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Flipswitch posted:Fitting out a Grasshopper. I've maxed out the support weapons with machine guns because the ammo lasts forever even with just one ton. Is it worth switching in some small lasers for discohopper? It doesn't run amazingly hot but it will start to stack up fast. Yes, particularly if you find any ++ versions (there are no MG variants).
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# ? May 26, 2018 00:39 |
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# ? May 30, 2024 11:09 |
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Conspiratiorist posted:Yes, particularly if you find any ++ versions (there are no MG variants). Yeah upgraded versions make the damage potential ludicrous. You lose a little crit potential but it's a fair trade I think.
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# ? May 26, 2018 01:09 |
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I liked MGs when you had a lot of support slots, mostly for as you said the heat reason. With 6 of of them the difference is 30 heat (with room for 1 heatsink instead of the ammo) for 30 extra damage, fewer criticals. But both were pretty sweet / a reasonable person could disagree. With enough + weapons yeah it probably shifts back to SLs.
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# ? May 26, 2018 01:14 |
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Flipswitch posted:Fitting out a Grasshopper. I've maxed out the support weapons with machine guns because the ammo lasts forever even with just one ton. Is it worth switching in some small lasers for discohopper? It doesn't run amazingly hot but it will start to stack up fast. All MGs seems inefficient because AFAIK you can't get more than one pilot injury from head hits in an attack. And the MGs are crit seekers but that means you want to use it as a finisher when the target already has armor stripped, which is pretty situational. So I'd mix in some flamers for the other situational use of loving over hot mechs. OTOH small lasers I'd use all 6 and go for rear hits backstabs. Jump in, alpha strike, jump out, spend a turn cooling off. Instead of clean up duty you're sending it after mediums and low-armor heavies. It should get easy solo kills against the annoying chaff. So you just need two Grasshoppers. But that's exactly what I did with firestarters: I went out of my way to acquire 2 of them so I had one for the hot maps (flamers) and one for the cold maps (s lasers). On a related note, talking about MGs and hunting for head hits: I'd love a mod that had some UI tracking the number of injuries enemy pilots have taken. Not their max HP or how many they have left, just hits taken -- info that the player should be able to know, but is sometimes hard to track. That's a big weakness for me when trying to pokemon a mech, I don't catch a pilot wound when there's a dozen status messages scrolling. Or forget whether a particular one took two or three.
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# ? May 26, 2018 02:42 |
Nabbed an Awesome-class assault mech with a lucky cockpit shop in Grave Robbing.
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# ? May 26, 2018 02:50 |
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Got one of those random missions reporting a huge mech in a region. Last one was a King Crab, so I figured I'd go all-in on salvage. It turned out to be an 80-ton tank that I blooped with a single AC/20 shot.
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# ? May 26, 2018 03:02 |
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Switching off beta made my saves appear again
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# ? May 26, 2018 03:11 |
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So my story missions are still like 2 skull rated but I did a 4.5 skull assassination mission and sacrificed almost every single mech (AC20 Hunchback, MLAS Wolverine, AC20 Orion) to bring down the Atlas and then Behemoth took her QKD and sprinted full speed for the evac. So now I have an AS7-D assault mech has anyone tried dual AC20 or what is a good build for this monster lol
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# ? May 26, 2018 03:15 |
Dual AC/20 is pretty good on an Atlas. You can fit full armor, jump jets, and lots of ammo.
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# ? May 26, 2018 03:18 |
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Found a planet selling three Urbanmech salvage pieces. Snatched them all up since Urbanmechs are the rarest element in the Battletech universe. Promptly realized I have no use for it because I'm long past the point of fielding lights and it is physically incapable of actually filling all four of its ballistic slots. Sure looks neat, though.
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# ? May 26, 2018 03:27 |
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It's amazing how fielding a bunch of jump-jet equipped Highlanders and an Atlas makes a mockery of the story missions.
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# ? May 26, 2018 04:47 |
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Klyith posted:All MGs seems inefficient because AFAIK you can't get more than one pilot injury from head hits in an attack. And the MGs are crit seekers but that means you want to use it as a finisher when the target already has armor stripped, which is pretty situational. So I'd mix in some flamers for the other situational use of loving over hot mechs. MGs have the best damage/(heat+weight) ratio in the game - they're the most efficient weapons. The reason to take SLas (the second most efficient weapon) is if you've got the heat capacity to handle them for a little extra punch to your point-blank alpha, and to optimize your ammo usage (1 ton of MG ammo is 6.5 shots for 6, 8 shots for 5, 10 shots for 4). As you're unlikely to fire MGs more than 10 times in a deployment, but 8 times is liable to run out, 2xSlas + 4xMGs is a good setup.
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# ? May 26, 2018 05:02 |
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I thought I read that MGs get three hit rolls per shot, so they're great for seeking out head shots if you want to incapacitate a pilot.
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# ? May 26, 2018 05:05 |
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You take a bunch of small lasers on your Grasshopper for if you're tired of somehow managing to Alpha or melee and not quite kill your target through maximum RNG sandpapering papering of Machineguns (Oh my god gently caress manticores). On the OTHER hand. There are few things as satisfying in the world as watching a million 1 damage ticks pop up against a bulwark mech and it still manages to crack the armor and set off their ammo. Absurd dice rolls. Making life hell for both sides. Overall I prefer MG spam, but Small laser spam is still a great time even if you don't have a bunch of variants. Though it did take until I had high guts before regularly using small laser spam. Section Z fucked around with this message at 05:27 on May 26, 2018 |
# ? May 26, 2018 05:20 |
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Should assembling a mech from scrap take shop time and a place in the queue or is that too punishing
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# ? May 26, 2018 05:29 |
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Beer4TheBeerGod posted:I thought I read that MGs get three hit rolls per shot, so they're great for seeking out head shots if you want to incapacitate a pilot. I'm pretty sure they only roll once for a headshot like missles do. They're good for crit-seeking but not any better for headshots.
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# ? May 26, 2018 05:32 |
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DOCTOR ZIMBARDO posted:Should assembling a mech from scrap take shop time and a place in the queue or is that too punishing Most people crying about salvage are usually doing so from the point where it taking two months to build a mech out of salvage, come with no equipment, then be in need of repairs on top, is a mild inconvenience at worst. Now that you are no longer in the gutter struggling to pay your bills or field a full lance consistently. So primarily it would just delay that tipping point where the infinite tonnage enemies throw at you, spills over and suddenly two missions go by and you have six more mechs than you did before in your hangar. imweasel09 posted:I'm pretty sure they only roll once for a headshot like missles do. They're good for crit-seeking but not any better for headshots. Section Z fucked around with this message at 05:53 on May 26, 2018 |
# ? May 26, 2018 05:43 |
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I think a good solution would be to add a queue for each bay, so you have have bays 2 and 3 bringing stuff online while you repair poo poo in bay 1.
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# ? May 26, 2018 05:57 |
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counterfeitsaint posted:I think a good solution would be to add a queue for each bay, so you have have bays 2 and 3 bringing stuff online while you repair poo poo in bay 1. Full power in each bay would make multiple bays appealing even if you keep a slim roster. But it would just make the Leopard/Before you ground out the second mechbay phase that much more of a slog if you also had to reserve an entire row to piece together a spare locust. Section Z fucked around with this message at 06:08 on May 26, 2018 |
# ? May 26, 2018 06:02 |
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Yeah but how many ships are you building while you're in the Leopard? I guess if you really like delaying story missions, but I'll be lucky to collect a medium worth using before I get the Argos. In this last playthrough the only new mech I had completed and used before that was a Jenner.
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# ? May 26, 2018 07:35 |
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counterfeitsaint posted:Yeah but how many ships are you building while you're in the Leopard? I guess if you really like delaying story missions, but I'll be lucky to collect a medium worth using before I get the Argos. In this last playthrough the only new mech I had completed and used before that was a Jenner. Now you still have one mechbay, a global difficulty increase, and over a month of waiting. Before you're any better than slumming it with the leopard because you still have to pick between repairing the robots you have or building your salvage while the game starts throwing heavy mechs and demolishers at you. Section Z fucked around with this message at 08:12 on May 26, 2018 |
# ? May 26, 2018 08:09 |
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Beer4TheBeerGod posted:I thought I read that MGs get three hit rolls per shot, so they're great for seeking out head shots if you want to incapacitate a pilot. imweasel09 posted:I'm pretty sure they only roll once for a headshot like missles do. They're good for crit-seeking but not any better for headshots. From what I can tell, all multi-hit weapons work the same way: they roll the first hit on the generic shot distribution table, then all follow up hits get an elevated chance to hit that same location or an adjacent one. With the exception of the head. There are two settings, ClusterChanceNeverMultiplyHead and ClusterChanceNeverClusterHead (both set true), that prevent multiple head hits. There are still a bunch of questions, like whether clustering affects all hits from one weapon or everything from the entire weapon type. IE, are 4 LRM5s treated the same as one LRM20? But in general the idea is guns that do lots of low-damage hits, like MGs or LRMs, are better for getting head hits and pilot injuries on normal attacks. They have more chances for that 1/100 roll. However they're bad for called shots to the head because they're being anti-selected so you probably only get one. IMO pilot injuries are cool early game when every opponent has 3 HP. Three injuries isn't difficult to do while keeping 3/3 salvage. But late game when they have 4 or 5, you're better off stacking upgraded 65 dmg AC/10s with a high Tactics pilot and going for the called shot to the dome. (Orion ON1-V headhunter: 2 AC/10s + 3 LRM5)
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# ? May 26, 2018 08:22 |
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Klyith posted:From what I can tell, all multi-hit weapons work the same way: they roll the first hit on the generic shot distribution table, then all follow up hits get an elevated chance to hit that same location or an adjacent one. With the exception of the head. There are two settings, ClusterChanceNeverMultiplyHead and ClusterChanceNeverClusterHead (both set true), that prevent multiple head hits. Dev said that multi-hit weapons only cause injuries on the first shot of the salvo, so that's probably what those flags mean. 6 MGs have the same chance as 6 medium lasers of causing pilot injuries.
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# ? May 26, 2018 08:36 |
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DFA was only put in the game to give enemy quickdraws and dragons one way to gently caress you over
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# ? May 26, 2018 14:34 |
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Sandwich Anarchist posted:https://www.nexusmods.com/battletech/mods/87?tab=files Yaaaayyy! Did anyone else have it sink in that the [Story Mech from Endgame] weighs 10 tons more than [Story Mech from Grave Robbing] but has 12.5 more tons of free space? That just hit me. It must be using more of the weight-saving technologies. Even though you can't access Endosteel, XL Engine, or Ferro Fibrous armor for general use I'd kind of like to be able to see them on these couple of special mechs, just for my curiosity about what exactly they've got.
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# ? May 26, 2018 17:49 |
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SuperKlaus posted:Yaaaayyy! Atlas has a smaller engine.
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# ? May 26, 2018 17:57 |
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SuperKlaus posted:Did anyone else have it sink in that the [Story Mech from Endgame] weighs 10 tons more than [Story Mech from Grave Robbing] but has 12.5 more tons of free space? 90 tonner with a 4/6 engine is wasting something like 10 tons on engine weight vs. a 100 tonner with a 3/5 In 3025, big engines are bad.
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# ? May 26, 2018 18:14 |
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The 90 tonner in question only has a 3/5 engine, the same as the endgame mech and the stock Atlas. The endgame mech is cheating pretty hard with free tonnage; it presumably has special construction materials baked into it in some way because it has more payload space than even an AS7-D.
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# ? May 26, 2018 18:32 |
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The Royal Highlander gives you 5 extra base tons for FF armor, Artemis-IV, and CASE. No idea what they did with the atlas, but both Mechs have the same engine size.
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# ? May 26, 2018 18:34 |
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I assume the Atlas is modeling an XL engine. That's the only thing that would account for having such an enormous amount of free tonnage.
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# ? May 26, 2018 18:40 |
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I sort of miss the era of lovely fmv cutscenes. Not that any still worked in Mercs but I'm watching some of Vengeance now and this is great. Starting to wonder how well the rest of them work. Too bad I don't still have an Xbox for Mechassault.
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# ? May 26, 2018 19:32 |
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Oh loving hell, enemy reinforcements are a Black Knight, Schreck, Stalker and a KCrab. Time to lock and load boys.
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# ? May 26, 2018 19:42 |
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So if you withdraw do you automatically lose the mission even though you've already accomplished the objective? I had a mission where I didn't want to deal with the bullshit reinforcements but I already killed the entire lance I needed to kill, but there wasn't any option to evac, I thought I could just withdraw and be cool but apparently not.
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# ? May 26, 2018 21:34 |
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I'm a little surprised that I haven't seen someone do some sort of 3039/3050 mod that just contains all the minimal effort/bad canon upgrades of the base mechs where they upgraded the structure, switched the heat sinks to doubles and all of the guns to the ER-versions.
Der Waffle Mous fucked around with this message at 22:42 on May 26, 2018 |
# ? May 26, 2018 22:28 |
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Flipswitch posted:Oh loving hell, enemy reinforcements are a Black Knight, Schreck, Stalker and a KCrab. Then reinforcements showed up: I don't remember the exact composition, but I'm pretty sure they had a couple of Highlanders and definitely a King Crab. Um, okay... Three skulls, huh? Here I am with three already-damaged heavies and an assault, and the jerks were parked exactly between me and the extraction point. I'm not above withdrawing from a mission gone bad, but hell if I was going to give up salvaging a fully-intact Stalker. I think I ended up reloading six or seven times before finally managing to win. I'm not ashamed. That Stalker is now an SRM death machine with medium laser backup. And jump jets. It wrecks things.
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# ? May 26, 2018 22:36 |
counterfeitsaint posted:So if you withdraw do you automatically lose the mission even though you've already accomplished the objective? I had a mission where I didn't want to deal with the bullshit reinforcements but I already killed the entire lance I needed to kill, but there wasn't any option to evac, I thought I could just withdraw and be cool but apparently not. There's "Good Faith Withdrawal" which requires at least one objective complete (I have no idea if it has to be a primary objective) and at least one kill. It sounds like that's the one you should have got, which means you did technically fail the contract but you should still get some salvage and not lose and rep.
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# ? May 26, 2018 22:37 |
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GruntyThrst posted:There's "Good Faith Withdrawal" which requires at least one objective complete (I have no idea if it has to be a primary objective) and at least one kill. It sounds like that's the one you should have got, which means you did technically fail the contract but you should still get some salvage and not lose and rep. Yeah, that's what I got. But the contract said to kill a lance of mechs, and I killed all 4 and the objective thing said 100% when I got the last one and then it said objective completed. But there were reinforcements and I didn't kill any of them. I just assumed I wouldn't get the 20% or whatever bonus for completing that bonus objective. If killing reinforcements and completing bonus objectives is 100% required then why do you get bonuses for it? I guess there are missions where it's just literally impossible to get just your agreed upon pay without bonuses, you either fail entirely or you get the bonus, which doesn't make sense to me.
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# ? May 26, 2018 22:49 |
counterfeitsaint posted:Yeah, that's what I got. But the contract said to kill a lance of mechs, and I killed all 4 and the objective thing said 100% when I got the last one and then it said objective completed. But there were reinforcements and I didn't kill any of them. I just assumed I wouldn't get the 20% or whatever bonus for completing that bonus objective. If killing reinforcements and completing bonus objectives is 100% required then why do you get bonuses for it? I guess there are missions where it's just literally impossible to get just your agreed upon pay without bonuses, you either fail entirely or you get the bonus, which doesn't make sense to me. I am assuming by "withdraw" you meant that you used the withdraw button. Extraction is a primary objective, so you *technically* did not complete your contact as agreed. This is why being a mercenary sucks in Battletech, employers love to dick you over with fine print.
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# ? May 26, 2018 22:56 |
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Skippy McPants posted:I assume the Atlas is modeling an XL engine. That's the only thing that would account for having such an enormous amount of free tonnage. The only way I found to simulate the exact amount of extra tonnage is XL+endo structure, and then spending 1.5 tons on CASE and/or other equipment. Any other weight-saver combination didn't even get lose to freeing up that much. Magni fucked around with this message at 04:36 on May 27, 2018 |
# ? May 27, 2018 02:47 |
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# ? May 30, 2024 11:09 |
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Magni posted:THe only way I found to simulate the exact amount of extra tonnage is XL+endo structure, and then spending 1.5 tons on CASE or other equipment. Any other weight-saver combination didn't even get lose to freeing up that much. Section Z fucked around with this message at 03:37 on May 27, 2018 |
# ? May 27, 2018 03:32 |