|
And Tyler Too! posted:your directory\BATTLETECH\BattleTech_Data\StreamingAssets\data\chassis I'm pretty sure the ModTek format is pretty trivial for defining updates to those files as well, probably worth just putting it into a mod framework rather than direct edits given how those can just be blown away with an update at a moment's notice then you can't load saves ever again
|
# ? Jun 11, 2018 18:39 |
|
|
# ? May 30, 2024 07:26 |
|
Caros posted:If this is about the hit chance, then... No it hasn't? At least not that I can see. There is a reason that one of the most popular mods is one that takes all the fudging out of the to hit chance. That reminds me - a few days ago I had an enemy Locust dodge two melee attacks in consecutive turns, both attacks at 97% hit chance. Knowing that high hit chances are skewed even closer to 100%, I wonder exactly how unlikely that was.
|
# ? Jun 11, 2018 18:56 |
|
Gwaihir posted:If you're playing MP, then it brings a huge amount of payload space for it's cost. I haven't gotten into MP yet. Is it really possible to make a competitive 25m lance with an awesome? After the awesome, you're only going to have about 15m or 16m left to work with, right?
|
# ? Jun 11, 2018 19:07 |
|
Azhais posted:I'm pretty sure the ModTek format is pretty trivial for defining updates to those files as well, probably worth just putting it into a mod framework rather than direct edits given how those can just be blown away with an update at a moment's notice then you can't load saves ever again Yeah that's way better, actually. I forget ModTek does its own thing.
|
# ? Jun 11, 2018 19:08 |
|
Whenever I was running low on cash I'd start selling off all of the extra MLs and Heat Sinks I'd have built up. I've ended up with over 60 MLs in my inventory before, selling them was enough to get by for a month.
|
# ? Jun 11, 2018 19:16 |
|
My major piece of advice from approachign bankruptcy after the first few missions is to never rebuild a cored-out locust, even if it means running a 3-mech lance. That thing will just get kicked to death later.
|
# ? Jun 11, 2018 19:28 |
|
aparmenideanmonad posted:Yep, the awesome is worth using over heavies or the other lightest assaults if those are your only options, but it's inferior compared to a stalker, let alone Highlanders and the 100 tonners. The AWS-8T is a worse Orion, though in a different way than the Victor/Zeus/Battlemaster that gives it kind of its own niche. The AWS-8Q is just awful, though. Even the 65 tonners outgun it. Aramoro posted:I don't really rate the awesome when you consider it's in the same weight category as the Highlander, King Crab, Atlas etc. When you've got a free choice and you have no weight limit the Awesome falls into the same place as the Dragon and Quickdraw. It's not as bad because, as an assault, there is a floor to how bad it can be, and it's certainly the 'best' of the bad assaults. Assaults don't really have that overlap where the 75 ton heavy is better than the 80 ton assault but they're still not competing with the heavier assaults. The 75 ton Orions absolutely are better than the 80 ton assaults. Conspiratiorist fucked around with this message at 19:38 on Jun 11, 2018 |
# ? Jun 11, 2018 19:35 |
|
Organ Fiend posted:There really needs to be an initiative phase 0 that assault mechs can be knocked into by knockdown, juggernaut, etc. Plus even if there was an initiative Zero. EVEN if it could only be entered by getting knocked down? Imagine all the people crying over their custom victory lap lances already, if they could reserve to zero and/or 60 LRM spam mechs into initiative zero. Without any of them so much as looking at juggy punch.
|
# ? Jun 11, 2018 19:36 |
|
Make 0 solely for knockdowns, reserve at 1 and end your turn. 0 is only a bonus for boxing
|
# ? Jun 11, 2018 19:38 |
|
There is a true/false option for making standing up a free action.
|
# ? Jun 11, 2018 19:48 |
|
Sandwich Anarchist posted:There is a true/false option for making standing up a free action. That would be pretty brutal for it to cost an action. You could essentially stun lock mechs
|
# ? Jun 11, 2018 19:53 |
|
I R SMART LIKE ROCK posted:That would be pretty brutal for it to cost an action. You could essentially stun lock mechs It's possible it would cost just a move action, I haven't experimented
|
# ? Jun 11, 2018 19:54 |
|
Caros posted:Ah fair enough. it's all good. I had the quote and then lost the link but if you go delve into some backposts it's there, isildur checked and everything now could something have changed maybe, but I'd be skeptical of claims unless also sourced, is all
|
# ? Jun 11, 2018 20:03 |
|
Sandwich Anarchist posted:It's possible it would cost just a move action, I haven't experimented It might not be terrible if you could change facing while standing up but not move. This would change the flow of battle tho
|
# ? Jun 11, 2018 20:07 |
|
If knockdowns were harder to achieve via LRM spam I think making it so you can get up and change facing but not move the turn after a knockdown could be pretty good. The way initiative works sometimes it is frustrating to KD an assault who then takes their turn, gets up, lumbers over, and punches you as if your knockdown meant nothing. Of course what amounts to two free shots on a stationary target (once when you knock it down and get called shots, once when it's standing up with no evasion) might be too much. there are some possibilities with reworking Juggernaut to take advantage of that too, maybe add a defensive angle to the skill which gives you greater move choices after a knockdown? i'd have to see how it worked in a playtest though because chain-knockdown stunning sounds pretty brutal and should be avoided. Hence why I think there has to be a rework of stab before reworking the "get back up" mechanic. Psion fucked around with this message at 20:21 on Jun 11, 2018 |
# ? Jun 11, 2018 20:14 |
|
There is a very simple mod out there that tunes up Stability "HP", making it 100 + Mech Tonnage (100 is vanilla for every mech). It makes a WORLD of difference, without having to mess with weapon stability values. I'm interested to see how that interacts with mech standup costing an action. I'll gently caress with it tonight. Also, I'm super about so many people using my settings tweaks. Edit: The setting I saw is under morale and I have no idea what the gently caress it does, because it's set to false by default. Sandwich Anarchist fucked around with this message at 20:27 on Jun 11, 2018 |
# ? Jun 11, 2018 20:21 |
|
Section Z posted:At least I can understand why there is no initiative zero. It's to force the assaults to stick in and not keep trying to out reserve eachother, be it players in SP or giving assaults some kind of actual flaw in MP. Initiative Zero would still leave Juggy punch rather lackluster whether it's #8 or prank game design #5 regardless. "Here he comes. Here comes the Atlas to punch them... any day now... any day he'll reach melee range." Master Tactician at least involves a heavy pilot investment, but you still can't reserve below the norm. Juggernaut is a separate issue. Even with initiative 0, it needs a rework to be useful. The best solutions (both posted by people in this thread) are to either make melee attacks auto brace and entrench even after a move (ie bulwark for melee), or to allow you to make melee attacks out of a sprint. As for phase 0, it would just make game mechanics for assaults the same as for every weight class. I'm not keeping track about what people are complaining about in multiplayer, but if lrm60 knockdown bots are an issue, I'm not exactly clear on how being able to reserve into 0 would make it worse (not saying it won't, just saying I don't know why).
|
# ? Jun 11, 2018 20:54 |
|
Organ Fiend posted:Juggernaut is a separate issue. Even with initiative 0, it needs a rework to be useful. The best solutions (both posted by people in this thread) are to either make melee attacks auto brace and entrench even after a move (ie bulwark for melee), or to allow you to make melee attacks out of a sprint. That and it would enable "We added this to make lights viable!" Reserve do twice on every single assault on the field for Master tactics pilots. Being forced to take alternating turns is a huge, huge tactical factor. Even the whole "I can knockdown any mech I want in two attacks" claim is held to this, as (When you are in the assault phase yourself) you can't do that to anything that has not taken it's turn unless the AI essentially lets you. Which is why master tactics spam is so popular. Even though the enemy assaults will immediately get back up, you still had the guarantee of being able to double tap their stability bar unopposed and then get some free called shots in with the other half of your lance. If your steiner lance has normal initiative, that all goes out the window. But at least master tactics involves an investment in your ace pilots. Zero initiative reserving you could do such focus fire with a breaching shot king crab. Section Z fucked around with this message at 21:32 on Jun 11, 2018 |
# ? Jun 11, 2018 21:17 |
|
Organ Fiend posted:I haven't gotten into MP yet. Is it really possible to make a competitive 25m lance with an awesome? After the awesome, you're only going to have about 15m or 16m left to work with, right? Absolutely, the 8T is a great way to bring heavy LRM power with enough space to have a considerable backup laser armament. It gets you 11-12 tons more payload capacity than an Orion, and the initiative phase is not at all a big deal for a heavy fire support boat like that. It's also got a solid 25 more damage when punching. You can do 2x LRM20, 3t ammo (9 shots), which you can use up while trundling forward, and then putting 5x ML + 2x SL to work, while also having max frontal armor and quite considerable rear armor. It costs 9.88m cbills. Alternately you can run LRM15+LRM20 and use the spare tonnage for 3x jets. Which is probably much better anyhow, never not JJ. That's a mech that fits very well in to all kinds of lances. e: Like I would absolutely run this one: 6x sl/2xml/6x jumpjet Firestarter Classic hunchback with a few sinks and the small laser trimmed to add more armor and jumpjets (Never not jumpjets) LRM cent but with armor, jets, and small lasers for punching punch if a light tries to get cheeky with it Aforementioned LRMs + ML/SL/JJ Awesome. Gwaihir fucked around with this message at 21:37 on Jun 11, 2018 |
# ? Jun 11, 2018 21:25 |
|
Organ Fiend posted:Juggernaut is a separate issue. Even with initiative 0, it needs a rework to be useful. The best solutions (both posted by people in this thread) are to either make melee attacks auto brace and entrench even after a move (ie bulwark for melee), or to allow you to make melee attacks out of a sprint. I was actually working on Juggernaut and trying to make it useful, and my solution in the end was to change it to "Close Combat Specialist" and have it increase the damage of melee and support weapons. It still leaves you open to counter and is still a pain to close to melee, but made the actual pay off for slapping someone actually worth the risk.
|
# ? Jun 11, 2018 21:38 |
|
rocketrobot posted:https://www.nexusmods.com/battletech/mods/18?tab=files Added for my next campaign
|
# ? Jun 11, 2018 21:39 |
Pornographic Memory posted:It's kind of funny that you can turn the cent into a better missile boat than the trebuchet which in the fluff was designed explicitly to be a missile boat that was the long range backup to the centurion. Being able to mount 3 LRM15s is too good, especially with split fire and/or breaching shot Strip a little more armor and you can fit a lrm20 with 2 lrm15s
|
|
# ? Jun 11, 2018 21:39 |
|
Conspiratiorist posted:The AWS-8T is a worse Orion, though in a different way than the Victor/Zeus/Battlemaster that gives it kind of its own niche. Unless you're talking purely bone stock neither of those things are true Stock only is a separate issue for sure though, mech selection changes dramatically there.
|
# ? Jun 11, 2018 21:40 |
|
Gwaihir posted:Unless you're talking purely bone stock neither of those things are true "Eh, it's garbage so why worry. Keep smacking around the king crab-oh. oh wow. oh woooooow. Right, time to focus down the 'poo poo mech' then before it gets a third turn." Section Z fucked around with this message at 22:01 on Jun 11, 2018 |
# ? Jun 11, 2018 21:45 |
|
Conspiratiorist posted:The AWS-8T is a worse Orion, though in a different way than the Victor/Zeus/Battlemaster that gives it kind of its own niche. You take back this heresy.
|
# ? Jun 11, 2018 21:49 |
|
Gwaihir posted:Unless you're talking purely bone stock neither of those things are true CommieGIR posted:You take back this heresy. 8Q is a victim of its all-energy hardpoint setup. Despite its available weight there's just nothing efficient to do with it, meaning the lighter mechs can pack more firepower for any given range bracket while enjoying better initiative. The 8T fares better by having two missile hardpoints but, as you pointed out, making it a bracket build LRMs+mlas+slas is as good it gets.
|
# ? Jun 11, 2018 22:06 |
|
I'm actually still sisty-six pages back but slowly catching up in my free time at work - since I'm pissing away all my free time at home playing Robbit Rampage . Fun stuff: Saw a MechaMozambique a while back. 3x AC2+, called shot to head, first burst was right to to robogroin. Other two went face, pilot killed, but stilll... Skoshie little planet the far right section of the map, since I was doing a Grand Tour of "Gee, why was this recovery mission 3.5 skulls? A couple heavy vehicles and two heavy mechs? Oh, look, reinforcements... an Orion. Oh, and a Battlemaster. Oooooooh, a King Crab!" I thus ended up with a King Crab and one Battlemaster part, I have 3x Orion-K and 1x Orion-V in the mechbay, and two more of each in storage (see below). Found 1x Zeus part at some other planet, but nothing more since . Got up to 35 million Comcastbux by taking max salvage every time for a while, selling off surplus mechs and components. Decided to stop selling until I got to 20 mil or less. Hit that point, jumped up to around 50 after unloading the merch. (At a +10% price port, too, so it's not like I got extra profit.) Currently keeping 2x or more of every medium on up, as I can collect them. Only light I'm keeping is the Urbie. :3 Ended up selling off seven Wolverines this last dumpoff, for example. Still short a Cataphract and a few others, but 3 Grasshoppers so far. And other than that King Crab/Battlemaster combo, no more Assualt have been encountered. (I know, "do Panzyr" already.) Picked up two more female pilots with Glitch voicepacks. And one male with the same lines. :3 GuidoTech is online: Motown, Sicilian, Sumo and the ever-popular DEATH KRUSADE are stacked into their own Jersey lance. Twice I've managed to get extracted by killing a convoy and all their escorts, while setting up to muder the last one or two reinforcements. I've managed to just barely complete every convoy escort, convoy destruction, defend base and assassinate mission. (I also will take bad Martian or Lunar fights over defend base or convoy missions. Assassinations are fun, if you can avoid shooting the target until everyone else is cleared.) According to Steam, I'm putting in more hours robbitstomping than I am my actual paying job, it's fukken awesome! Still unmodded, and with about 1/3rd to 1/2 the eastern blob of systems to visit before I go to Panzyr. After which, I expect to get my rear end handed to me more often, big heavily-armored (except the LRM Catapult) tanky fuckers or not. Definitely got my $25 out of the Kickstarter here., +++++ would Called Shot again.
|
# ? Jun 11, 2018 23:06 |
|
Man, I'd kill for an Urbie. All I ever see are Locust and, ugh, Firestarters.
|
# ? Jun 11, 2018 23:21 |
|
Famethrowa posted:Man, I'd kill for an Urbie. All I ever see are Locust and, ugh, Firestarters. UrbanMechs are only purchasable in shops, they never show up in missions.
|
# ? Jun 11, 2018 23:29 |
|
Do all mechs have 10 heat sinks in them as a default? I see every chassis file has "0" listed; I would assume any value listed there is added to the base 10. If that were true, it could make certain mechs not suck so many dicks, such as the awesome, which has 28 heat sinks stock. Edit: Unless I'm reading something wrong. I'm going off of Sarna. Edit2: Ok, so the TT rules give every mech 10 "free" sinks, and the rest listed on Sarna are the standard loadout. The Awesome has an additional 18 in critical slots. Got it. Sandwich Anarchist fucked around with this message at 23:47 on Jun 11, 2018 |
# ? Jun 11, 2018 23:29 |
|
iirc the tt heatsink rules are based on the engine type. In this era that's probably true, but I think later fancy engines sink more or less heat stock
|
# ? Jun 12, 2018 00:09 |
|
Azhais posted:iirc the tt heatsink rules are based on the engine type. In this era that's probably true, but I think later fancy engines sink more or less heat stock TT: engines have 10 heat sinks in them, always. If double heat sinks are available, then your engine has 10 double heat sinks in it.
|
# ? Jun 12, 2018 00:15 |
|
I finally got around to finishing Panzyr Defense. I used a Thunderbolt 5SE with a Rangefinder++ to intercept the optional APC. Everyone else was a LRMboat. As soon as the turrets came online the helpless enemy mechs got ripped to utter shreds.
|
# ? Jun 12, 2018 00:40 |
|
Captain Foo posted:TT: engines have 10 heat sinks in them, always. If double heat sinks are available, then your engine has 10 double heat sinks in it. To piggyback off this, mechs with big engines can mount extra heatsinks without having to actually place them in a critical slot, but they still cost the tonnage. But like Foo says you always start with 10 no matter what just as part of the engine.
|
# ? Jun 12, 2018 00:55 |
|
so I'm about 50 weeks into my campaign save, and the missions seem to have busted triggers.. on my current mission, the "reinforcements" start showing up and blasting me from across a huge lake with LRMs and PPCs on basically turn 2 and I'm fighting my 3 Medium and 1 heavy mech against like 3 heavy mechs, 3 mediums, and 2 lights.. should i just bail on these contracts and try to go to a lesser difficulty star system because i cant finish these missions without losing 2+ mechs/pilots and I'm kind of running on fumes financially
|
# ? Jun 12, 2018 02:14 |
|
bobz0r posted:so I'm about 50 weeks into my campaign save, and the missions seem to have busted triggers.. on my current mission, the "reinforcements" start showing up and blasting me from across a huge lake with LRMs and PPCs on basically turn 2 and I'm fighting my 3 Medium and 1 heavy mech against like 3 heavy mechs, 3 mediums, and 2 lights.. should i just bail on these contracts and try to go to a lesser difficulty star system because i cant finish these missions without losing 2+ mechs/pilots and I'm kind of running on fumes financially The Reinforcements thing is a big bugbear. The terminology is misleading. They are already on the map from the start of the mission, there isn't a trigger that spawns them, they are just closing the gap to you quickly.
|
# ? Jun 12, 2018 02:19 |
|
drat near every non-campaign mission turns into a 4v8. Sometimes they trickle in and sometimes it's just a wall of mechs with a singular goal of killing Dekker.
|
# ? Jun 12, 2018 02:28 |
|
Does anybody know the conversion multipliers for numbers off hand? Like, TT to HBS. Like heat is 3x, etc.
|
# ? Jun 12, 2018 03:01 |
|
Phrosphor posted:The Reinforcements thing is a big bugbear. The terminology is misleading. They are already on the map from the start of the mission, there isn't a trigger that spawns them, they are just closing the gap to you quickly. For example, when you are running a base destruction mission. Kill everything, and as you edge your scout forward that last hex too close to the base while sensor lock+sniping the turrets to death. Whoops, fresh mech lance in LoS right behind you. "Clearly they snuck up on you!" which would be impressive the times you are in the corner of the map with nowhere to have "Been the whole time" beforehand. It's obviously edge case stuff, but it does happen. The majority of the time they spawn off in the distant fog of war fair and square. Times they are just unceremoniously placed on top of you probably rated as 'fair', perhaps not taking into account that you have to be right by the map edge because so is your target objective, or whatever causes that sort of thing. An entirely separate issue than doing a bad job with the QA on pre-placed enemy speech triggers. But one that tends to get unjustly rolled up with the whole "You just were not obervant enough! Enemies were there the whole time, devs said so!" situation. See also: How people have defended the issues with people getting crushed by dropships out of nowhere. CLEARLY you just didn't notice the obvious red warnings idiot! Nevermind that there are repeatable bugs with the warning signs even in main plot missions. Or just don't stay on the landing pads idiot!... screenshots of them landing in the middle of the dirt? Well I've still never gotten crushed, so therefore- It IS important to highlight that the majority of "Reinforcements" issues are down to units intended to be there all mission, just with bad QA on the matter. But it's also important to remember videogames are often more buggy than liked, and it's not always going to be the "Working as intended, mostly" widely known stuff when a problem is brought up. Section Z fucked around with this message at 03:29 on Jun 12, 2018 |
# ? Jun 12, 2018 03:03 |
|
|
# ? May 30, 2024 07:26 |
|
Is there an amount of LRMs I can mount on one robot to instantly knock another robot down or is it by design impossible? It seems like I need two LRM boats to trade salvos to get eachother's targets to fall over on the same turn. I guess what I'm asking is why can I pour 60 lrms into something and only make it unstable when I can pour 40 into something and then another 20 from a different robot is what finally knocks it over? I don't necessarily hate this mechanic but it for sure doesn't make sense.
|
# ? Jun 12, 2018 03:37 |