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CommieGIR
Aug 22, 2006

The blue glow is a feature, not a bug


Pillbug
I really want more story content and side missions. And more SLDF stuff.

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Marx Headroom
May 10, 2007

AT LAST! A show with nonono commercials!
Fallen Rib

Klyith posted:

Hardpoints make no sense in universe: just look at the list of hunchback variants and tell me you can't swap weapons around with a fair degree of flexibility in the canon.

The Hunchback is a super simple idea though, you could put a giant blender on its shoulder and pilots would respect and fear it as a decent Margarita maker in urban zones.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Klyith posted:

It's fun fluff to bulk out the pages of your 1980s game supplement, but seriously, would you enjoy playing a TT game where you were forced to use the crap mechs?

Considering I do it all the time in my LP BattleTech thread? Yeah.

Half the fun is making the garbage I pick for the OpForce work. It's a general goal of mine to get the worst 'Mech on the OpForce selected as the MVP at the end of each scenario I run.

Thronde
Aug 4, 2012

Fun Shoe
Only time I could see a Banshee being useful is as a fullback sprinter rushing the turret gens in that one mission near the end of the campaign. But I've never managed to fail it with slower (KGC, Atlas) mechs so I dunno

Section Z
Oct 1, 2008

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

Pillbug
Being forced to use a gimmick mech works when the game is planned around you having a gimmick mech.

By contrast you can't have two king crabs, an atlas, two highlanders, and a pro star squad of popular Heavy mechs as a demolisher+SRM are is airdropped 10 feet behind the base you are defending. Then still say "You should have made the most of what you got :smug:" when a stock Banshee and a couple Cicada's don't pull through.

So it's all well and good to advocate it when the driving force is a real person for a GM. Not so much a digital brain that cares not what your lance is except if it triggers their "Beep Boop total tonnage unacceptable" alarm, and will hit you with the same enemies regardless be it MW4 Mercs or HBS Btech.

Section Z fucked around with this message at 04:50 on May 28, 2018

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Section Z posted:

Being forced to use a gimmick mech works when the game is planned around you having a gimmick mech.

You can't have two king crabs, an atlas, two highlanders, and a pro star squad of popular Heavy mechs as a demolisher+SRM are is airdropped 10 feet behind the base you are defending. Then still say "You should have made the most of what you got :smug:" when a stock Banshee and a couple Cicada's don't pull through.

So it's all well and good to advocate it when the driving force is a real person for a GM. Not so much a digital brain that cares not what your lance is except if it triggers their "Beep Boop total tonnage unacceptable" alarm, and will hit you with the same enemies regardless be it MW4 Mercs or HBS Btech.

I didn't do anything of the sort, thanks.

The question was: "Would you enjoy using bad 'mechs in Table Top" and my answer was "yes." I'll still optimize everything I can in this game because of the 4v8s.


This game really needs the Banshee -3S so we'll have another good assault 'Mech option. Edit: I am glad the bad 'mechs are in the enemy's pool though. I kinda wish we got more of the 3025 bad heavy 'Mechs so it wasn't all Orions all the time.

PoptartsNinja fucked around with this message at 04:54 on May 28, 2018

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Klyith posted:

It's fun fluff to bulk out the pages of your 1980s game supplement, but seriously, would you enjoy playing a TT game where you were forced to use the crap mechs?

OTOH it is kinda crap for a video game which (at least in theory) is about managing limited resources. The -3E is actively spiteful to the player if you get it while still running missions to "tech up". Congrats, you got the booby prize. Sell it off and use the cash to take more salvage on your next mission I guess!


But if you want to talk about fluff, look at the 3E and its 3 weapon hardpoints. Hardpoints make no sense in universe: just look at the list of hunchback variants and tell me you can't swap weapons around with a fair degree of flexibility in the canon. It was added to video games to enforce some diversity and more interesting choices to mech loadouts, so you don't get stuck with the bad game design legacy of 100% custom mechs (m'laser *tips robo-fedora*). But if it's an arbitrary balance system, it should have some actual balance to it.

By the time you start seeing Banshees you're absolutely not managing limited resources in any way, shape, or form unless you've seriously hosed the pooch, and if you do happen to salvage a Banshee in such a situation it's a huge boon because it sells for roughly a million credits which is guaranteed to be a month plus of operating time.

The Hunchback has a ton of variants because it's a super common chassis in use with a lot of militaries that modify it en masse for their own particular needs. Published mech variants are typically not one-off machines in the fluff. They're usually mass produced upgrade kits developed by the military that deploys the unit or the company that produced it, rather than some dipshit mercenary tech rummaging around and replacing parts(which is generally supposed to be extremely expensive and time consuming to do in the fluff). Hardpoints are a way to mechanically reflect the fluff idea that it's really, really hard to massively overhaul the basic structure of a mech variant without factory time; you can maybe jury-rig a smaller autocannon into what used to be a bigger autocannon bay or swap an LRM hardpoint with an SRM, but you can't add weapons bays that weren't there in the first place without major structural work that shouldn't be possible without either time in a factory or months of downtime with a large crew working on it. This is the entire problem that leads to the creation of omnimechs, who can do that kind of free hot swapping in the field with no problems.

It's okay for some mechs or variants to be less than optimal. You can actually use a BNC-3E and beat people up with it pretty effectively because it can ram a fist into a skull for 130 damage and fire an AC/20 when it can't. It's just not as sweet as other options. I ran it for a few missions trying to find some way to make it work and it actually did okay, though I'd obviously never actively choose one if I had the option not to.

Kanos fucked around with this message at 04:56 on May 28, 2018

Section Z
Oct 1, 2008

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

Pillbug

PoptartsNinja posted:

I didn't do anything of the sort, thanks.

The question was: "Would you enjoy using bad 'mechs in Table Top" and my answer was "yes." I'll still optimize everything I can in this game because of the 4v8s.


This game really needs the Banshee -3S so we'll have another good assault 'Mech option. Edit: I am glad the bad 'mechs are in the enemy's pool though. I kinda wish we got more of the 3025 bad heavy 'Mechs so it wasn't all Orions all the time.
I thought it was a given you were on the "Real live person pulls it off" end. Unless you were secretly a computer program this whole time :tinfoil:

Taintrunner
Apr 10, 2017

by Jeffrey of YOSPOS

Klyith posted:

It's fun fluff to bulk out the pages of your 1980s game supplement, but seriously, would you enjoy playing a TT game where you were forced to use the crap mechs?

I think one of the big flaws of this game, looking back on it, is the lack of mechs being permanently destroyed, as you end up picking up so much salvage that it makes more sense to sell off like dozens of extra mechs you pick up along the way and take the lowest possible mission payout. That and I think being able to field an extra lance (with more enemies on the field, of course) would do a lot more to keep a good cycle of mechs going. I'm at the point where I'm a bit tired of the monotony and am rushing for the main missions as they actually have a unique twist on the objectives as I field 2 assaults and 2 heavies.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Section Z posted:

I thought it was a given you were on the "Real live person pulls it off" end. Unless you were secretly a computer program this whole time :tinfoil:

Well, it wouldn't have been the first time I've been called a robot. I just wanted to clarify my position in case there was any confusion.

Fraction Jackson
Oct 27, 2007

Able to harness the awesome power of fractions

Captain Foo posted:

The only time I've enjoyed using canonically common but bad mechs on the tabletop was an extremely drunk megamek session with Fraction Jackson years ago

Random mech generator games in #megamek used to be a fun and noble tradition

edit: actually that would be a cool thing to implement here. Set a cbill limit, randomly generate a stock-only force. It would be stupid as hell in some ways but it would also be fun for just messing around.

Fraction Jackson fucked around with this message at 05:16 on May 28, 2018

SpookyLizard
Feb 17, 2009
I definitely don't want a more complex salvage system, but I kinda feel that a more complex salvage system would help. Like non destroyed mechs having a chance to drop intact components, and needing those intact bits to build an intact mech, or having an intact RL for your shadowhawk lets you consume to repair the destroyed RL of your shadowhawk. And then destroyed bits giving you generic salvage you'd consume to repair mechs, and you'd use enmasse to rebuild your salvage'd mechs. Which I think is probably more on the complicated side (and I have no idea how it sits on the lore side), but it does seem silly to me that I can blow off both arms, destroy both side torsos, remove a leg, and nearly destroy the CT, but I get a fully intact 'Mech at 0 cost or time after the mission.

From a purely gameplay sense I'm fine with it, ripping a mech to shreds without destroying the CT can be crazy difficult, and I have no problem with adequate compensation for it, although it does feel silly at times, when I leave a 'Mech in pieces across the battlefield and Yang has it rebuilt on the way up in the Leopard.

Horace Kinch
Aug 15, 2007

I know very little Battletech lore. But if there's anything the mechwarrior games have taught me it's that clanmechs rule and I hope Battletech gets a Clan expansion.

Synthbuttrange
May 6, 2007

And Tyler Too! posted:

if there's anything the mechwarrior games have taught me it's that clanmechs rule

you learned the wrong lesson. :mad:

Captain Foo
May 11, 2004

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

Fraction Jackson posted:

Random mech generator games in #megamek used to be a fun and noble tradition


:patriot:

Synthbuttrange
May 6, 2007

Is it just me or are there a lot of phallic rock formations?

Thronde
Aug 4, 2012

Fun Shoe
I too hope a Mech pack is added soon. Pirates in Atlaii is goofy, I'd also like anexpansion on factional Mech types. Pirates get lots of frankenmechs and you deal with more swarm attacks and vehicles. Liao have all the space bushido mechs, etc.

TerryLennox
Oct 12, 2009

There is nothing tougher than a tough Mexican, just as there is nothing gentler than a gentle Mexican, nothing more honest than an honest Mexican, and above all nothing sadder than a sad Mexican. -R. Chandler.

PoptartsNinja posted:

A lot of boondoggles are really fun or interesting.

... And then there's the Banshee Aerospace Fighter, a 50 ton fighter with 2 medium lasers (Firepower rivaling the 20 ton Sparrowhawk!) that devotes 25 tons to carrying a huge and completely useless jet engine on top of its typical fusion-powered aerospace fighter engines because the Lyran Commonwealth wanted to see if "adding a normal jet engine" to Aerospace Fighters would make them perform better in an atmosphere.

It did not, and it turns out the 25 ton jet engine (which couldn't match the thrust of the Banshee's normal engines) just made the thing hideously unstable in flight and prone to crashing and killing its pilots in even the slightest breeze.

So they quietly shoveled all of their Banshee fighters into an annoying noble's pet-project scouting unit so he could go save MY HOME PLANET.



Edit: Unironic best boondoggle was the time they tried to turn a Scorpion (a quad, four-legged BattleMech) into a Land-Air 'Mech (it crashed).

I think only MWLL models aerospace fighters in a non-useless role, 2xCLBX-20 2xCLBX-10.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Hubis posted:

FMK: Glitch, Behemoth, Dekker

Like you get to choose whether Dekker gets killed.

Sandwich Anarchist
Sep 12, 2008
Playing through MW4: Mercs again, and their salvage system is probably the best one tbh. Your mechs being cored are permanently dead, but your pilots auto eject. And any salvage you get comes to you stripped of weapons and fully broken, needing a full 2 week cycle to repair.

For HBSBT, I don't see a problem with anything working like that. If you get legged or headcapped, your mechs can be recovered, but if it's cored it's gone. Problem is the abstract "salvage parts" system; at the very least, getting full salvage from a mech could give it to you stripped with every part broken, needing time in the bay to get running.

Edit: poo poo man, have any mechs you lose show up as salvage.

Sandwich Anarchist fucked around with this message at 13:51 on May 28, 2018

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Synthbuttrange posted:

Is it just me or are there a lot of phallic rock formations?

That's just realism

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule
more mechs at the heavier end would be nice because right now every 90-ton blip is a highlander and every 95-ton blip is a banshee

also I want something that can hold 4 AC/5s for maximum dakka

Cyrano4747
Sep 25, 2006

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

They also need more 75 tonners

Cyrano4747
Sep 25, 2006

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

Honestly it might help if they put some error I to those tonnage readings. Maybe plus or minus five tons. Enough for you to have an idea that it’s a heavy assault but not enough to be certain whether it’s a banshee or an atlas/kc

Flipswitch
Mar 30, 2010


Pattonesque posted:

more mechs at the heavier end would be nice because right now every 90-ton blip is a highlander and every 95-ton blip is a banshee

also I want something that can hold 4 AC/5s for maximum dakka
You can do it with a Jagermech but it has paper plastered on the sides for protection.

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

Cyrano4747 posted:

They also need more 75 tonners

MARAUDER WHEN

actually come to think of it there just aren't that many 90- or 95-tonners. You could add the Cyclops I guess?

peer
Jan 17, 2004

this is not what I wanted
3025-era cyclops :gonk:

Flipswitch
Mar 30, 2010


Cyclops look awesome though, there is that.

The Cataphract wasn't even made and it's in this game - also where is my Rifleman?

Cyrano4747
Sep 25, 2006

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

Flipswitch posted:

Cyclops look awesome though, there is that.

The Cataphract wasn't even made and it's in this game - also where is my Rifleman?

In the lawsuit with all the other mechs

Flipswitch
Mar 30, 2010


Urrgh, that is a bummer.

DiHK
Feb 4, 2013

by Azathoth
If I have personally modified json's and I have BTML/mektek then all I need to do is have MyPersonalMods/RelevantFile.Json in the mods folder right? How does MekTek treat multiple modified json's among different mods?

Ash Rose
Sep 3, 2011

Where is Megaman?

In queer, with us!

Synthbuttrange posted:

you learned the wrong lesson. :mad:

Captain Foo
May 11, 2004

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

DiHK posted:

If I have personally modified json's and I have BTML/mektek then all I need to do is have MyPersonalMods/RelevantFile.Json in the mods folder right? How does MekTek treat multiple modified json's among different mods?

quote:

For JSON files of specific types, if a file is loaded that has the same ID as a file that is already in the game, instead of completely replacing the file, ModTek will do a simple merge of the two types when these files are deserialized from JSON.

Organ Fiend
May 21, 2007

custom title
Does anyone else think that there should be an initiative phase 0?

As it is, if you knock down an assault on phase 1, it can just stand right back up when your opponent gets a turn. With any other weight class, if you get knocked down, you're down until all of the other mechs in your class go (e.g. in a fight between all heavies, if a mech gets knocked down, it's down until all the other heavies move or reserve).

A phase 0 would also let assaults reserve, which they can't do now, without master tactician.

A related idea, maybe initiative should be based on speed, not tonnage. This would put the Banshee and Battlemaster in initiative phase 2, the dragon and Quickdraw in phase 3, and cicada in phase 4. In PnP terms, 3/5 mechs are phase 1, 4/6 are 2, 5/8 are 3, and faster are 4. 5 is reserved for master tactician. This would help too fast for their class mechs. It would also penalize slow mechs (blackjack, vindicator, panther).

DiHK
Feb 4, 2013

by Azathoth


Thanks,source your quote?

Captain Foo
May 11, 2004

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

DiHK posted:

Thanks,source your quote?

https://github.com/Mpstark/ModTek

ChickenWing
Jul 22, 2010

:v:

Hello goons, I am Dumb/Stupid/Bad and cannot figure out this whole Building a Not Garbage Mech thing. I've been going almost exclusively with stock loadouts, which has been helping, and sometimes I read an idea in the thread e.g. make the shithawk a puncher/srmer, make the cent a srmer and do that and it works out okay but I am absolute rear end at looking at a mech and saying "hmm yes this mech needs exactly one extra ton of armour in the butt, a laser in the knee and an AC/2 in the head to be Optimal"

please teach me what to look for so that when I get a mech with way more hardpoints and less tonnage than I know what to do with, I know when it wants autocannons/lasers/max armour/et cetera

Mindblast
Jun 28, 2006

Moving at the speed of death.


Range, ammo, heat management and armor basically.

If you're building boats/specialists you want weapons that have overlapping ranges.
If some of the weapons require ammo you want to look at how much you consume per round if you were to fire all of them so you can get a feel for how many tons of ammo you need to last a mission.
While build your robert check the heat management gauge. If it is running hot you want sinks. For me personally 3 pips and below feels kinda bad. So you will want sinks. If they don't fit, look at what else you have and figure out what to sacrifice and how much.
Armor is a good place to shave off a bit if you need that little bit of extra tonnage. How much you can get away with depends on the role you have for it. LRM boats can often get away with a bit less.

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

Organ Fiend posted:

Does anyone else think that there should be an initiative phase 0?

As it is, if you knock down an assault on phase 1, it can just stand right back up when your opponent gets a turn. With any other weight class, if you get knocked down, you're down until all of the other mechs in your class go (e.g. in a fight between all heavies, if a mech gets knocked down, it's down until all the other heavies move or reserve).

A phase 0 would also let assaults reserve, which they can't do now, without master tactician.

A related idea, maybe initiative should be based on speed, not tonnage. This would put the Banshee and Battlemaster in initiative phase 2, the dragon and Quickdraw in phase 3, and cicada in phase 4. In PnP terms, 3/5 mechs are phase 1, 4/6 are 2, 5/8 are 3, and faster are 4. 5 is reserved for master tactician. This would help too fast for their class mechs. It would also penalize slow mechs (blackjack, vindicator, panther).

Maybe mechs could go up in initiative due to speed but not down?

So the Blackjack and Vindicator stay stage 3, but the Cicada moves up to stage 4?

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Sandwich Anarchist
Sep 12, 2008

Mindblast posted:

Range, ammo, heat management and armor basically.

If you're building boats/specialists you want weapons that have overlapping ranges.
If some of the weapons require ammo you want to look at how much you consume per round if you were to fire all of them so you can get a feel for how many tons of ammo you need to last a mission.
While build your robert check the heat management gauge. If it is running hot you want sinks. For me personally 3 pips and below feels kinda bad. So you will want sinks. If they don't fit, look at what else you have and figure out what to sacrifice and how much.
Armor is a good place to shave off a bit if you need that little bit of extra tonnage. How much you can get away with depends on the role you have for it. LRM boats can often get away with a bit less.

Also, think about what pilot will be sitting in each mech. You want your tactics people in your LRM mechs, guts people in your brawlers, gunnery in your snipers etc.

Think about how your lance works together. You should try to have them complement each other and shore up individual weaknesses. Have some heavy armor brawlers backing up your fragile missile boats, take some energy weapon mechs to take the strain off your ammo dependant units.

In general, I try not to mix ranges too much in individual mechs. Don't put ac/2s on a mech with medium lasers, don't load LRMs on an ac20 mech, etc. You want to be able to bring as much firepower to bear at once, and if you have weapons that overlap with minimum range of others, or weapons that reach far and leave your short range ones useless, etc.

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