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Why is there such a huge push in this thread to turn this game into a punishing clusterfuck? Just play with conditions on yourself. No called shot, no customization, tonnage limits for different missions, etc.
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# ? May 30, 2018 13:58 |
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# ? May 31, 2024 05:37 |
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If there was tonnage limits 100% the thread would be complaining about it. It's a bad solution. Also, speaking of bad poo poo, a Banshee just got dropped in the last mission for me and instantly headshot my Stalker. Motherfucker.
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# ? May 30, 2018 14:24 |
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Samuel L. Hacksaw posted:Why is there such a huge push in this thread to turn this game into a punishing clusterfuck? Just play with conditions on yourself. No called shot, no customization, tonnage limits for different missions, etc. Because most people discussing the balance have played through the game in its entirety, sometimes multiple times, and legitimately believe that rebalancing the game would make it a better, more fun, and complete experience. It loving sucks to have a game with a ton of features that you have to restrict yourself from utilizing because they're poorly thought out and will break the game in half if used, and it's way more fun if the game is designed and balanced well around you utilizing all of the options available to you. Most of the changes being discussed, such as an overhaul of how called shots or stability work, would be largely unfeasible in this particular game because they would necessitate huge sweeping changes to how the game is structured, so it's mostly spitballing about a potential sequel and how it could be improved from the solid product we already have. Shadowrun Returns had some pretty jank game mechanics that were addressed in Dragonfall, for example.
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# ? May 30, 2018 14:25 |
Samuel L. Hacksaw posted:Why is there such a huge push in this thread to turn this game into a punishing clusterfuck? Just play with conditions on yourself. No called shot, no customization, tonnage limits for different missions, etc. welcome to the game forums where you also get novels instead of posts for some reason
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# ? May 30, 2018 14:26 |
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Flipswitch posted:If there was tonnage limits 100% the thread would be complaining about it. It's a bad solution. that's because it is, op
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# ? May 30, 2018 14:28 |
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Well alright. I just think it's more fun to use called shots and poo poo to crush 4 times my drop weight and only lose like, half a mech and a pilot.
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# ? May 30, 2018 14:33 |
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Tonnage limits as a thing that shows up on a limited number of procgen missions that give you an additional reward for handicapping yourself and can be avoided entirely if you want are a good idea. Tonnage limits as a general thing that is applied broadly are a poo poo idea. Samuel L. Hacksaw posted:Well alright. I just think it's more fun to use called shots and poo poo to crush 4 times my drop weight and only lose like, half a mech and a pilot. It definitely is, it's just that past a certain point that's all the game is and it gets really old really fast.
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# ? May 30, 2018 14:33 |
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Submarine Sandpaper posted:welcome to the game forums where you also get novels instead of posts for some reason Oh no not effort!
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# ? May 30, 2018 14:50 |
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For me it's a question of variety. Yeah I love being able to drop nearly 400 tons on something (almost got a King Crab AND an Atlas last mission...), but it would be nice for that to now always be the default. Maybe some missions could require a light mech for scouting, or have a time limit that encourages speed, or something else. Maybe some missions could have a deadline so I might be pressured to field something different instead of waiting for my mechs to be repaired. Maybe some missions could be multiple parts where I have to use more than 4 MechWarriors. The core of the game is fun, but at some point the flaws do become evident.
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# ? May 30, 2018 15:01 |
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Whenever I see an uninhabited planet or mention of moons on a planet in the unincorporated area of space, it's like..."why can't I take that over, slowly but surely?" Or "why can't I buy extra dropships and send AI pilots out on extra missions with all those spare mechs that are collecting dust?" "Why can't I turn the Argo into a WarShip...or just eventually *buy* a WarShip?" Et cetera, et cetera...
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# ? May 30, 2018 15:14 |
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There aren't any real WarShips in the IS at this time, if I remember right. They've lost the ability to built the compact drives they require.
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# ? May 30, 2018 15:17 |
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Night10194 posted:There aren't any real WarShips in the IS at this time, if I remember right. They've lost the ability to built the compact drives they require. How do pirates keep owning me then
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# ? May 30, 2018 15:18 |
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Is Victoria's Crab set a certain way or something? I managed to headshot it and it wouldn't let me salvage it.
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# ? May 30, 2018 15:24 |
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RBA Starblade posted:How do pirates keep owning me then Pretty much all naval combat in this era consists of armed dropships menacing each other.
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# ? May 30, 2018 15:34 |
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Kanos posted:Pretty much all naval combat in this era consists of armed dropships menacing each other. And aerospace fighters. The dilemma with the pirates is with aerospace fighters. Samuel L. Hacksaw posted:Why is there such a huge push in this thread to turn this game into a punishing clusterfuck? Just play with conditions on yourself. No called shot, no customization, tonnage limits for different missions, etc. I want a couple of options for increasing difficulty. I don't think they should be the default gameplay difficulty settings though. Using tonnage or CBill limits per mission (maybe any over 2.5 skulls) would be a nice toggle. I'd also love to play in no-save-scumming-allowed mode. rocketrobot fucked around with this message at 15:50 on May 30, 2018 |
# ? May 30, 2018 15:44 |
Flipswitch posted:Is Victoria's Crab set a certain way or something? I managed to headshot it and it wouldn't let me salvage it. Yes, it’s unsalvagable.
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# ? May 30, 2018 16:00 |
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Flipswitch posted:Is Victoria's Crab set a certain way or something? I managed to headshot it and it wouldn't let me salvage it. Yes. I believe in the game files it is KGC-V-0000. It doesn't have anything special, other than some specialized weapons, but I think there is a trick to getting salvage, like save/reload during that mission? IDK but yeah its a "special" mech.
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# ? May 30, 2018 16:08 |
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Is it tougher? I had to call shot CT twice!! instead of once to blow it up.
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# ? May 30, 2018 16:41 |
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What I really want is an online lance builder so I can fiddle with c-bills all dayAnd Tyler Too! posted:I have the worst luck with called shot. Every time I try to 'leg a mech I want to salvage it just gets cored anyways. I try to go for pilot injuries when salvaging mechs, and alternating which side I'm firing at as to not destroy the mech in the process
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# ? May 30, 2018 17:07 |
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I was thinking about how XCOM2 introduced relationships between soldiers (with accompanying in-game combat effects), and was wondering if something similar might be appropriate for Battletech (but between mechwarriors and their 'mechs, rather than between pairs of soldiers). Like if you keep someone piloting a particular mech for a sustained period of time, perhaps they develop a particular affinity for that chassis? That might be a way to keep some of the subpar mechs viable for longer. Or perhaps this idea would be too restrictive in a game where you expect to regularly be upgrading the mechs everyone is riding. The idea that someone raised upthread, of pilot personality-linked quirks, is also an interesting one. And I really like the idea of contracts that consist of multiple back-to-back missions. That could be one tool for keeping a wider range of mechs viable. I think there's something to be said about being forced to take a lovely lance along for a mission because everything else is in the mech-bay. Obviously this would be no fun if the missions and maps aren't designed around having multiple viable options for completing them, so that you can avoid dragged-out fights if need be. Ghost of Babyhead fucked around with this message at 17:22 on May 30, 2018 |
# ? May 30, 2018 17:19 |
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people switching 'mechs regularly in the lore isn't really a thing either, is it? Folks stick with sub-optimal mechs because they're comfortable, and a lot of them outright own the chassis so you saying "hey I'm gonna let X pilot this for a mission" might not fly
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# ? May 30, 2018 17:22 |
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I R SMART LIKE ROCK posted:What I really want is an online lance builder so I can fiddle with c-bills all day With enough SRM/LRM spam I can keep a mech stunlocked until the pilot dies from all the knockdowns. Sometimes I get a lucky head hit or an ammo explosion to accelerate things.
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# ? May 30, 2018 17:42 |
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Pattonesque posted:people switching 'mechs regularly in the lore isn't really a thing either, is it? Folks stick with sub-optimal mechs because they're comfortable, and a lot of them outright own the chassis so you saying "hey I'm gonna let X pilot this for a mission" might not fly Pilots having 'Mech and weightclass preferences is totally a thing. It was a lot of work training someone to pilot a new BattleMech even if the basics were all the same. Just learning the cockpit layout well enough to not accidentally dump your ammo reaching for the radio takes time. The MechCommander games tried to simulate this with light/medium/heavy/assault weightclass specialties. Removing quirks from the skill tree and unlocking abilities for certain weight classes might be beneficial, provided you could find a way to do it without making players feel penalized when all their pilot abilities stop working because they've worked their way into a heavier weight bracket. PoptartsNinja fucked around with this message at 18:22 on May 30, 2018 |
# ? May 30, 2018 17:46 |
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And Tyler Too! posted:With enough SRM/LRM spam I can keep a mech stunlocked until the pilot dies from all the knockdowns. Sometimes I get a lucky head hit or an ammo explosion to accelerate things. yeah that's what I like to hear, more dakka = more fun
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# ? May 30, 2018 18:06 |
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PoptartsNinja posted:Pilots having 'Mech and weightclass preferences is totally a thing. It was a lot of work training someone to pilot a new BattleMech even if the basics were all the same. Just learning the cockpit layout well enough to not accidentally dump your ammo reaching for the radio takes time. I'd imagine it comes down to pilots being familiar with how the thing handles, how the weapons perform, and how to use it. Like, even if the controls are the same a guy who drives formula 1 cars all day may have a bit of trouble adjusting to driving a 500 ton mining dump truck. Similarly a soldier trained to command a Weisel scout vehicle with tons of experience on how to find the enemy and not get seen/shot up in the process is probably not going to do well if you toss him in a Leopard 2 tasked with frontal assaults.
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# ? May 30, 2018 19:28 |
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Some of my most hilarious missions involved shoving "I can skimp on gunnery because they are always brawling" Behemoth into the my AC5's and M lasers Jagermech because we didn't have enough bodies not in the chronic random headshot ward to take a mission without twiddling our thumbs for half the month. So while I do get the urge to try and follow the in universe "People stick with certain mechs" angle, you can't have an emphasis on pet mechs at the same time as "poo poo happens, use another pilot even if they are not suitable" rotation. I guess it's just another one of those things that doesn't translated over from TT as well to a videogame. Plus by the time you would be getting used to any given mech, it's time to move into the newest mech you've scraped off the floor and can't even streamline it down to a weight class specialty. "Sorry light specialists, I'm firing most of you because every pirate fields multiple assault lances now". EDIT: My first B team member which became an MVP Thunderbolt scout in the endgame was to replace Dekker while he was in the hospital and shove her in the locust. If they were a "designated light specialist" then I'd never have even hired her, because why bother replacing pilots for soon to be obsolete mechs? So instead of making pilots more valuable with mech specialties, you'd get half of them being that much more disposable. Section Z fucked around with this message at 19:49 on May 30, 2018 |
# ? May 30, 2018 19:37 |
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I would only prefer a 'hard' tonnage limit for a contract if there wasn't a limit to the number of mechs you could field. Sure, it could get a bit tedious if you wanted to be insane and pilot sixteen Locusts against the end-game assault contracts, but on average most players would likely field between 4-6 mechs for a contract with a difficulty on par with their current mech tier. It would also give a bit more value to mix and matching weights and taking advantage of the phase system instead of just fielding the best mechs of the heaviest tier you can get.
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# ? May 30, 2018 20:18 |
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Have one of the bonuses for affinity be related to lessening hospital time.
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# ? May 30, 2018 20:24 |
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MW4:M did this pretty well, with giving you two full lances on most missions. Often times, 2 full lances of assaults was massive overkill and incredibly expensive to drop, often almost negating your pay with expenses. Mixing up weight led to more diverse options, which would be even better in a system like this where you have more complete control over every mech, so you don't have your Raven charging into the fray with your Atlasi and getting cored in seconds.
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# ? May 30, 2018 20:25 |
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Dandywalken posted:Have one of the bonuses for affinity be related to lessening hospital time. That would actually be a good idea. Dekker's a light 'Mech specialist, if he gets injured in a light 'Mech it shaves his hospital time by 20% because he knows how to take hits in his weightclass of preference.
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# ? May 30, 2018 20:27 |
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PoptartsNinja posted:That would actually be a good idea. Dekker's a light 'Mech specialist, if he gets injured in a light 'Mech it shaves his hospital time by 20% because he knows how to take hits in his weightclass of preference. PTN how lethal are CT destructions to pilots in TT? I feel like riding a 'mech to the ground in this game is never a good idea
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# ? May 30, 2018 20:30 |
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Contracts should probably just sometimes include you having control over local militia forces that include lights/mediums, that would get them into play.
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# ? May 30, 2018 20:31 |
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Are hospital times this punishing in tabletop? In mekhq sometimes you had only minor scrapes that took a few days to heal, other times you had people losing limbs and poo poo. And there's even rules for healing permanent injuries like lost limbs and so forth (presumably by getting them prosthetics). I know the "work on mechs mid-flight" thing only exists in this game. Yang even lampshades it, saying him and his crew are the only people out there willing to do serious work on a mech while in transit.
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# ? May 30, 2018 20:35 |
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Pattonesque posted:PTN how lethal are CT destructions to pilots in TT? I feel like riding a 'mech to the ground in this game is never a good idea In fiction, not especially. Almost nobody ejects in the fiction and the few times it does happen the pilots tend to get shot in their parachutes. In tabletop itself it's a murky area, a pilot going down with their 'Mech is nearly always a terrible idea. It's survivable provided the 'Mech isn't overheating, but if it is the pilot's taking damage as soon as the cooling system goes offline.
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# ? May 30, 2018 20:39 |
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Sandwich Anarchist posted:MW4:M did this pretty well, with giving you two full lances on most missions. Often times, 2 full lances of assaults was massive overkill and incredibly expensive to drop, often almost negating your pay with expenses. Mixing up weight led to more diverse options, which would be even better in a system like this where you have more complete control over every mech, so you don't have your Raven charging into the fray with your Atlasi and getting cored in seconds. Even then I dropped into each mission with 8 assaults, and even with one or two getting damaged or destroyed (shoot better idiots) I'd end up making insane cash just by hawking the salvage. I ended with over 100 million spacebux and two dozen mechs in my stable.
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# ? May 30, 2018 21:22 |
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Just have a class of mech you're way less likely to die from being Incapacitated in, with the lighter specialist getting a better bonus. Dekker the immortal Firestarter pilot.
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# ? May 30, 2018 21:25 |
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Found a cockpit mod that says +3 Injury Resist. What does it actually do? Resist the chance to die if brought to zero health or reduce the chance of any injury taken on random head hits?
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# ? May 30, 2018 22:32 |
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3 hits are negated
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# ? May 30, 2018 22:34 |
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Unzip and Attack posted:Found a cockpit mod that says +3 Injury Resist. What does it actually do? Resist the chance to die if brought to zero health or reduce the chance of any injury taken on random head hits? I don't think it has any effect on a blown up cockpit, but that also hasn't been an issue for me so I couldn't say.
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# ? May 30, 2018 22:34 |
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# ? May 31, 2024 05:37 |
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Holy poo poo that's an awesome item, drat.
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# ? May 30, 2018 22:36 |