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Ammo explosions and destroying ammo aren't 100% linked I don't think. Or every mech has built in CASE, because i rarely notice ammo explosions.
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# ? Jun 13, 2018 14:31 |
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# ? May 30, 2024 13:12 |
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Samuel L. Hacksaw posted:Ammo explosions and destroying ammo aren't 100% linked I don't think. Or every mech has built in CASE, because i rarely notice ammo explosions. Buy more mg Firestarters and mg Grasshoppers. Ammo explosions are great fun to induce.
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# ? Jun 13, 2018 14:45 |
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Samuel L. Hacksaw posted:Ammo explosions and destroying ammo aren't 100% linked I don't think. Or every mech has built in CASE, because i rarely notice ammo explosions. Every mech has built in CASE. Ammo explosions only destroy the part they're in.
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# ? Jun 13, 2018 15:07 |
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A.o.D. posted:An aerobrick has a lot less internal volume than a rough spherical shape for any given equivalent footprint, plus the union is just plain bigger. The Leopard is slightly more than half the tonnage of the union, but it gives up a whole hell of a lot in order to achieve semi-aerodynamic flight. I just meant that the Leopard gets 150t cargo per mech/aero bay while the Union cargo refit gets 125t cargo per mechbay. aka "Battletech isn't very consistent with this sort of thing."
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# ? Jun 13, 2018 15:36 |
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OXBALLS DOT COM posted:This isn't in the game at all, but you could also do staggered spawns to reflect travel time. So, your heavy will show up on the map edge on turn 3, and your assault will get there on turn 6. You would need new missions to make it work well though, otherwise the optimal strategy would be to just wait for your slowest mechs to catch up before pressing forward.
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# ? Jun 13, 2018 15:36 |
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Gwaihir posted:I just meant that the Leopard gets 150t cargo per mech/aero bay while the Union cargo refit gets 125t cargo per mechbay. A lot of the old dropships were made before there really were any rules to building them. The 3057 'refits' were bringing them in line with the Battlespace rules (though there were still errors).
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# ? Jun 13, 2018 15:45 |
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McGavin posted:Every mech has built in CASE. Ammo explosions only destroy the part they're in.
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# ? Jun 13, 2018 16:02 |
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AAAAA! Real Muenster posted:This is why CT ammo on K2s, Thunderbolts, JM6s, and a few others are terrible mechs stock. You are not wrong about "ancestral deathtrap". But wouldn't that still be a problem without Case? Or is no case CT ammo somehow a slight chance to live in an obscure TT rule? Edit: in hindsight. This is probably me just having wishful thinking about battlefield miracles Section Z fucked around with this message at 16:18 on Jun 13, 2018 |
# ? Jun 13, 2018 16:11 |
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Section Z posted:You are not wrong about "ancestral deathtrap". But wouldn't that still be a problem without Case? Or is no case CT ammo somehow a slight chance to live in an obscure TT rule? It's "relatively" worse given everything has CASE, since now putting it in a side has 0% chance of blowing up your CT, as opposed to in TT where it's got a good chance of blowing through a significant amount of damage. It doesn't make putting it into the CT a "worse" idea, it just makes putting it literally anywhere else better.
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# ? Jun 13, 2018 16:41 |
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McGavin posted:Every mech has built in CASE. Ammo explosions only destroy the part they're in. But remember that torso destruction will also lose the arm on that side, so putting ammo in a torso can go very badly very quickly. Really ammo in arms seems safest.
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# ? Jun 13, 2018 17:05 |
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ulmont posted:But remember that torso destruction will also lose the arm on that side, so putting ammo in a torso can go very badly very quickly. Really ammo in arms seems safest. *Unless it is a CT Weapon
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# ? Jun 13, 2018 17:12 |
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I swear there's something wonky with the RNG. I miss every called headshot against the hordes of Thunderbolts the game has sent at me, but I've headcapped two King Crabs with Gauss rounds on the first shot.
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# ? Jun 13, 2018 17:22 |
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Hubis posted:You would need new missions to make it work well though, otherwise the optimal strategy would be to just wait for your slowest mechs to catch up before pressing forward. But then the other guy's heavy mechs will be there too. Or you can do time limited objectives, etc.
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# ? Jun 13, 2018 17:28 |
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ulmont posted:But remember that torso destruction will also lose the arm on that side, so putting ammo in a torso can go very badly very quickly. Really ammo in arms seems safest. AAAAA! Real Muenster posted:Just put the ammo where the weapon is*. Its really the simplest thing that is best. Arms are the most fragile part of the mech, however. Ammo on the STs kind of makes sense in skirms to avoid doubling up on injuries (side torso destruction and ammo explosion injuries overlap) but in SP, where the rare equipment and weapon variants are far more valuable than anything else, ammo goes exclusively in the legs and padded with JJs/heatsinks.
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# ? Jun 13, 2018 17:30 |
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OXBALLS DOT COM posted:But then the other guy's heavy mechs will be there too. "I don't feel like I can use lights anymore because their speed and mobility just doesn't make up for getting blown apart by a mean look." "TIMED OBJECTIVES" I mean. The bigger reason I stopped bringing light mechs often was less due to enemy mechs. More because "Oh bring a light mech if you want to catch ambush convoys!" was a pain in the rear end when the convoy consists of demolishers and manticores a 6 small laser firestarter can't stomp to death guaranteed. So still has to wait for the real mechs to catch up to stomp the "Time sensitive (But don't worry it's weaker than a mech!)" targets while it's busy coring out heavy mech rear armor. Even if you did tone down the enemy enough for a light mech specific mission. no doubt the pay would be equally lessened, so it becomes something there for bored rich to take as a diversion rather than a desirable source of income. Section Z fucked around with this message at 17:52 on Jun 13, 2018 |
# ? Jun 13, 2018 17:37 |
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Conspiratiorist posted:Arms are the most fragile part of the mech, however. Ammo on the STs kind of makes sense in skirms to avoid doubling up on injuries (side torso destruction and ammo explosion injuries overlap) but in SP, where the rare equipment and weapon variants are far more valuable than anything else, ammo goes exclusively in the legs and padded with JJs/heatsinks. The legs seems risky to me. If the ammo gets crit that's two guaranteed injuries - one for the explosion and one for the guaranteed knockdown, regardless of whether the mech was unstable or not. Then you're knocked back on initiative while every enemy takes a called shot and either of the STs going adds another injury. You could feasibly take 3 or 4 injuries in a single combat round from that. Maybe a bit safer if you're padding but I still don't think I like that risk.
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# ? Jun 13, 2018 17:39 |
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Scikar posted:The legs seems risky to me. If the ammo gets crit that's two guaranteed injuries - one for the explosion and one for the guaranteed knockdown, regardless of whether the mech was unstable or not. Then you're knocked back on initiative while every enemy takes a called shot and either of the STs going adds another injury. You could feasibly take 3 or 4 injuries in a single combat round from that. Maybe a bit safer if you're padding but I still don't think I like that risk. On the other hand, legs pack as much armor as the STs and have a lower chance to get hit. What I'm saying is, I'll rather take the chance of, while under heavy sustained fire, a lucky crit though the stripped legs causing a knockdown, than the chance of a lucky crit through the stripped torsos or a back shot taking out 3 or 4 ++ weapons.
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# ? Jun 13, 2018 17:56 |
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Yeah you put ammo in the legs because chance to hit on legs is tiny and they carry a poo poo-ton of armor. Plus you can stuff some heatsinks and/or jump jets on top of the ammo to reduce the chance of it exploding even more if the armor ever gets breached.
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# ? Jun 13, 2018 18:02 |
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Started a new game as a Deep Periphery character and edited my starting mech to be the SLDF Black Knight. They clearly didn't intend you to get this in a mechbay: it's built with 4 double heat sinks in each leg. They travel off the bottom of the display! XD Weirdly, I think it does have enough space to fit them elsewhere on the chassis.
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# ? Jun 13, 2018 18:28 |
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ninjaiguana posted:Started a new game as a Deep Periphery character and edited my starting mech to be the SLDF Black Knight.
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# ? Jun 13, 2018 18:33 |
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ninjaiguana posted:Started a new game as a Deep Periphery character and edited my starting mech to be the SLDF Black Knight. As someone who did literally the exact same thing I'm pretty sure it's also underweight by default.
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# ? Jun 13, 2018 18:42 |
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ninjaiguana posted:Started a new game as a Deep Periphery character and edited my starting mech to be the SLDF Black Knight.
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# ? Jun 13, 2018 18:53 |
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Flipswitch posted:How do you change the starting mech? That's cool It's on page 254 of this thread; copied below Open up C:\Program Files (x86)\Steam\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\data\simGameConstants\SimGameConstants.json and change the line that says "StartingPlayerMech" : "mechdef_blackjack_BJ-1", to "StartingPlayerMech" : "whatever you want", (e.g "mechdef_blackknight_BL-6-KNT",) This won't happen until after the tutorial, btw, so don't worry that it didn't work if you start a new game and don't see it immediately. you can look in the folder named 'mech' to see what you need to type in to get each mech. ninjaiguana fucked around with this message at 19:27 on Jun 13, 2018 |
# ? Jun 13, 2018 19:14 |
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https://www.nexusmods.com/battletech/mods/214?tab=description Graphical interface for creating new and updating existing conversation files, including branching dialogue. Who wants to start creating a secondary campaign?
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# ? Jun 13, 2018 20:05 |
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DatonKallandor posted:Yeah you put ammo in the legs because chance to hit on legs is tiny and they carry a poo poo-ton of armor. Plus you can stuff some heatsinks and/or jump jets on top of the ammo to reduce the chance of it exploding even more if the armor ever gets breached. A dev wrote on the official forums that crit padding isn't a thing in this game. If a crit roll hits an empty slot, no crit happens. So that makes STs somewhat better for ammo storage, as there's more potential slots to hit. But I think legs are so much less likely to get pierced that they're still the best location.
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# ? Jun 13, 2018 20:19 |
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Sandwich Anarchist posted:https://www.nexusmods.com/battletech/mods/214?tab=description Holy cats, the modding scene for this game continues to amaze and delight me. I cannot *wait* to see what the community will have come up with 6 months down the line.
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# ? Jun 13, 2018 21:29 |
ninjaiguana posted:Holy cats, the modding scene for this game continues to amaze and delight me. I cannot *wait* to see what the community will have come up with 6 months down the line. Honestly, that's one reason I'm not playing Battletech at the moment. I've beaten the main campaign so I'm taking Sumire's advice and just buying a small moon to vacation on. In a few months or a year I'll pick it back up and see what's cooking. In the meantime I'm finally getting around to finishing Pillars of Eternity so I can import into Pillars II.
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# ? Jun 14, 2018 14:41 |
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Now that I’m space rich and have a third King Crab, how should I outfit it? I already have 2xAC20 and SRM Hell crabs.
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# ? Jun 14, 2018 16:37 |
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LeschNyhan posted:Now that I’m space rich and have a third King Crab, how should I outfit it? I already have 2xAC20 and SRM Hell crabs. Dual Gauss.
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# ? Jun 14, 2018 16:38 |
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LLAS and AC2 if you're tired of playing on easy mode
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# ? Jun 14, 2018 19:05 |
LeschNyhan posted:Now that I’m space rich and have a third King Crab, how should I outfit it? I already have 2xAC20 and SRM Hell crabs. Dual Gauss is great if you managed to score that one in a million second Gauss Rifle. If not, then Gauss and a Headcapper AC/10+++ works nearly as well.
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# ? Jun 14, 2018 19:32 |
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jng2058 posted:Dual Gauss is great if you managed to score that one in a million second Gauss Rifle. If not, then Gauss and a Headcapper AC/10+++ works nearly as well. Right right - I’m floating around Yuris and Victoria looking for more ammo to do exactly that, since I did get that bug.
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# ? Jun 14, 2018 20:16 |
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jng2058 posted:Dual Gauss is great if you managed to score that one in a million second Gauss Rifle. If not, then Gauss and a Headcapper AC/10+++ works nearly as well. Is it actually possible to get a second Gauss without mods?
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# ? Jun 14, 2018 22:52 |
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You can but it's a bug, if you end the mission with a damaged Gauss rifle from a crit (without it being destroyed), it'll spawn a second one in a shop.
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# ? Jun 14, 2018 22:57 |
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Did the modders create a mod loader / mod installer yet? Or do I have to mess around with lots of individual files? I'm asking because I'd like to enrich my game a bit with those mods that add more equipment and craziness.
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# ? Jun 14, 2018 23:08 |
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Lord Stimperor posted:Did the modders create a mod loader / mod installer yet? Or do I have to mess around with lots of individual files? https://github.com/Mpstark/ModTek/wiki/The-Drop-Dead-Simple-Guide-to-Installing-BTML-&-ModTek-&-ModTek-mods
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# ? Jun 14, 2018 23:13 |
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AAAAA! Real Muenster posted:I wonder if that is why it is so hot in the campaign mission where you get to use one. I bet that is a typo where there should be 4 singles there? No. The Royal Black Knight uses double heat sinks. It's naturally a very hot-running design that works around bracket fire and isn't meant to alpha-strike. It should run somewhat cooler because the in-engine heat sinks should be doubles, too, so it's effectively missing 30 points of heat sink capacity. (Almost all Black Knight variants are hot-running flashbulbs and generally built around bracket firing.) Magni fucked around with this message at 02:12 on Jun 15, 2018 |
# ? Jun 15, 2018 02:06 |
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OhGreatAGinger posted:Is it actually possible to get a second Gauss without mods? The one mod I installed was to enable lostech to show up in stores sometimes - this let's me freak out less when a dhs gets destroyed. I've finished the campaign and am now roaming the map trying to catch them all. I hadn't seen a single Stalker until I took a 5 star pirate mission near Davion space where the reinforcement lance showed up with 3 of them. Are different mechs more common in different parts of the map? I already found a shop with my Urbie parts.
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# ? Jun 15, 2018 02:42 |
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Lord Stimperor posted:Did the modders create a mod loader / mod installer yet? Or do I have to mess around with lots of individual files? As a followon to the above reply, may I recommend a few mods: https://www.nexusmods.com/battletech/mods/135 -Firing line mods to see direct, indirect, and occluded firing lines https://www.nexusmods.com/battletech/mods/144 -stop scrolling to the top when you sell all of one thing https://www.nexusmods.com/battletech/mods/118 -Opens the whole map when you get the Argo https://www.nexusmods.com/battletech/mods/137 -panic system that affects accuracy and occasionally makes a pilot eject (super fun) https://www.nexusmods.com/battletech/mods/170 -Star League toys! (rare) https://www.nexusmods.com/battletech/mods/173 -Better Mechlab descriptons https://www.nexusmods.com/battletech/mods/150 -Makes all the Mech Mods straight upgrades instead of some having an extra tonnage https://www.nexusmods.com/battletech/mods/204 -Injured pilots lose skill points during a firefight https://www.nexusmods.com/battletech/mods/202 -no lovely tanks when it sends you to fight a "heavy Mech" https://www.nexusmods.com/battletech/mods/187 -tutorial skip https://www.nexusmods.com/battletech/mods/18 -a whole mess of variants to the mechs https://www.nexusmods.com/battletech/mods/93 -salvaged mechs start broken Mostly it's a difficulty increase/QoL set, but I am enjoying the hell out of it so far.
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# ? Jun 15, 2018 03:15 |
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# ? May 30, 2024 13:12 |
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Triangle Shirt Factotum posted:
but this is the best.
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# ? Jun 15, 2018 03:49 |