of Stalkers, Victors, and etc.

I think they actually fell into the best way of dealing with scarcity in the Battletech IP - 1) assume that the way battlemechs have influenced the development of military hardware over hundreds of years means that weapons manufacturers design to standardised hardpoint specs we all know and love, 2) assume that the basic models of these weapons are everywhere, but that the premium stuff where guys managed to squeeze extra performance out of the same weight/size requirements is super rare.


ie. It's good gameplay that you can sit on a mountain of medium lasers but will still think hard about exposing an open +++ to the bad guys.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I agree wholeheartedly. The parts and guns may not be all that rare--but your parts and guns might be!

Marx Headroom
May 10, 2007

AT LAST! A show with nonono commercials!
Fallen Rib

Aramoro posted:

I saw something about how disappointing the Withdraw feature is and I think it's pretty right really. Withdraw should call down your support and make you evac, not just end the mission then and there.

Them : 'We will fight the death!'

You : 'Actually no we're good for now'

Them : 'oh ok then, be on your way'

In my head you're radioing the enemy to cry uncle and they dgaf if you run, like why would they waste ammo/armor/eating a final lucky headshot? At that point they're gonna get paid either way so who cares

Night10194
Feb 13, 2012

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

Having Withdrawal instantly pull you out without you needing to turn your back to the enemy to sprint for extraction and get shot in the rear end for 3 turns while you run is one of the reasons people might actually press the Withdraw button sometimes when they realize they're hosed.

Tiger Crazy
Sep 25, 2006

If you couldn't find any weirdness, maybe we'll just have to make some!

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:


I know this is a few pages back but is it possible to edit the LL to transfer more heat to the target mech. Sort of being a long range heat transfer to make it so people can't just ignore heat.

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."
So what I ended up doing was bumping Mlas down by 5 (to 20) damage and up by 2 heat (to 12), dumping LLas heat by 5. Oh and among other things (like using Sandwich Anarchists to-hit changes and some custom medium range brackets) I made AC2s cost no heat, do 30 damage and come with a free ton of ammo built in.

Even at 50% more damage than a medium laser and completely heat-free they're still a stretch. Jesus christ AC2s are bad.

But at least at 20 damage (and a very small short range bracket so they have to work real hard to get the short-range to-hit bonus) medium lasers aren't crazy anymore.

DatonKallandor fucked around with this message at 18:39 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..."




Rather than buffing AC/2 damage, consider bringing it down to 3 or 4 tons. Likewise with a large laser, knock a ton off and bring it down to 20 heat.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
Yeah if you could like actually load up the 4 ballistics slots a mech can carry, AC/2s might have a niche. Why the gently caress are they so heavy anyways, and why do so many mechs have more ballistics hardpoints than they could ever mount?

Reiterpallasch
Nov 3, 2010



Fun Shoe

DeepThrobble posted:

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.

i get that his dropship has too many guns to fight head-on, but its mech complement doesn't seem too scary? It supposedly carries twelve mechs--which means you basically killed its entire mech complement anyway during the mission when you're supposedly running for your life from it. Are dropships capable of "hopping" from place to place in-atmosphere, or is it stuck once committed?

Night10194
Feb 13, 2012

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

Twelve mechs AND twelve heavy vehicles, dropped in the right place and backed up by a base of operations you can't kill, is not something you want to add to an already reasonably even battle.

So instead of just 3 lances of mechs, imagine it's that, plus a shitload of Shrecks and Demolishers and maybe a couple LRM carriers.

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..."




the only reason "12 mechs plus support showing up in the worst possible place" is not something to be pants-shittingly afraid of is because the player is some kind of bullshit tactical genius

Reiterpallasch
Nov 3, 2010



Fun Shoe
from that mission though, it's clear that the dropship is normally just loaded up with locusts and commandos and those lovely 60-ton vehicles and, like, one assault lance. i guess he could've gone home and picked up a heavier complement afterwards?

Ravenfood
Nov 4, 2011

Zore posted:

Yeah if you could like actually load up the 4 ballistics slots a mech can carry, AC/2s might have a niche. Why the gently caress are they so heavy anyways, and why do so many mechs have more ballistics hardpoints than they could ever mount?

I think when they calculated the hardpoints they included machineguns maybe?

Lord Koth
Jan 8, 2012

DeepThrobble posted:

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.

This does tie back into how units are balanced though. Those heavier mechs could easily run to twice or more the point value of a Gauss-carrying Light. Hell, that's why I brought up the Fire Moth H (said M in my post for some reason I'm not sure) in particular. Despite its ludicrous speed and incredibly heavy armament (9 Heavy Small Lasers), it's also insanely cheap - costing less than two 3025-era Locusts, let alone anything more recent. This generally applies to stuff like the two mentioned Gauss platforms as well, if not to quite that extreme. So in a late-era game you could literally swamp someone with them if you're playing points rather than model numbers and they brought a bunch of expensive fancy mechs. Thus there at least exists some balance and usability for Lights still due to that.

The problem in this game is that they've hard capped the number of units you can bring which, combined with how evasion works, already makes Lights worthless in this game past a certain point even disregarding the potential addition of Clantech (or non-worthless pulse lasers). Suddenly skipping ahead to Jihad-era doesn't somehow fix this. As you mentioned, the way the mission design is structured also provides no incentive to use them.

Rhymenoserous
May 23, 2008

Aramoro posted:

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.

I renamed my black knight the widow maker because of the 4 pilot deaths in 4 missions. I think it has a design quirk of very shootable cockpit or something.

Pornographic Memory
Dec 17, 2008

Night10194 posted:

Having Withdrawal instantly pull you out without you needing to turn your back to the enemy to sprint for extraction and get shot in the rear end for 3 turns while you run is one of the reasons people might actually press the Withdraw button sometimes when they realize they're hosed.

yeah if anybody wants to play out the opposite way of doing things and see what a pain in the rear end it is, play battle brothers. you can either manually spend multiple turns running everybody to the edge of the map to withdraw, and deal with all the tedium and potential for misfortune inherent in that, or you can press the auto-withdraw any time and let RNG decide how hosed up your dudes got on their way out.

Improbable Lobster
Jan 6, 2012

"From each according to his ability" said Ares. It sounded like a quotation.
Buglord

Ravenfood posted:

I think when they calculated the hardpoints they included machineguns maybe?

Yeah, it seems like the support weapon category was added late in development or something

lonelylikezoidberg
Dec 19, 2007
E: nevermind i’m dumb and figured t out

lonelylikezoidberg fucked around with this message at 20:04 on May 21, 2018

AtillatheBum
Oct 6, 2010

Justice ain't gonna dispense itself.
I recently reduced the weight of ac2s to 5 tons and went and manually edited all the mech that use them with more heatsinks or armor. I also turned their base crit chance up by 25%. I've been liking the change so far. Jaegers are decent threats now and don't instantly crumple. Blackjacks can actually afford to be close and fire most of their lasers. The most dangerous change is to those quad ac2 turrets though, I lost a ++ac20 and a +++mlaser to one yesterday when it cooked off my Orion's ammo.

I thought about reducing the weight of the ac2s further but then you start infringing on the ac5s territory with regards to damage-to-weight and range. I like ac5 being the generalist gun and the other acs being more specialized. The bonus crit chance helps the ac2 feel more like the sniper weapon it's supposed to be.

Unrelated but I hope we get the Marauder and Warhammer soon. The top end of the heavy spectrum is feeling pretty empty without them. You basically have Orions and the very occasional Black Knight or Cataphract for your frontline heavies and it gets a bit samey. Outside the unseen are there any other likely candidates we might see in an expansion to this game's timeline?

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

Also see if there are updated drivers - I had that problem with my nvidia until I got a new update.

IOwnCalculus
Apr 2, 2003





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.

Aside from forgetting to properly allocate weapons per target, I've also run into this once with my LRMboat Crab King Missile when it ran out of ammo after the first salvo.

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."

Radio Free Kobold posted:

Rather than buffing AC/2 damage, consider bringing it down to 3 or 4 tons. Likewise with a large laser, knock a ton off and bring it down to 20 heat.

Not gonna do any weight or size changes it fucks stock mechs. I still think it's a little too heavy even with the changes, but when mediums are down to 20, having AC2's throw 30 and LLs doing 40 makes the bigger guns feel a lot better. I'll probably have to nerf SRMs in some way, because with mediums down to 20 and slightly hotter SRMs are even more efficient (although the extra accuracy of medium lasers, both inherent and range bands wise combined with the to-hit changes means laser accuracy is actually something you care about).


vvvI didn't even bother changing the SLDF weapons because they don't really show up in the OpFor anyway. But evasion ignoring is probably what I would do with the pulse lasers.

DatonKallandor fucked around with this message at 20:58 on May 21, 2018

Taerkar
Dec 7, 2002

kind of into it, really

Yeah, my tweaks to give SRMs and LRMs an inherent accuracy penalty really toned them down. Esp with the indirect fire mod.

Giving pulse lasers a degree of evasion ignorance instead of bonus accuracy had a nice result too.

Edit:

I also tweaked it so that the heat translation from the tabletop game to the PC game scales down after a while. For example:

Medium Laser: 3 heat in TT, 12 heat in PC
Large Laser: 8 heat in TT, 24 heat in PC
ER Large Laser: 12 heat in TT, 32 heat in PC (Also range brackets for it now are 7/14/21)
PPC: 10 heat in TT, 28 heat in PC

Taerkar fucked around with this message at 21:32 on May 21, 2018

Gwaihir
Dec 8, 2009
Hair Elf
Changing weights is a little bit more work, but not very much at all considering how few stock mechs mount AC2s.

If there's interest I'll re-do the current changes I have as far as lights/underperforming mechs and post it for use with the new mod loader.

I'm sorta not feeling a third campaign now though before new mission types appear.

Then I'm reallllly down for a big amped difficulty revamp where I can go through and tweak up all the stock mechs/etc.

Eej
Jun 17, 2007

HEAVYARMS

Zore posted:

Yeah if you could like actually load up the 4 ballistics slots a mech can carry, AC/2s might have a niche. Why the gently caress are they so heavy anyways, and why do so many mechs have more ballistics hardpoints than they could ever mount?

They copy and pasted the hardpoint system from MWO and then added support slots on top of those hardpoints.

Corbeau
Sep 13, 2010

Jack of All Trades
After the discussion yesterday on movement mechanics, I couldn't help myself. I bought the game. After an evening of play, I may have been slightly too hard on it. Light 'mechs get hosed right up, but moving doesn't seem to hurt your own to-hit odds - so unless you've got bulwark, staying stationary/slow is leaving value on the table. It's not as powerful as tabletop, but you do want to be moving.

What I don't like is how little facing matters for the next turn's movement. It's pretty trivial to get max modifiers even if you have to turn ~90 degrees to start moving, which feels... wrong. It's like they baked torso twisting into the facing rules and then gave you a free facing change at the start of every turn to compensate. Which totally, utterly, massively fucks with the feeling of continuous momentum that a running tabletop 'Mech had. I think that, while viewing, I was reading this incorrectly as movement mods not being worthwhile. Instead, it's just trivial to get them.

Corbeau fucked around with this message at 22:33 on May 21, 2018

Sandwich Anarchist
Sep 12, 2008

DatonKallandor posted:

Not gonna do any weight or size changes it fucks stock mechs. I still think it's a little too heavy even with the changes, but when mediums are down to 20, having AC2's throw 30 and LLs doing 40 makes the bigger guns feel a lot better. I'll probably have to nerf SRMs in some way, because with mediums down to 20 and slightly hotter SRMs are even more efficient (although the extra accuracy of medium lasers, both inherent and range bands wise combined with the to-hit changes means laser accuracy is actually something you care about).


vvvI didn't even bother changing the SLDF weapons because they don't really show up in the OpFor anyway. But evasion ignoring is probably what I would do with the pulse lasers.

If you bump mediums to 20, I'd suggest knocking smalls down to 15 as well. They will have the same output as MGs, but generate heat and don't have boosted crit.

Flipswitch
Mar 30, 2010


Twin AC20 Jager-mâché build is amazing. It's a great fun gimmick.

Adbot
ADBOT LOVES YOU

The Dipshit
Dec 21, 2005

by FactsAreUseless

Flipswitch posted:

Twin AC20 Jager-mâché build is amazing. It's a great fun gimmick.

Ac/10 ++ for 70 dmg twin headcapper is actually legit usable.

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