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HORMELCHILI
Jan 13, 2010


I mean isnt that what jump jets are for though

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A.o.D.
Jan 15, 2006

DatonKallandor posted:

I don't know how to make the ammo change, but you can totally easily make armor changes take actual time and money in simgameconstant.json - I don't know how that interacts with finishing a mission with armor damage though. If you make that change let us know what happens.

Giving this a shot now. I'll report back with how it went.

Ravenfood
Nov 4, 2011

HORMELCHILI posted:

I mean isnt that what jump jets are for though
JJs force you into DFA'ing if you try to use melee, which is a different action. If there was a way to JJ into a melee attack instead of DFA, I'd definitely use it.

But yeah, Juggernaut letting you sprint-melee, or even just increasing your melee distance, would be nice.

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:

You can check the probabilities before you commit to a move. The trick is to select the pip/hex you want to move to, but stay at the stage where you can move the vision cone. Move the mouse cursor over the Mech you want to target (it has to be inside the vision cone with a red LoS indicator when you do it though). If you want to check the numbers from a different spot just hit 'ESC' once to back out one stage and be able to select a different pip/hex.

There's no To-Hit penalty for moving (or bonus for standing still) for the same reason they didn't put in Overwatch. They don't want to encourage turtling style play. Bulwark does that enough already.

You can right click now to back up one step, so no need to hit escape. Another neat UI trick is that if you right click to select an enemy while you've got a mech selected for movement, it'll only let you move to points you can shoot the target from, if possible.

The to-hit penalty for self-move is still in the files and as a larger part of rebalances it plays pretty well (it's per mech weight, so it makes for a really good way to buff the lighter classes) with it on. But I'd recommend a vanilla (maybe with the LoS recolor just for convenience) run to anyone first. Maybe Vanilla + AI mod because the AI mod on it's own already makes fights a lot more varied since you can't reserve cheese.

HORMELCHILI
Jan 13, 2010


Ravenfood posted:

JJs force you into DFA'ing if you try to use melee, which is a different action. If there was a way to JJ into a melee attack instead of DFA, I'd definitely use it.

But yeah, Juggernaut letting you sprint-melee, or even just increasing your melee distance, would be nice.

a sprint into melee with stability damage is essentially the same thing though, with the need to get a jump jet upgrade fitted on a mech to negate the damage for balance

HORMELCHILI
Jan 13, 2010


there should be an upgrade that lets you expel heat during a DFA attack via foot flamethrowers

A.o.D.
Jan 15, 2006

A.o.D. posted:

Giving this a shot now. I'll report back with how it went.

Okay, so I adjusted the Armorinstalltechpoints to .01 and armorinstallcost to 156, and it had no effect on after action automatic armor repairs. I suspect this would only have an effect when modifying mechs in the mechlab, as it looks like the problem may be that the game simply doesn't track armor damage outside of combat.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

4.5 star mission. PPC carrier shows up. The rest are assaults, two highlanders (!) and an Awesome. (after Smithon I guess assaults are all you see above 3 stars on hard config). First mech strips it to 25 hp on one side. 60 missiles have 90% chance to hit, 80% or so to hit that side. 1 did.

Not a great start!

RBA Starblade fucked around with this message at 00:44 on Jul 20, 2018

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
I mean let’s be honest :xcom:

Ravenfood
Nov 4, 2011

HORMELCHILI posted:

a sprint into melee with stability damage is essentially the same thing though, with the need to get a jump jet upgrade fitted on a mech to negate the damage for balance

Unless you equip relatively heavy leg mods, DFA does a good amount of self damage too.

E: juggernaut could reduces dfa self damage and turn a sprint-melee into a shoulder charge that does less damage than a normal melee?

Ravenfood fucked around with this message at 00:52 on Jul 20, 2018

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I R SMART LIKE ROCK posted:

I mean let’s be honest :xcom:

Yeah I just thought it was funny. :v:

I got a free Highlander out of this though! Turns out even with buffs Awesomes still suck when the AI has them.

e: Uh or not, since one's a 733, the other's a 733p, and I selected one wrong part sonofabitch

RBA Starblade fucked around with this message at 01:07 on Jul 20, 2018

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
Yeah I’ve been playing with amechwarrior’s ai mod, with difficulty modifiers and Ironman and whew boy can the game get tense

Panfilo
Aug 27, 2011
Probation
Can't post for 13 days!
The one thing I did change in the . json files on RogueTech was to not make ejected mechs part of the scrap pickings. Kind of bullshit that even with ejecting you don't get your mech back by default. So I changed it back to how it is in the stock game.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I did a mission to snipe a Highlander 733P and run away. It's replacing my Shadow Hawk 2D because making it a missile boat seems wasteful. Kamea was really pissy I did that though. :v:

RBA Starblade fucked around with this message at 01:42 on Jul 20, 2018

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

mp5 posted:

Panzyr update:

I managed to bag a Griffin so I took that with the stock loadout in place of the Blackjack. The Griffin and the Shadow Hawk both made it to shooting range of the spaceport within 7 rounds and the AI didn't kill a single turret. Dekker took a fluke head injury from a SRM carrier.

How the gently caress did an SRM Carrier manage to shoot at Dekker and he didn't pop like a water balloon in the first place?

BeAuMaN
Feb 18, 2014

I'M A LEAD FARMER, MOTHERFUCKER!

Strobe posted:

How the gently caress did an SRM Carrier manage to shoot at Dekker and he didn't pop like a water balloon in the first place?

probably a lot of evasive pips. Maybe some cover thrown in.

Sidenote: I hear people complain about those 3x PPC carriers... I mean, yeah, they kind of hurt... but SRM Carriers are the big bad as far as heavy vehicles, with long reach, huge damage and stab potential. That or Demolishers that somehow get within good shooting range and 2x AC/20 you in the head. Happened to me once when it was hiding behind a mountain the whole time just out of view, and then it pops out; "Oh poo poo it's a Demolisher" and KA-POW-POW... HEADSHOT! :smithicide:

BeAuMaN fucked around with this message at 04:29 on Jul 20, 2018

rocketrobot
Jul 11, 2003

BeAuMaN posted:

I hear people complain about those 3x PPC carriers... I mean, yeah, they kind of hurt... but SRM Carriers are the big bad as far as heavy vehicles, with long reach, huge damage and stab potential. That or Demolishers that somehow get within good shooting range and 2x AC/20 you in the head. Happened to me once when it was hiding behind a mountain the whole time just out of view, and then it pops out; "Oh poo poo it's a Demolisher" and KA-POW-POW... HEADSHOT! :smithicide:

I always prioritize demolishers (and King Crabs) and will burn down to zero morale to remove them if I have to. If I can't, I full retreat to better position to stay away from those murder guns.

RosaParksOfDip
May 11, 2009
Yeah I don't have issues with Demolishers and SRM carriers due to the fact that I have 2 dedicated fire support mechs. One boating LRMs, the other rocking 2 AC10s(Might go back to 3 AC5s). Anything trying to get close gets deleted. PPC tanks gently caress me up cause the AI likes to suicide dash a light mech in and fire those things from way outside view. 3 PPC shots hitting the same location hurts like hell...

aparmenideanmonad
Jan 28, 2004
Balls to you and your way of mortal opinions - you don't exist anyway!
Fun Shoe

Last Transmission posted:

I want to see your loadout now, because you can only get 2 out of those 4 things you list to fit on a KC chassis. I tried in my own game just now and had this: 2 AC20, 4 SRM6, no JJ and a grand total of ~1100 armour and the mech is only very hot instead of ludicrously hot because I cheated and made the test built with double heatsinks.

This is obviously an end-gamey version of the build but it ends up with 443 alpha dmg and 1760 armor. You'll have less heat management or less armor with more single heatsinks.

Pornographic Memory
Dec 17, 2008

BeAuMaN posted:

probably a lot of evasive pips. Maybe some cover thrown in.

Sidenote: I hear people complain about those 3x PPC carriers... I mean, yeah, they kind of hurt... but SRM Carriers are the big bad as far as heavy vehicles, with long reach, huge damage and stab potential. That or Demolishers that somehow get within good shooting range and 2x AC/20 you in the head. Happened to me once when it was hiding behind a mountain the whole time just out of view, and then it pops out; "Oh poo poo it's a Demolisher" and KA-POW-POW... HEADSHOT! :smithicide:

Last night I was fighting a lance of heavy mechs, no big deal, two dragons, a quickdraw (the extra lovely one) and a jagermech. I see a 50t blip in the fog of war...terrain and buildings are blocking my LoS so it's pretty close range by the time he waddles on out, it's a Hunchback. I swear I could hear that AI motherfucker shouting "Kobe!" as he took his shot because that one AC/20 was all he needed to smoke my Thunderbolt's cockpit.

:xcom:

Last Transmission
Aug 10, 2011

aparmenideanmonad posted:

This is obviously an end-gamey version of the build but it ends up with 443 alpha dmg and 1760 armor. You'll have less heat management or less armor with more single heatsinks.



Yeah, I overlooked that your KC mounts only one AC20. (which I still find to be total heresy)
That token medium laser is just ace, though.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

aparmenideanmonad posted:

This is obviously an end-gamey version of the build but it ends up with 443 alpha dmg and 1760 armor. You'll have less heat management or less armor with more single heatsinks.



I run basically the same thing but ditched the jump jets in favor of heat sinks.

Assault JJs are so... pointless and ridiculously heavy.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Zore posted:

I run basically the same thing but ditched the jump jets in favor of heat sinks.

Assault JJs are so... pointless and ridiculously heavy.

I slapped three on my new Highlander because I could and didn't really have anything better to do with the weight. Maximum MLs, SLs, and SRMs. Waddle to victory! :madmax:

I made it close range because I figure the Royal Highlander will be long range anyway.

aparmenideanmonad
Jan 28, 2004
Balls to you and your way of mortal opinions - you don't exist anyway!
Fun Shoe

Zore posted:

I run basically the same thing but ditched the jump jets in favor of heat sinks.

Assault JJs are so... pointless and ridiculously heavy.
JJ's allow taking advantage of tactical opportunities all the time, but I don't really want to get into some sort of min-max playstyle debate because I don't really care. I honestly keep them on all short range mechs simply because it allows you to be aggressive and plow through missions faster and (for me) more enjoyably. It also makes convoy and base defense missions where enemies start spread out or far away a lot more doable (though you can certainly avoid taking them in the first place). When you're struggling to fit stuff earlier in the campaign, I can see the rationale for dropping them and just being patient with letting enemies come to you and dealing with terrain limitations. When you're neck deep in +++ gear, have all the DHS from the campaign, and can fit heat stable 400+ dmg alphas with max armor and room to spare, then there's no reason not to use them unless you just really like standing around waiting for bad guys.

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

Zore posted:

Assault JJs are so... pointless and ridiculously heavy.

It's very good to pack JJs on Stalkers/Highlanders/Atlas/Crabs since it gives them a jump move equal to a standard normal move (120m) to make up for their low speed, and it's a comparatively small allocation relative to their total available payload.

aparmenideanmonad posted:

This is obviously an end-gamey version of the build but it ends up with 443 alpha dmg and 1760 armor. You'll have less heat management or less armor with more single heatsinks.



Too much back armor.

+4 damage SRM6++ are better than the SRM6+++

rocketrobot
Jul 11, 2003

Conspiratiorist posted:

Too much back armor.

+4 damage SRM6++ are better than the SRM6+++

Yeah, you don't need more than 75 on a brawly mech. And even that is pretty high. Drop a big and add a small laser. :getin:

I would like to add that I am way too big of a coward to put LosTech on a brawling mech. My 3xLRM-15 (plus a LL & 2xML) Highlander gets all the DHSs.

Panfilo
Aug 27, 2011
Probation
Can't post for 13 days!
RogueTech is neat in that there's not just current tech but also really advanced stuff as well as janky pirate stuff. You often end up needing to downgrade your mechs through a lack of better parts .

Only bad thing is that mission difficulty really doesn't factor this in,so you can luck out and fight a lance of jalopys or get screwed by tech a century ahead of your own .

aparmenideanmonad
Jan 28, 2004
Balls to you and your way of mortal opinions - you don't exist anyway!
Fun Shoe

Conspiratiorist posted:

+4 damage SRM6++ are better than the SRM6+++


Back armor: I'm not sure why the back CT is at 95, that should be 75 with the armor on the legs bumped to 210. You can certainly run these guys with less than max frontal armor, but might as well with all that weight savings from the DHS.

SL: I've run these with support weapons before and they never get used, so I just dumped em. My disco grasshopper is the only srs-biz mech I run with supports because my assaults never end up close enough to use them, even with JJs.

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
Holly SRM6+ (+2 dmg) have a hidden +1 Accuracy bonus.
Holly SRM6++ (+4 dmg) have a hidden +5 Accuracy bonus.

fake ed:

Delta LRM5/10/15++ (+2 stab) are actually +3 stability damage.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Conspiratiorist posted:

Holly SRM6+ (+2 dmg) have a hidden +1 Accuracy bonus.
Holly SRM6++ (+4 dmg) have a hidden +5 Accuracy bonus.

What? What else does that?

McGavin
Sep 18, 2012

RBA Starblade posted:

What? What else does that?

Just the Holly SRMs and the Delta LRMs. You can edit the files to fix it, but it's surprising that HBS hasn't fixed it themselves already.

isildur
May 31, 2000

BattleDroids: Flashpoint OH NO! Dekker! IS DOWN! THIS IS Glitch! Taking Command! THIS IS Glich! Taking command! OH NO! Glitch! IS DOWN! THIS IS Medusa! Taking command! THIS IS Medusa! Taking command! OH NO! Medusa IS DOWN!

Soon to be part of the Battletech Universe canon.

A.o.D. posted:

Okay, so I adjusted the Armorinstalltechpoints to .01 and armorinstallcost to 156, and it had no effect on after action automatic armor repairs. I suspect this would only have an effect when modifying mechs in the mechlab, as it looks like the problem may be that the game simply doesn't track armor damage outside of combat.

there are several places in the code where armor is restored to full. you won't be able to get the effect you're looking for just from json. but i know at least one modder is working on adding armor repair time and cost; i've chatted with them about where in the code the armor is getting restored automatically, and they seemed to have it under control the last time we talked.

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

RBA Starblade posted:

What? What else does that?

Only those pure damage SRMs and the pure stab LRMs I mentioned (the LRM20++ works as it says on its tin).

I hold the Holly SRM6++ (+5 acc +4 dmg) and the Magna Large Laser+++ (+3 acc +10 dmg, no hidden stats) as the best weapons in the game. The combination also works with decapitation tactics, since if a large laser hits the head, all it takes is one missile to finish off a full health cockpit (50+12 v 61), meaning if you pack 8 or so missiles a 50 damage LL is as good at called shot headcapping as an AC10+.

mp5
Jan 1, 2005

Stroke of luck!

Strobe posted:

How the gently caress did an SRM Carrier manage to shoot at Dekker and he didn't pop like a water balloon in the first place?

He had 5-6 evasion pips from jumpjetting in his Hunchback, which made me even more mad that he got hit at all

But again I built my pilots wrong anyway

aparmenideanmonad
Jan 28, 2004
Balls to you and your way of mortal opinions - you don't exist anyway!
Fun Shoe

Conspiratiorist posted:

Holly SRM6+ (+2 dmg) have a hidden +1 Accuracy bonus.
Holly SRM6++ (+4 dmg) have a hidden +5 Accuracy bonus.

fake ed:

Delta LRM5/10/15++ (+2 stab) are actually +3 stability damage.

Yeah, and I'd rather have the stab damage than +5 accuracy, especially with the 10/10/10/10 pilots who are obviously going to be driving the layout I posted as well as the stab buff to mechs in 1.1 (I use the 5stb dmg LRM15++ over LRM15+++ or any of the +stb dmg LRM20s as well - it's just a better weapon for doing stability damage). You prefer the accuracy, and that makes sense as you appear to be building for headcaps, but the thread would be better served by you describing your preference from the outset than simply proclaiming one to be better than the other.

Ravenfood
Nov 4, 2011

aparmenideanmonad posted:

Yeah, and I'd rather have the stab damage than +5 accuracy, especially with the 10/10/10/10 pilots who are obviously going to be driving the layout I posted as well as the stab buff to mechs in 1.1 (I use the 5stb dmg LRM15++ over LRM15+++ or any of the +stb dmg LRM20s as well - it's just a better weapon for doing stability damage). You prefer the accuracy, and that makes sense as you appear to be building for headcaps, but the thread would be better served by you describing your preference from the outset than simply proclaiming one to be better than the other.

Also by explicitly mentioning the hidden accuracy bonuses earlier, rather than just saying "these are better" (because they have entirely undocumented bonuses, obviously)

A.o.D.
Jan 15, 2006

isildur posted:

there are several places in the code where armor is restored to full. you won't be able to get the effect you're looking for just from json. but i know at least one modder is working on adding armor repair time and cost; i've chatted with them about where in the code the armor is getting restored automatically, and they seemed to have it under control the last time we talked.

I suspected as much. I don't possess the acumen or the wherewithal to attempt such a mod.

Section Z
Oct 1, 2008

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

Pillbug

Pornographic Memory posted:

Last night I was fighting a lance of heavy mechs, no big deal, two dragons, a quickdraw (the extra lovely one) and a jagermech. I see a 50t blip in the fog of war...terrain and buildings are blocking my LoS so it's pretty close range by the time he waddles on out, it's a Hunchback. I swear I could hear that AI motherfucker shouting "Kobe!" as he took his shot because that one AC/20 was all he needed to smoke my Thunderbolt's cockpit.

:xcom:
How effective evasive pips are, is directly tied to how likely you are to survive getting hit anyways :pseudo:

So far the wild world of confirmation bias showecased all my insane JJ 4-5 pip orion into a pack of demolisher and SRM carriers resulted in matrix dodges, while hiding a 5-6 evasive at risk mech behind a rock resulted in multiple indirect fire headshots.

Could as much be a case of less turns you could be shot at cutting down the amount of times you could get hit. Saying gently caress it and DFAing somebody to death in exchange for leg damage in the early/mid game is two or three less times the enemy would have gotten a chance to shoot back while you played evasive keep away at sniper/LRM distance.

Section Z fucked around with this message at 19:16 on Jul 20, 2018

Panfilo
Aug 27, 2011
Probation
Can't post for 13 days!
There's a few other things I've noticed with RogueTech:

-Pilots get fatigued which means you'll want to rotate them out which means having a lot of pilots actually has a point. And instead of just a morale penalty for things they actually get a pretty significant stat penalty if you take them out again before they're fully recovered.

-There's a lot of Solaris equipment that can, with the right pilot, turn your mech into an absolute monster in hand to hand. Among them are spikes which can damage mechs that try to melee you.

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BeAuMaN
Feb 18, 2014

I'M A LEAD FARMER, MOTHERFUCKER!

aparmenideanmonad posted:

Yeah, and I'd rather have the stab damage than +5 accuracy, especially with the 10/10/10/10 pilots who are obviously going to be driving the layout I posted as well as the stab buff to mechs in 1.1 (I use the 5stb dmg LRM15++ over LRM15+++ or any of the +stb dmg LRM20s as well - it's just a better weapon for doing stability damage). You prefer the accuracy, and that makes sense as you appear to be building for headcaps, but the thread would be better served by you describing your preference from the outset than simply proclaiming one to be better than the other.

I have no idea how head caps work aside from what the game shows. With Maxed Called Shot, there's a 16% chance to hit, right? None of these Accuracy bonuses affect that, right?

BeAuMaN fucked around with this message at 22:34 on Jul 20, 2018

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