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They really should show engine and gyro space in the mechlab and also implement engine and gyro crits Crits in general should be more important. Also has anyone tried modding armor levels down to TT maximums?
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# ? Jun 1, 2018 18:45 |
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# ? May 29, 2024 17:59 |
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I wonder if it's possible to increase the stability meter such as by adding tonnage to the total amount needed to knock down but also increasing the penalty of losing a leg from one pip to two.
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# ? Jun 1, 2018 18:46 |
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I feel like stability a s pretty good once you drop LRM stab damage by a point or so
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# ? Jun 1, 2018 18:48 |
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I applied an accuracy penalty to SRMs and LRMs to represent the to-hit tables. Effectively reduces their damage (and stability) by about 10%. Moreso for indirect LRM fire as I upped that penalty as well. The overall idea for my post above was to make losing a leg far more impacting upon both stability and movement.
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# ? Jun 1, 2018 19:05 |
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I wish they had kept the Level 3 Battletech rule where you could prop the mech up on an arm while prone on the ground and fire even when fallen.
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# ? Jun 1, 2018 19:32 |
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ditty bout my clitty posted:I lol'ed I wasn't joking
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# ? Jun 1, 2018 19:32 |
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For those wanting an urbie, Mechdur has them as partial salvage:
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# ? Jun 1, 2018 19:55 |
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Light mechs could be made useful in the end game, without adding arbitrary tonnage limits to drops, by allowing you to drop up to 8 mechs and 400 tons. So you could drop with 4 atlases, 3 atlases and 5 locusts, 1 atlas and 4 orions, etc.
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# ? Jun 1, 2018 20:37 |
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I was pretty sure some later-game stage was going to have two "simultaneous" missions where you had to send out 8 mechs/pilots in total (though of course you'd play one 4 mech one and then the other), because that's happened in a lot of similar games. But nope.
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# ? Jun 1, 2018 20:44 |
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pangstrom posted:I was pretty sure some later-game stage was going to have two "simultaneous" missions where you had to send out 8 mechs/pilots in total (though of course you'd play one 4 mech one and then the other), because that's happened in a lot of similar games. But nope. And in the 2nd to last mission, they tell you to prep two lances, so they may have planned it at one point.
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# ? Jun 1, 2018 20:45 |
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Organ Fiend posted:without adding arbitrary tonnage limits to drops
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# ? Jun 1, 2018 20:48 |
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My biggest issue with light mechs, really, is that the Firestarter is such an insane outlier. I've tried to think up possible ideas for lights other than lights-versus-lights, but everything like "multiple lights versus a smaller number of heavies" is just going to end with heat kills on the heavies. Orcs and Ostriches posted:
400 tons isn't an arbitrary tonnage limit, it's the current maximum tonnage allowed, the weight of four 100 ton assaults. He's just suggesting that you get to divide that limit into eight pieces instead of 4. Khizan fucked around with this message at 20:59 on Jun 1, 2018 |
# ? Jun 1, 2018 20:57 |
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The 4 mech limit is the biggest impediment to variety, IMO, because you're outnumbered and outgunned so often that no mech can really be considered expendable. So you're encouraged to bring the heaviest, toughest, killiest mechs you can so they can stick together, focus fire, and spread around the incoming damage, and if you lose anybody (especially early in a mission) it can easily snowball into having to scrub the mission. I'd say six would be a pretty good number but I guess to stay true to fluff it has to be 4 or 8 mechs as the cap. Once you raise the unit cap then I think you could look at other ways to make bringing a variety of units attractive, like maybe a per-mission upkeep cost - you could bring a full drop of Atlases but you'll probably lose money on the contract, but mediums are a lot cheaper and they have good enough firepower and armor...so that way you can still go nuts with bringing an overpowered assault squad if you want to but there's still a reason to keep some medium and light mechs in your garage. Maybe it could also be spun into extra contract incentives too, like some pay for travel costs now, other contracts could cover all your upkeep costs for free.
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# ? Jun 1, 2018 21:06 |
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Lights just need more support slots to be useful, the Firestarter is only an outlier because it gets a reasonable number of them. Double the Locust's machine gun slots, add some other variants (the SDR-5K would be pretty great with a support slot in the torso and maybe two in each arm), and strip some support slots from heavier 'Mechs. The Grasshopper is great but it probably has too many which lets it overshadow other 4/6 punchers by such a huge margin and render light backstabbers unnecessary. If there was a progression of Light <-> Assault less guns <-> more guns more support <-> less support it would give lights more of a role. Edit: But if you asked me if I thought it'd be a good idea to cap armor at the maximum stock value for each 'mech I'd say 'yes,' and I'd probably either cut bulwark or make brace give diminishing returns like evasion (every attack reduces your DR by 10%?). The game only needs to pull the 4v8 trick because it's so easy for player 'Mechs to soak twice as many hits as the AI. PoptartsNinja fucked around with this message at 21:13 on Jun 1, 2018 |
# ? Jun 1, 2018 21:07 |
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Yeah, massed support weapons are actually super powerful and good and making Lights the dedicated machine gunner/small laser boat backstabber (or flamethrower shutdown rear end in a top hat) would be a nice idea.
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# ? Jun 1, 2018 21:12 |
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Light mechs don't really have the armor to risk bringing machinegun ammo against bigger enemy forces though, A firestarter is an outlier in being able to survive a mean look as well as it's hardpoint counts. A Grasshopper can be relatively comfortable bringing two tons of MG ammo to fight heavy and assault mechs. A locust will still be pretty hosed over by a mean look even before you consider ammo explosions. Which won't change if you give them extra support slots and tell them this makes up for their shortcomings because you took some support slots off the grasshopper, or have the tonnage to afford sinks and armor for spamming small lasers compared to a light mech having to dump even more of it's weak armor to bring a single extra 0.5 ton baby laser. Oh no my Grasshopper only has 3 support mounts instead of 6? Still a better idea than a Spider suddenly sporting 4 support hardpoints instead of 2. Even a firestarter can fail to melee+support tanks to death that the average heavy mech will immediately crunch to with only a pair of small lasers as backup, and that has one of the highest melee stats on a light mech as it is. EDIT: But seriously, it was less the Lights Vs Heavies that made me drop light mechs. So much as the fact bringing light mechs is a liability on ambush missions even when it's a firestarter. I used it to backstab heavies to death and let the proper mechs deal with the "Easily killed" super tanks it could not in fact, easily kill without exposing it's own rear armor to every other gun in sight, or waiting until I had an Ace Pilot so I could kill one tank clean and then run away from the rest of them. Section Z fucked around with this message at 21:33 on Jun 1, 2018 |
# ? Jun 1, 2018 21:13 |
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# ? Jun 1, 2018 22:08 |
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Night10194 posted:Yeah, massed support weapons are actually super powerful and good and making Lights the dedicated machine gunner/small laser boat backstabber (or flamethrower shutdown rear end in a top hat) would be a nice idea. None of that changes the fact a light will get instantly cored by any LRM boat.
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# ? Jun 1, 2018 22:52 |
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400 is already the maximum you can bring. It wouldn't limit you any more than you already are.
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# ? Jun 1, 2018 23:15 |
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I made my Zeus a quad-PPC boat. It's about as successful as it sounds. I'll field it for milkruns since the rule of cool is in effect. Still waiting for the true PPC assault, the
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# ? Jun 2, 2018 00:59 |
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I just use a triple PPC HGN-33P, it's amazing with the +4 accuracy PPCs as it negates the long range disadvantage. Needs multishot though. Also, does anyone get the feeling that the AI suddenly goes retarded when you're in trouble? I had an Awesome do nothing but sensor lock when it could have completely mauled my Royal Highlander at the very least.
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# ? Jun 2, 2018 02:31 |
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School Nickname posted:I just use a triple PPC HGN-33P, it's amazing with the +4 accuracy PPCs as it negates the long range disadvantage. Needs multishot though. In my experience the AI usually doubles down on whoever they're trying to focus fire. As soon as the mission begins the AI draws a slip of paper out of a hat and it says "gently caress YOU DEKKER!" All of the slips say that, actually.
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# ? Jun 2, 2018 02:43 |
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And Tyler Too! posted:In my experience the AI usually doubles down on whoever they're trying to focus fire. As soon as the mission begins the AI draws a slip of paper out of a hat and it says "gently caress YOU DEKKER!" All of the slips say that, actually.
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# ? Jun 2, 2018 02:48 |
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Organ Fiend posted:400 is already the maximum you can bring. It wouldn't limit you any more than you already are. They're suggesting a max of 8 mechs, with a total max of 400tn. So you could bring 4 Atlases if you wanted to, or eight 50 tonners, or whatever other combination. With a few other tweaks, I can definitely see wanting to drop with lighter mechs if I could fit a decent scout in.
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# ? Jun 2, 2018 03:06 |
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I would be a-okay with 8 mechs and a 400 ton limit, as long as the combat gets a fast-forward button to speed things up. The more I play Battletech the more I want to ebay a PS2 and a copy of Front Mission 4.
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# ? Jun 2, 2018 03:17 |
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And Tyler Too! posted:I would be a-okay with 8 mechs and a 400 ton limit, as long as the combat gets a fast-forward button to speed things up. The more I play Battletech the more I want to ebay a PS2 and a copy of Front Mission 4. This game is what replaces the Front Mission shaped hole in my heart.
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# ? Jun 2, 2018 03:32 |
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I remember having tonnage limits in TT back when I played. We were playing 3050 rules, was that the Clan bidding, or did my friends make up the rule?
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# ? Jun 2, 2018 03:48 |
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CommieGIR posted:I wish they had kept the Level 3 Battletech rule where you could prop the mech up on an arm while prone on the ground and fire even when fallen.
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# ? Jun 2, 2018 03:55 |
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The X-man cometh posted:I remember having tonnage limits in TT back when I played. We were playing 3050 rules, was that the Clan bidding, or did my friends make up the rule? That was pretty much the only way to limit forces and try to get some power balance until BV (especially 2.0) came out.
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# ? Jun 2, 2018 05:32 |
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I just finished the campaign. I didn't lose a single pilot. That's with no save-scumming etc, obviously had pilots injured sometimes, but zero casualties.
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# ? Jun 2, 2018 13:59 |
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The X-man cometh posted:I remember having tonnage limits in TT back when I played. We were playing 3050 rules, was that the Clan bidding, or did my friends make up the rule? Your friends just made it up. Tonnage alone was/is useless for balance because things like the Banshee 3M/3E, charger, cicada, etc, exist. If one player brings an Awesome while the other brings a Charger.. well.
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# ? Jun 2, 2018 14:21 |
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Taerkar posted:I wonder if it's possible to increase the stability meter such as by adding tonnage to the total amount needed to knock down but also increasing the penalty of losing a leg from one pip to two. It's probably a futile exercise to try to "fix" mech balance, but I can't resist the pun in this instance: it'd be interesting to give lighter mechs in a weight class better stability than heavier ones. If a Dragon had higher stability than either an Orion or a Shadowhawk, that would be worth consideration when choosing mechs to field. You'd need to improve mission intel and enemy lance composition, too, so you'd know to expect lots of missiles on some missions and could deploy the "spry" mechs to roll with the stability hits.
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# ? Jun 2, 2018 15:41 |
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If maneuver was more important than fast mechs with big engines would be better
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# ? Jun 2, 2018 15:46 |
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Guys, it's fine if some mechs are better than others. And if mediums and heavies are better than lights because the situations where lighter mechs would work better (drop weight limits, capturing objectives over large maps) don't exist in this game, maybe the solution isn't to contrive a way for lights to compete with heavier mechs in direct all-out combat.
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# ? Jun 2, 2018 16:32 |
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And Tyler Too! posted:I would be a-okay with 8 mechs and a 400 ton limit, as long as the combat gets a fast-forward button to speed things up. The more I play Battletech the more I want to ebay a PS2 and a copy of Front Mission 4. To be fair, HBS has said that part of their post-release roadmap is to quote "--Accelerated Combat Options - We're working on options for players who would like to accelerate the pace of combat missions."
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# ? Jun 2, 2018 16:35 |
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Narsham posted:It's probably a futile exercise to try to "fix" mech balance, but I can't resist the pun in this instance: it'd be interesting to give lighter mechs in a weight class better stability than heavier ones. If a Dragon had higher stability than either an Orion or a Shadowhawk, that would be worth consideration when choosing mechs to field. I've been mucking about with the evasion pips as well to give faster units a lot more evasion to dig through. Might play with the 'fire doesn't reduce evasion' mod as well to make evasion vs bulwark a more serious consideration. Right now pips are only worth 1 point instead of 2, but you can generate twice as much.
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# ? Jun 2, 2018 16:54 |
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Apologies if someone's mentioned it in this thread before (though I haven't seen it) but there was a reddit 'ask me anything' with Tyler Carpenter of Harebrained Schemes that had some fairly tantalizing tidbits. The full AMA To summarize: quote:Game has been a big success. This means they are meeting soon for a 'roadmap' meeting to plan future content.
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# ? Jun 2, 2018 17:15 |
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CommieGIR posted:And in the 2nd to last mission, they tell you to prep two lances, so they may have planned it at one point. Wait, so do you not actually need two lances prepped?
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# ? Jun 2, 2018 17:58 |
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Farmer Crack-rear end posted:Wait, so do you not actually need two lances prepped? No. He suggests it, because any damage or injuries from the first part of the mission carry over to the next one. I went in with my A team and had no problems.
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# ? Jun 2, 2018 18:02 |
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# ? May 29, 2024 17:59 |
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Yes and no, you don't get to repair your Mechs or heal your MWs between the two missions. So having backup Mechs and Pilots is a good idea, though Kamea comes on the 2nd mission, so you really only need 3 total for that one.
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# ? Jun 2, 2018 18:05 |