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OXBALLS DOT COM
Sep 11, 2005

by FactsAreUseless
Young Orc
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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Taerkar
Dec 7, 2002

kind of into it, really

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.

OXBALLS DOT COM
Sep 11, 2005

by FactsAreUseless
Young Orc
I feel like stability a s pretty good once you drop LRM stab damage by a point or so

Taerkar
Dec 7, 2002

kind of into it, really

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.

CommieGIR
Aug 22, 2006

The blue glow is a feature, not a bug


Pillbug
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.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

I wasn't joking

Flipswitch
Mar 30, 2010


For those wanting an urbie, Mechdur has them as partial salvage:

Organ Fiend
May 21, 2007

custom title
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.

pangstrom
Jan 25, 2003

Wedge Regret
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.

CommieGIR
Aug 22, 2006

The blue glow is a feature, not a bug


Pillbug

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.

Orcs and Ostriches
Aug 26, 2010


The Great Twist

Organ Fiend posted:

without adding arbitrary tonnage limits to drops
400 tons

Khizan
Jul 30, 2013


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:

Organ Fiend posted:

without adding arbitrary tonnage limits to drops
400 tons

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

Pornographic Memory
Dec 17, 2008
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.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
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

Night10194
Feb 13, 2012

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

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.

Section Z
Oct 1, 2008

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

Pillbug
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

ditty bout my clitty
May 28, 2011

by FactsAreUseless
Fun Shoe

:catstare:

Aramoro
Jun 1, 2012




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.

Organ Fiend
May 21, 2007

custom title

400 is already the maximum you can bring. It wouldn't limit you any more than you already are.

Horace Kinch
Aug 15, 2007

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 Warhawk Awesome.

School Nickname
Apr 23, 2010

*fffffff-fffaaaaaaarrrtt*
:ussr:
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.

Horace Kinch
Aug 15, 2007

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.

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.

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.

Section Z
Oct 1, 2008

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

Pillbug

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.
True suspense horror gaming. Wondering if the AI will go full brain dead skip it's turns so you have to mercy kill it. Or remember to fade half their mechs back into the fog of war to snipe safely while they kamikaze DFA another mech into your one guy unfortunate enough to be unstable.

Ravenfood
Nov 4, 2011

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.

Horace Kinch
Aug 15, 2007

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.

Night10194
Feb 13, 2012

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

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.

The X-man cometh
Nov 1, 2009
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?

DeepThrobble
Sep 18, 2006

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.
Eh, it was a casualty of simplifying the mechanics around standing up so you don't have legged mechs and any stability victim spend the rest of combat flailing around in the dirt, damaging themselves and their pilots in addition to having every enemy run train on them. Why bother with shooting one arm gun (if you have one) and leaving yourself immobile to the tender mercy of the enemy when you can just pop back up, move in some manner to protect from oncoming weapons, and fire everything?

Taerkar
Dec 7, 2002

kind of into it, really

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.

Deptfordx
Dec 23, 2013

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.

Gwaihir
Dec 8, 2009
Hair Elf

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.

Narsham
Jun 5, 2008

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.

OXBALLS DOT COM
Sep 11, 2005

by FactsAreUseless
Young Orc
If maneuver was more important than fast mechs with big engines would be better

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
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.

OhGreatAGinger
Oct 10, 2012

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."

Taerkar
Dec 7, 2002

kind of into it, really

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.

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.

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.

OhGreatAGinger
Oct 10, 2012
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.

New content will take the form of DLC and FreeLC.

New content will include things like different encounter types (think battle, capture base, escort etc), some of these will be designed to increase the use of light and medium mechs late-game.

Other additions may include 'broader systemic gameplay, recurring enemies with grudges, contracts that aren't what they seem, and "unexpected events" in battles'

Looking to add to the post-game. Possibly harder missions, a map 'Domination' mode, enemy mechs with modded weapons and custom loadouts.

A Long War-esque (an X-com mod) options menu to change variables in the game (i,e ironman mode) to control difficulty is being considered. Other variables mentioned include 'CT destruction permanently destroys a mech, you need 5 pieces of salvage to reconstruct a mech, rather than 3, parts that get blown off a mech may lose slots or max armor capacity, etc.'

More random ship events which make use of mechwarrior tags, more Argo content and other additions to out-of-combat gameplay to come.

Technical performance issues are the top of their list of priorities and being worked on right now. FPS increase, ultrawidescreen compatibility issues etc. Press release coming soon.

They are working on cleaning up speed of animations and general dead time to speed up the game.

Linux support coming within a few months

Reinforcements appearing at the start of missions confirmed not a bug, but it's unexpected due to poor communication. Likely changes to the difficulty rating of missions though to make them more accurate.

Weapons are being rebalanced. In particular lostech weapons will get a boost.

Lostech weapons will be made available outside of the story campaign.

Urbanmechs are being made more common

Juggernaut skill (guts tree) is being looked at/redesigned

New mechs, including possible clan DLC may be coming but he is under NDA. 'We have plans' is all he could say. If there is a clan DLC the Stone Rhino will be included. Most of the new content needs to be discussed first at the roadmap meeting.

Ability to sort mechs in the mechbay is being considered

No Land Air Mechs coming

High/low spirits bug- they are looking for the cause so they can fix it.

AOE weapons may or may not come. Friendly fire unlikely to be implemented as it wasn't fun in testing.

No plans to have players control more than one lance at a time. Additional lances may have 'off screen' effects.

There will be no friction with the modding community- they are free to do what they want. No plans for official modding support but individual engineers may be approached for help.

Paradox are in charge of localizing the game in other languages

Developer team of about 35 people spread across a few rooms. Only one animator (great job Hollie!)

Farmer Crack-Ass
Jan 2, 2001

this is me posting irl

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?

Sandwich Anarchist
Sep 12, 2008

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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Q_res
Oct 29, 2005

We're fucking built for this shit!
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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