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evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious

Captain Foo posted:

In the era? Ac/20 is the only thing that can do it in one shot outside of the lostech Gauss, though any shot that hits head structure can critical the cockpit for instant death

I meant less in terms of blowing the head off and more just giving pilot hits in general.

Edit: Also, I hope those mods are good. New mechs are the absolute best.

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raverrn
Apr 5, 2005

Unidentified spacecraft inbound from delta line.

All Silpheed squadrons scramble now!


Captain Foo posted:

and blowing off a torso doesn't get you any pilot damage

Yeah, but every time you took a hit there was a chance your pilot was out cold (but not dead).

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

evilmiera posted:

I meant less in terms of blowing the head off and more just giving pilot hits in general.

LB20X or bust in that case

Runa
Feb 13, 2011

I just realized that Marauder's a Mad Crab and I am all sorts of ready

Horace Kinch
Aug 15, 2007

I know the Roughneck is PGI canon and not necessarily BT cannon, but drat was it one of my favorite IS mechs and I'm a pretty big Clan fanboy. I hope they add it in at some point.

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious

And Tyler Too! posted:

I know the Roughneck is PGI canon and not necessarily BT cannon, but drat was it one of my favorite IS mechs and I'm a pretty big Clan fanboy. I hope they add it in at some point.

I just read up on it, and its origins are pretty great (aside from the weird mention of blackmail against the company CEO). I love mechs that are just not "perfect", but exist because of outside issues, bad or odd design choices or just outright desperation. I especially love industrial mechs, whether they be pressed into service to fight with slapped-on weaponry or militiamechs that are just not all that great, but they make for good cannonfodder.

One of my last projects as I was playing around in MekHQ was making a bunch of the cheapest possible mechs I could, using commercial or industrial tech, and making up a little backstory for them about the mechs essentially being leftovers from a corporation that went belly-up (which had used them to deter pirates on their development world) and were being piloted by their former developers and technicians who had naively decided to go into the merc business with them, since they were left with no wages or compensation after their employer scuttled the company.

Unfortunately, making mechs cheap like that meant they exploded if you sneezed at them, and I had a real hard time figuring out how to make them work in a proper combat scenario. I had a lot of fun trying, though!

Panfilo
Aug 27, 2011
Probation
Can't post for 13 days!
I find it rather annoying that machine guns can't be put in ballistic hardpoints, and small lasers can't be put in energy hardpoints.

Would it really break game balance in its knee to not just be restricted to the support slots? Since the lowest weight commitment for a ballistic Hardpoint is 7 tons, they tend to be kind of all or nothing especially on lighter mechs. Being able to have MGs on em instead would be more useful. Similarly, being able to 'downgrade' the medium lasers to smalls on the 'Swayback' variant of the hunchback would be interesting because it's already a close in Brawler and the smaller lasers mean less heat.

Sandwich Anarchist
Sep 12, 2008
It's an easy thing to mod, but it would completely destroy certain mechs and make melee combat next to useless in terms of ability to do damage

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
yeah a grasshopper would become even more of a beast mode melee machine

Sandwich Anarchist
Sep 12, 2008

I R SMART LIKE ROCK posted:

yeah a grasshopper would become even more of a beast mode melee machine

Yeah, removing all of the weapon fire from its melee attacks would buff it, yes, good

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe

Sandwich Anarchist posted:

Yeah, removing all of the weapon fire from its melee attacks would buff it, yes, good

Sorry I understood the op to mean use small lasers in both support and energy slots. Which would leave the grasshopper with 12x SL for 240 + 90 melee

Ravenfood
Nov 4, 2011

Sandwich Anarchist posted:

Yeah, removing all of the weapon fire from its melee attacks would buff it, yes, good

I don't understand how you interpreted that to mean anything other than "support weapons can be mounted in all support slots and also in the appropriate ballistics/laser slots if you so choose".

Section Z
Oct 1, 2008

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

Pillbug

Ravenfood posted:

I don't understand how you interpreted that to mean anything other than "support weapons can be mounted in all support slots and also in the appropriate ballistics/laser slots if you so choose".

Maybe too much exposure to TT grog modders?

You know, the ones who want to fix the AC2 by kicking it from the gutter back into the sewer "Because that's how we did it in the good old days!"

EDIT: In the sense that seeing a lot of "CLASSIC TT hardpoints, thank you very much!" mods could have given them poor expectations of any ire towards the clash of support vs "My shadowhawk has all these useless ballistic mounts". I'm just trying to think of reasons someone normally fine with cool ideas would miss a beat and interpret "MORE machineguns!" as "gently caress support weapons"

Section Z fucked around with this message at 09:32 on Jul 4, 2018

Paingod556
Nov 8, 2011

Not a problem, sir

I R SMART LIKE ROCK posted:

Sorry I understood the op to mean use small lasers in both support and energy slots. Which would leave the grasshopper with 12x SL for 240 + 90 melee

The solution would be SLAS can go in Support and Energy, but only Support slots can fire in melee

Fluff in some bullshit about 'shock absorbant housing' and you're good

ninjewtsu
Oct 9, 2012

I imagine there's a ui issue with the support weapon idea. If an arm has 2 support slots and 2 ballistic slots, and you put 2 MGs on it, which slots does the UI show as taking up? If you show it as taking up 2/2 support slots, that's wrong, because you can still put 2 small lasers on that arm. But if you show it as taking up 2/2 ballistic slots, that's also wrong, because you could shove 2 AC5s on there too. Hoe do you communicate to the player that those 2 MGs are consuming and also not consuming 4 different slots simultaneously?

A.o.D.
Jan 15, 2006

Panfilo posted:

I find it rather annoying that machine guns can't be put in ballistic hardpoints, and small lasers can't be put in energy hardpoints.

Would it really break game balance in its knee to not just be restricted to the support slots? Since the lowest weight commitment for a ballistic Hardpoint is 7 tons, they tend to be kind of all or nothing especially on lighter mechs. Being able to have MGs on em instead would be more useful. Similarly, being able to 'downgrade' the medium lasers to smalls on the 'Swayback' variant of the hunchback would be interesting because it's already a close in Brawler and the smaller lasers mean less heat.

https://www.youtube.com/watch?v=vD9Qw0_1VWk

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

ninjewtsu posted:

I imagine there's a ui issue with the support weapon idea. If an arm has 2 support slots and 2 ballistic slots, and you put 2 MGs on it, which slots does the UI show as taking up? If you show it as taking up 2/2 support slots, that's wrong, because you can still put 2 small lasers on that arm. But if you show it as taking up 2/2 ballistic slots, that's also wrong, because you could shove 2 AC5s on there too. Hoe do you communicate to the player that those 2 MGs are consuming and also not consuming 4 different slots simultaneously?

Well the only way I can see of easily modding it currently would neatly sidestep that issue: You'd simply have two versions of small lasers and MGs - a support version and identical respective hardpoint version. The non-support one would automatically not fire on melee because that's the way the game currently works. And since the weapon only goes into type of slot you'd never run into that issue.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

You could just have a popup that asks which type of hardpoint you wanna use. Or perhaps you could have players drag the weapon over the corresponding hardpoint icon instead of the empty slot in the paper doll.

Q_res
Oct 29, 2005

We're fucking built for this shit!
Or, you could leave it as is because it's not a problem in the first loving place.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Q_res posted:

Or, you could leave it as is because it's not a problem in the first loving place.

I don't think you "get" battletech

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Q_res posted:

Or, you could leave it as is because it's not a problem in the first loving place.

The lack of low-tonnage ballistic slot weapons is an actual problem though. And it won't be solved until....light gauss? Small RACs? Does it ever get solved? AP Gauss?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

DatonKallandor posted:

The lack of low-tonnage ballistic slot weapons is an actual problem though. And it won't be solved until....light gauss?

Light Gauss weighs as much as an AC/20

Light Light AC/2 and Light AC/5 are as close as you get to light ballistic weapons. They're ok. They'd be pretty good in this, since Line of Sight is so short.

tangy yet delightful
Sep 13, 2005



This is my first real Battletech/MW game (if you don't count a PC Gamer Mechwarrior demo from maybe 2000). Tonight I'll be trying the 3 years later mission for the third time to play it right and not lose any mechs to start out with.

Is there a good walkthrough on how to use the mech bay and create good weapon loadouts?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

tangy yet delightful posted:

Is there a good walkthrough on how to use the mech bay and create good weapon loadouts?

General rules:
- Don't keep ammo in the center torso unless you like losing 'Mechs.

- The AC/2 is not great, upgrade to AC/5s or drop them for something else

- Don't mix LRMs and SRMs on the same 'Mech, if you're using LRMs and want more missiles, add a second LRM launcher rather than an SRM.

- Don't mix multiple autocannon sizes. If you're using an AC/5, adding an AC/2 or an AC/10 in addition to that AC/5 means you have to devote extra tonnage to ammo that you wouldn't if you mounted a second AC/5.

- Front armor is good, it doesn't need to be maxed necessarily but don't skimp on it.

- Rear armor is "nice to have" to protect you from positioning mistakes, but isn't vital. Increase rear armor if you've accomplished everything else you want with a chassis and have spare tonnage you don't want to devote to heat sinks or equipment.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
I salvaged a Dragon and I don't get all the complaints on this thing, I think it's actually sorta great.

Been running it with an AC20+, 2 MLs, 2 SLs, 2 tons of AC20 ammo, rest is all front armor, prioritizing the right side to protect that AC20. It's drat fun, you just bumrush the nearest large thing, blasting it in the face until you're in melee range, then punch it in the face until it's dead. Rinse, repeat. It's hilariously effective, and despite the complete lack of heatsinks it doesn't really matter since you're just meleeing to cool off anyway.

Amechwarrior
Jan 29, 2007

https://github.com/Mpstark/BetterAI/releases/tag/v1.1.0

Updated my AI mod. Starting to really enjoy watching the AI give me no great options.

Khizan
Jul 30, 2013


I just feel like it's really not worth using over a high end medium. It doesn't have notably more free weight than a high-end medium, and it's slower and lower in initiative while having heavier jump jets.

Pornographic Memory
Dec 17, 2008

Fuzz posted:

I salvaged a Dragon and I don't get all the complaints on this thing, I think it's actually sorta great.

Been running it with an AC20+, 2 MLs, 2 SLs, 2 tons of AC20 ammo, rest is all front armor, prioritizing the right side to protect that AC20. It's drat fun, you just bumrush the nearest large thing, blasting it in the face until you're in melee range, then punch it in the face until it's dead. Rinse, repeat. It's hilariously effective, and despite the complete lack of heatsinks it doesn't really matter since you're just meleeing to cool off anyway.

I built a Dragon basically the same way and yeah it's fun running up to mechs punching them out, but I think a lot of people don't like it because it doesn't fit in at all with a team where everybody's running Bulwark. The Dragon ends up sucking down shitloads of morale because it's always moving and can't keep up Bulwark, so you either spam Vigilance on your Dragon or you get hosed up by the AI focusing the Dragon since it's probably in heavily exposed positions a lot. It needs a lot of babysitting, basically.

Night10194
Feb 13, 2012

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

The problem with the Dragon is that the Punch Dragon isn't anything you couldn't do with a Shadow Hawk.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
Couldn’t you do something pretty similar to that dragon with a SHD-2D? I prefer torso mounted AC/20’s since you want it to last as long as possible

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

Fuzz posted:

I salvaged a Dragon and I don't get all the complaints on this thing, I think it's actually sorta great.

Been running it with an AC20+, 2 MLs, 2 SLs, 2 tons of AC20 ammo, rest is all front armor, prioritizing the right side to protect that AC20. It's drat fun, you just bumrush the nearest large thing, blasting it in the face until you're in melee range, then punch it in the face until it's dead. Rinse, repeat. It's hilariously effective, and despite the complete lack of heatsinks it doesn't really matter since you're just meleeing to cool off anyway.

You could do the exact same thing on a Shadowhawk and enjoy +1 hit defense and better initiative.

That's the problem with the Dragon.

Wurzag
Jun 3, 2007

Bad Moons, Bad Moons, wot ya gonna do?


In the new custom game settings how does changing the encounter difficulty to hard actually affect the game? All I've really noticed so far have been heavier tanks showing up slightly earlier but that's been more or less it.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I R SMART LIKE ROCK posted:

Couldn’t you do something pretty similar to that dragon with a SHD-2D? I prefer torso mounted AC/20’s since you want it to last as long as possible

The 2D is one of my favorite close range mechs. Load up on mediums, srms, and machine guns and blitz your way to haymaker range as someone degrades the armor even further for you for the sweet sweet crits.

Panfilo
Aug 27, 2011
Probation
Can't post for 13 days!
I'm finding SRMs to be a lot of fun, and I tend to stick em in missile hardpoints instead of LRMs.

Similarly, I don't worry too much about LRM carriers but those SRM carriers can be brutal if they get a Salvo off.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Panfilo posted:

I'm finding SRMs to be a lot of fun, and I tend to stick em in missile hardpoints instead of LRMs.

Similarly, I don't worry too much about LRM carriers but those SRM carriers can be brutal if they get a Salvo off.

I'll drop everything I'm doing to murder those. I hate them so much.

e: dear lord the hard random configs after Panzyr - it spawned three mediums, three heavies, and a demolisher in three-fourths of a circle around me. They're all wooded so I couldn't get the demolisher before it blew someone's arms off. Time to leave!

RBA Starblade fucked around with this message at 22:54 on Jul 4, 2018

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Panfilo posted:

I'm finding SRMs to be a lot of fun, and I tend to stick em in missile hardpoints instead of LRMs.

Similarly, I don't worry too much about LRM carriers but those SRM carriers can be brutal if they get a Salvo off.

SRMs are by far the most damaging weapon in the game (scaled by heat and weight) but given that they no longer work properly for called shots there are actually some reasons to not use them, unlike previously where a firehose of SRMs could core any mech in 1 shot.

Horace Kinch
Aug 15, 2007

I really would like to see support weapons removed as a category and integrated into their standard counterparts. If I have a mech and its right arm has 3 ballistic hardpoints you're out of your mind if you think I'm gonna fill that gap with AC/2's when I would much rather have some MG's to fish for crits. I don't play MWO anymore but a dedicated MG boat could absolutely shred a mech with exposed parts, and a SL boat is a legit strategy if you can field enough of them. Flamers, MGs, and Small Lasers have a place in Battletech but it's a very niche use. I'd rather just have them integrated to their specific roles so if I wanted to field an 8x SL Grasshopper, I could. Or an all MG Locust, I would love to use it as a finisher.

Horace Kinch fucked around with this message at 01:37 on Jul 5, 2018

tangy yet delightful
Sep 13, 2005



PoptartsNinja posted:

General rules:
- Don't keep ammo in the center torso unless you like losing 'Mechs.

- The AC/2 is not great, upgrade to AC/5s or drop them for something else

- Don't mix LRMs and SRMs on the same 'Mech, if you're using LRMs and want more missiles, add a second LRM launcher rather than an SRM.

- Don't mix multiple autocannon sizes. If you're using an AC/5, adding an AC/2 or an AC/10 in addition to that AC/5 means you have to devote extra tonnage to ammo that you wouldn't if you mounted a second AC/5.

- Front armor is good, it doesn't need to be maxed necessarily but don't skimp on it.

- Rear armor is "nice to have" to protect you from positioning mistakes, but isn't vital. Increase rear armor if you've accomplished everything else you want with a chassis and have spare tonnage you don't want to devote to heat sinks or equipment.

Appreciate the tips!

Nehru the Damaja
May 20, 2005

Got this during the sale and I think I might be garbage at it?

I've been playing through the campaign but it feels like the story missions are accelerating faster than the stuff available to me and I'm running some unimpressive/underweight stuff while the missions accelerate past what I can do.

To get it out of the way, I know about flanking from sides, focusing down soft parts of a mech, etc. I generally get a guy with Sensor Lock into the worst heat managed mech in my four so he has useful things to do even when he can't shoot. But I feel like my problems are as such:

1) I can't reliably scavenge anything because even when I knock someone over and tell my boys to shoot out the legs, they're like "WOOPS LOL" and core the bastard.

2) I do side jobs to try to delay the progress of the campaign and acquire more mechs and gear and inevitably reach a point where the mission rating of the side jobs is higher than the story job, so I suck it up and do the story job which only seems to make everything thereafter even more difficult.

3) Holy poo poo can I just take my turn instead of watching my mech get battered from a trillion angles by things a zillion miles away? Okay I'm just speaking from frustration on this one but any mission where I have to restart I feel like starts early with a zillion unseen turrets and vehicles battering me while I try to tear down a more immediate threat.

4) Cover/downhill disadvantage often seems to make shooting these bastards a nearly useless option. I'm smart enough to wheel around into valleys or up hills to take the advantage where I can but a lot of maps don't make this an option and I end up dumping a hellacious amount of shots into some nerd before he finally finally finally dies.

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Pornographic Memory
Dec 17, 2008

Nehru the Damaja posted:

Got this during the sale and I think I might be garbage at it?

I've been playing through the campaign but it feels like the story missions are accelerating faster than the stuff available to me and I'm running some unimpressive/underweight stuff while the missions accelerate past what I can do.

To get it out of the way, I know about flanking from sides, focusing down soft parts of a mech, etc. I generally get a guy with Sensor Lock into the worst heat managed mech in my four so he has useful things to do even when he can't shoot. But I feel like my problems are as such:

1) I can't reliably scavenge anything because even when I knock someone over and tell my boys to shoot out the legs, they're like "WOOPS LOL" and core the bastard.

2) I do side jobs to try to delay the progress of the campaign and acquire more mechs and gear and inevitably reach a point where the mission rating of the side jobs is higher than the story job, so I suck it up and do the story job which only seems to make everything thereafter even more difficult.

3) Holy poo poo can I just take my turn instead of watching my mech get battered from a trillion angles by things a zillion miles away? Okay I'm just speaking from frustration on this one but any mission where I have to restart I feel like starts early with a zillion unseen turrets and vehicles battering me while I try to tear down a more immediate threat.

4) Cover/downhill disadvantage often seems to make shooting these bastards a nearly useless option. I'm smart enough to wheel around into valleys or up hills to take the advantage where I can but a lot of maps don't make this an option and I end up dumping a hellacious amount of shots into some nerd before he finally finally finally dies.

It sounds like you really need to just buckle down and grind some lower difficulty missions to build up your team. If the side jobs currently being offered to you are too hard, just fly off to a planet with a lower difficulty and that'll spawn a new set of contracts for you. The story missions are literally the only thing that will progress the overall difficulty, but different planets have different difficulty levels.

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