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Sandwich Anarchist
Sep 12, 2008

DatonKallandor posted:

The juggernaut mod you linked has a version that only braces in the files tab. That's the one I use - it seems good enough. Melee still risky with it though, especially with the AI mod, because even though you're braced you are going to end up in easy punching and de-bracing range. Watching the activation timings is super important still.

I also can't recommend these https://forums.somethingawful.com/showthread.php?threadid=3821533&userid=0&perpage=40&pagenumber=318#post483957862 changes enough. It really makes accuracy something that matters (instead of almost all shots in the game being 80%+) and helps lights and mediums a lot. Without slowing the game down to a crawl as everyone has permanent 20%s to hit.

Ayyyyyyy

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Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
Whatever AI mod RogueTech users features an AI that reserves. On top of that Tactical Mastery doesn't give +1 Initiative anymore,instead just boosting stability and reducing the chance to receive crits (which is still decent).

Guts tree also has improvements, Juggernaut is the same but you get it sooner, and the second ability, Berserker, does Brace you after melee.

In fact Juggernaut+Berserker+Ace pilot is extremely strong in RogueTech. You're Braced, have +1 evasion pip, and knock the target back 1 Initiative. This often puts you in a position where you can strip their own evasion away and have allies shoot before the target can move away.

Alchenar
Apr 9, 2008

So did people notice the Paradox Quarterly report reveals HBS are tasked with another Battletech game? (well, a new title).

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

Alchenar posted:

So did people notice the Paradox Quarterly report reveals HBS are tasked with another Battletech game? (well, a new title).

it sold way above projections, right? And there's a structure already established for a lot of cool stuff in the future

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe

Phrosphor posted:

They made an annoucement yesterday that they had brought on a new artist, so something is happening. It feels really weird after how open things felt in that last run up to release with the monthly Q&A's. There has probably been a lot of shuffling going on with the Paradox takeover and also the loss of a member of staff to scandal.

I am hoping for something soon, it would be great to keep going with the Argo and Darius and co into the third succession war and beyond.

In other news I restarted my DZ_Company Commander sandbox and I am having a lot more fun, it feels really hardscrabble and slowly gearing up is great. If you do go for it I can't stress getting the first power system upgrade asap, it's a massive investment but you get so many negative events from not having it. I bought it day one of the campaign this time and I am slowly getting back into the green. From my starting mechs of:

code:
Vindicator (Great starter but PPC's are terrible in this modpack with low gunnery pilots - especially with the small movement penalties it adds), 
Cicada (the bad one with the huge engine, also turned into a total hanger queen), 
Commando, 
Urbanmech (The AC20 version! Sadly I had an AC20 ammo explosion very early and lost the gun, but it did a lot of work with 2xAC/2),
Locust (I had 3xSmall laser and a medium on this, but a bad mission meant I had to refit it and couldn't get my hands on enough replacement small lasers. I put 3xMG on and a half ton of MG ammo and it actually super overperformed.)
I now have
code:
Vindicator
Panther
Panther
Commando
Commando
Commando
And I feel that I can finally start pushing into one and a half skull missions and get my hands on some mediums!

This is from a while ago but how'd this campaign end up? Also did you mix in any other mods? I was considering starting up a new campaign and RogueTech doesn't seem quite up my alley

Phrosphor
Feb 25, 2007

Urbanisation

I R SMART LIKE ROCK posted:

This is from a while ago but how'd this campaign end up? Also did you mix in any other mods? I was considering starting up a new campaign and RogueTech doesn't seem quite up my alley

I went bankrupt! I made some stupid choices and got stuck with large repair times and no income. There is a new version with the pilot quirks mod just released.

I started a new camlo that is going a lot better.

double nine
Aug 8, 2013

Since I'm completely ignorant of the universe I find the whole notion of refitting 'mechs to be a terrifying concept, especially because I have no clue what to focus on, what weapons are good for what etc.

I tried filling in the shadow hawk's missile slots with 2 LRM10 weapons, but the results were subpar when placed in a combat situation, compared to the default loadout where it has an AC5. It might not have been the best mech to try and learn tinkering with, and I might not yet have a good grasp of missile weapons' niche. So could you guys and gals clarify these issues for me a little?

Should the thing instead be loaded out with srms for better stability damage, what is a good early game way to tweak the shadow hawk (and why tweak this way specifically) and what's the best way to think of missiles?

Am I correct that ARs are basically lasers, but heavier and requiring a lot fewer heat sinks?

double nine fucked around with this message at 16:02 on Aug 16, 2018

OB_Juan
Nov 24, 2004

Not every day is a good day.


Dinosaur Gum
AC's and lasers both do a single whack of damage per shot, and you are correct that the trade off is that lasers are lighter, hotter, and don't require ammunition.

My early Shadowhawk builds were generally just swapping out the SRM and it's ammo for another LRM5, and trying to see if I could put a little more armor on them.

The AC/5 and med laser made it a reasonable direct fire threat, and the pair of LRMs (watch that ammo, though), gave it a decent ability to hit things out of line-of-sight.

RosaParksOfDip
May 11, 2009

double nine posted:

Since I'm completely ignorant of the universe I find the whole notion of refitting 'mechs to be a terrifying concept, especially because I have no clue what to focus on, what weapons are good for what etc.

I tried filling in the shadow hawk's missile slots with 2 LRM10 weapons, but the results were subpar when placed in a combat situation, compared to the default loadout where it has an AC5. It might not have been the best mech to try and learn tinkering with, and I might not yet have a good grasp of missile weapons' niche. So could you guys and gals clarify these issues for me a little?

Should the thing instead be loaded out with srms for better stability damage, what is a good early game way to tweak the shadow hawk (and why tweak this way specifically) and what's the best way to think of missiles?

Am I correct that ARs are basically lasers, but heavier and requiring a lot fewer heat sinks?

For missiles I usually dedicate one mech to LRMs And use it for having stab damage + indirect fire. Early on/mid you can drop/almost drop a mech from zero stab damage in one salvo. I also have a bunch of SRMs on a scout/off tank style mech.

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."

double nine posted:

Since I'm completely ignorant of the universe I find the whole notion of refitting 'mechs to be a terrifying concept, especially because I have no clue what to focus on, what weapons are good for what etc.

I tried filling in the shadow hawk's missile slots with 2 LRM10 weapons, but the results were subpar when placed in a combat situation, compared to the default loadout where it has an AC5. It might not have been the best mech to try and learn tinkering with, and I might not yet have a good grasp of missile weapons' niche. So could you guys and gals clarify these issues for me a little?

Should the thing instead be loaded out with srms for better stability damage, what is a good early game way to tweak the shadow hawk (and why tweak this way specifically) and what's the best way to think of missiles?

Am I correct that ARs are basically lasers, but heavier and requiring a lot fewer heat sinks?

Medium Lasers (and Large now I guess) are you baseline best weapon. Generally you wanna fill all your energy hardpoints with medium lasers, get enough heatsinks so you're at about 50% of the bar and then see what you can do with the left-over tonnage. Only not fill your energy hardpoints with MLs if you're very sure you want to give up the efficiency (for example if you're running an LRM boat and you know, 100% for sure, that'll you never be in ML range or you have enough tonnage to swap some MLs for Larges).

Edit: vvv And remove the ammo from your Center Torso and move it somewhere else. CT ammo is one of the things making many stock mechs complete pushovers.

DatonKallandor fucked around with this message at 17:27 on Aug 16, 2018

Alchenar
Apr 9, 2008

DatonKallandor posted:

Medium Lasers (and Large now I guess) are you baseline best weapon. Generally you wanna fill all your energy hardpoints with medium lasers, get enough heatsinks so you're at about 50% of the bar and then see what you can do with the left-over tonnage. Only not fill your energy hardpoints with MLs if you're very sure you want to give up the efficiency (for example if you're running an LRM boat and you know, 100% for sure, that'll you never be in ML range or you have enough tonnage to swap some MLs for Larges).

By and large stock loadouts are pretty good and you'll just be lifting the useless stuff from them. Test and adjust based on whether you feel you are getting your tonnage's worth from having that weapon there.

The real trick is knowing when to ignore the heat efficiency bar because you know you won't be alpha striking every turn.

NatasDog
Feb 9, 2009
It'd be really nice if the heat bar was color coded for short/medium/long/jump jets instead of the way it works now.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

DatonKallandor posted:

Medium Lasers (and Large now I guess) are you baseline best weapon. Generally you wanna fill all your energy hardpoints with medium lasers, get enough heatsinks so you're at about 50% of the bar and then see what you can do with the left-over tonnage.

I prefer:

* max jump jets
* all energy hardpoints get medium lasers
* all support hardpoints get small lasers
* all missile hardpoints get SRM6 (or as large as I can fit)
* max armor
* add heat sinks to absorb any extra tonnage
* ballistics are play it by ear depending on design but usually end up AC5

This leads to mechs you absolutely have to brawl with, because they can't support their heat after the alpha without a full turn or two to bleed heat, but I enjoy it.

deathbagel
Jun 10, 2008

Early game I am a big fan of SRM boats. My killer at the moment is a Griffon with 4 SRM 6++ (damage & stab) a big engine, max jump jets and a med laser. He just throws mass missiles into the enemy until he gets close enough to jump behind the biggest threat on the other team and unload 300+ damage into their rear armor. Even spread across the whole back, it's usually more than enough to at the very least strip every last bit of armor and get a couple internal crits.

I JUST got my first heavy last night, haven't had a chance to use him yet, but my current squad is:
The above mentioned Griffon
Katyushka set up as a punchbot. Chain Sword and Plasma Lance with a couple of Haywire Grenades and tons of mobility and melee improvements (claws, talons, TSM, etc)
Hunchback 4H with a Large Pulse ++ and 3 medium X ray pulse lasers
And the new addition - the Gladiator with 4 Plasma Cannons.

All of my mechs also have full JJ's with partial wings (I like jumping everywhere) and are almost heat neutral on normal heat worlds.

I really like the Roguetech mod, it's made this last game so much more interesting.

Pornographic Memory
Dec 17, 2008
I installed the dZ Company Commander mod and my game just hangs on a black screen on startup. Not sure if the first time loadup is extra long (I've given it like 10 minutes) or what but I figured I should ask for help here before I just delete the sub-mods one by one to see if one of them is the problem.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
It took a long time for me to start up. I also force quit but decided to leave it and eventually it booted up alright

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

First time load up with some mods is brutal. “Go eat dinner and take a shower” brutal but it gets better after it does whateemver it’s doing

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
Too bad MASC isn't compatible with a supercharger. It seems kind of inferior to the other two options - TSM Boosts melee on top of sprint speed for no additional tonnage or heat. Supercharger is really nice too, tier additional heat is usually worth it. I typically take one of these on mechs that aren't jumping.

For engines, putting the dinkiest reactor on my snipers gives you room for devastating alpha strikes from very far away. Or cram the heaviest one you can manage and build the mech for melee. XL engines seem really risky given their weakness, and XXL engine just seems like a death wish.

Organ Fiend
May 21, 2007

custom title

Amechwarrior posted:

I'm away on business and haven't been able to work on it for a month or so. But my plans are to keep making the AI more aggressive while not losing the defensive base I've established.

I've started poking away at your mod (with the other mods I've mentioned) and can give some first impressions. I loaded up one of my late game campaigns (5 years in, basically maxed out mechs/pilots) to see if/how the mods were working.

The first thing is that the enemy mechs are definitely less suicidal. Their use of brace/bulwark makes it much harder to just start a chain of precision strike kill into precision strike kill into etc.

The one hole in the AI that I've noticed is that they really don't react well to obvious attempts on my part to put something nasty in their rear arc. My usual lance composition is at least one dedicated FS/ranged mech (STK LRM, LL/PPC/AC sniper, etc), one brawler (GHR/BNC ML/SL boat, pure short range AS7), and two other mechs that are something in between. The general idea is to get the ranged guy in back, midline (bulwark guys) form a line and brawler sprints/vigilances into kill range/rear arc. The AI now plays defensively enough to keep the midrange guys from straight up killing them with precision strikes, but they don't react when I start sprinting the brawler around them. There were several times when I clearly had a ML/SL boat one turn away from getting into their rear arc, they didn't do anything about it (too focused on the midrange guys, who were also bullwarked/in cover I guess).

I'm not sure the stock AI was any better about recognizing this, but because it was so aggressive, it feels like it was actually harder to safely maneuver my brawler into position.

I don't know if this information is helpful, but I'll be starting a new campaign with it on. I'll see if this is a consistent issue or just my late game mechs outmatching whatever the AI has, leaving it with no good options.

EDIT: should add that overall, the new AI feels great.

OAquinas
Jan 27, 2008

Biden has sat immobile on the Iron Throne of America. He is the Master of Malarkey by the will of the gods, and master of a million votes by the might of his inexhaustible calamari.
Not using any mods, but some build pointers:

-At least 2 Jump Jets, if not max. Battletech is very vertical game one most maps; being able to hop on/off a rock or up a cliff can make a huge difference for being able to focus down mechs. Plus it keeps you from being stuck on terrain, and enables DFA attacks.
-Ammo in legs, almost always. Torso ammo is just asking for a rando crit to take off an entire half of your mech (if not core it).
-The only benefit to arm mounts is a +5% accuracy. Which can be worthwhile, but if you can keep your weapons in your torso and keep your arms empty then you have some good extra shielding.
-Specialize your mechs if possible. Light armored, max LRM (centurions are GREAT for this, early game), heavy armored shortrange brawler, sniper.
-Keep enough ammo for at least 10 rounds of combat. Ideally pack for 13-15 if possible; more than that is generally a waste.
-Heat is a careful balancing act. Each weapon will tell you the heat it generates, and when you mouseover the heat bar it will tell you how much you can sink per turn. Ideally you'll want enough sinking to alpha 2-4x before you have to manage heat. High Guts-possessing pilots give you a lot more leeway. Also keep in mind the desert/badlands malus to sinking.

Phrosphor
Feb 25, 2007

Urbanisation

https://twitter.com/mitchgit/status/1029840309574721536?s=19

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule
I downloaded RogueTech and I MISS like it, seems like there's MISS a lot of MISS variety in builds and mechs and MISS MISS the longer contracts are a real fun MISS idea MISS. Still, I do wish that MISS my mechs would MISS miss less often, or at least reduce the chance that TAG which seems MISS like it would MISS be easy MISS to aim misses the target

Pharmaskittle
Dec 17, 2007

arf arf put the money in the fuckin bag

What do I need to do to install the latest version of RogueTech when I have an old version installed now? I skimmed the articles on nexus but didn't spot it and even if I do track it down it seems like English isn't the modder's first language

edit: nevermind, I didn't realize they made it into a .exe that can patch older versions; I thought I was gonna be extracting stuff into folders myself.

Pharmaskittle fucked around with this message at 00:59 on Aug 17, 2018

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬

Pattonesque posted:

I downloaded RogueTech and I MISS like it, seems like there's MISS a lot of MISS variety in builds and mechs and MISS MISS the longer contracts are a real fun MISS idea MISS. Still, I do wish that MISS my mechs would MISS miss less often, or at least reduce the chance that TAG which seems MISS like it would MISS be easy MISS to aim misses the target

From early game onwards you want to always have at least one melee specialist in your lance, and have that mech pimp slap the target first then follow up with your shooty mechs. Once you get them unstable they are much easier to hit. Pay close attention to range brackets as well as your own movement.

TAG (and NARC) actually work best when using melee, since they normally don't immediately benefit the shooter and the combination of unstable+TAG/NARC debuffs gives your lance mates a better chance to hit.

Hits to the side or rear have improved chances (indicated by a blue or green line) so always try for those shots.

Pulse weapons, magshot rifles, and several other weapons ignore 1 or 2 evasion pips. AI also loves to overheat and shut down making them a sitting duck.

And remember you don't have to core the mech to kill it. Most fall to engine crits or paniced pilots bailing out.

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

double nine posted:

Since I'm completely ignorant of the universe I find the whole notion of refitting 'mechs to be a terrifying concept, especially because I have no clue what to focus on, what weapons are good for what etc.

I tried filling in the shadow hawk's missile slots with 2 LRM10 weapons, but the results were subpar when placed in a combat situation, compared to the default loadout where it has an AC5. It might not have been the best mech to try and learn tinkering with, and I might not yet have a good grasp of missile weapons' niche. So could you guys and gals clarify these issues for me a little?

Should the thing instead be loaded out with srms for better stability damage, what is a good early game way to tweak the shadow hawk (and why tweak this way specifically) and what's the best way to think of missiles?

Am I correct that ARs are basically lasers, but heavier and requiring a lot fewer heat sinks?

In terms of damage/(weight+heat), aka efficiency, the best weapons are, in order:
SRMs = 6~6.2
MLas = 5
LRMs = 4.55 for LRM15, 4.44 for LRM20 and LRM5
AC/20 = 4
AC/5 = 3.85
LL= 3.63

With support weapons actually at the top, but because of their short range they have a different use case. No surprise, there's a correlation here between range and efficiency:short range weapons are able to output more damage for the given heat they generate.

Because ranges in the game are so short relative to the maps, things generally come down to brawling, so brawling builds are king. Outfit everything with SRMs and MLas, squeezing in an AC/5 or LL when you've got the room but no hardpoints, and you won't go wrong. There are exceptions, of course: you can afford to have an armor-dumped and overgunned LRM design that fires from the safety of gently caress-off range, like the LRM15+15+15 CN9-A, and as you get into lances full of the heavier weight classes you'll have enough combined firepower you can delete enemies as soon as they come into your range.

But for medium mechs, pure brawlers with 4 JJs is the way to go.

The shadowhawk specifically does well with MLas + SRM4+6+6 (2 tons ammo) or MLas + SRM12 + AC5, depending on your available variant weapons or cockpit mods; it's also a good puncher so an SLas on top isn't a bad investment. Back armor to 25 and legs to 80ish, rest goes on the important bits (arms are expendable if they don't carry weapons, but still soak hits for the side torsos and cost repair time so don't completely strip them). Good rule of thumb on heat is to keep the net generation from firing all your weapons under 15 (mech have 30 base heat dissipation plus 3 for each heatsink), because heat efficiency is the name of the game.

I mentioned the LRM cent being good two paragraphs above, but the combination of 3 missiles hardpoints, free tonnage, and layout, means that fitting it with 3xSRM6 and 2xMLas makes it pretty much the best dedicated brawler until you find a JM6-A, TDR-5SE, or an Orion, and even then it's still competitive. This thing punches above its weight like it's a space chariot.

RE autocannons, there are various nuances to their use, but the bottom line is that the AC20 is a good gun but so heavy you need to build the mech and pilot around it (hunchback and breaching shot), and AC/5s are decent long range weapons, but LLs have an inherent accuracy bonus and also dedicate more of their comparative space to heatsinks so mechs with them vent easier.

deathbagel
Jun 10, 2008

Pattonesque posted:

I downloaded RogueTech and I MISS like it, seems like there's MISS a lot of MISS variety in builds and mechs and MISS MISS the longer contracts are a real fun MISS idea MISS. Still, I do wish that MISS my mechs would MISS miss less often, or at least reduce the chance that TAG which seems MISS like it would MISS be easy MISS to aim misses the target

I think I played so much X-Com that it desensitized me to constant misses, but yea, positioning helps as does punching really dodgy mechs to the ground or overheating them to the point of a shutdown. Once you get some pulse lasers, they can help take out the super dodgy mechs pretty well too, as does just shooting 20-50 missiles at them.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
One thing I like about RogueTech is the granularity. Not every new weapon is great all the time, but most have a place. ER small lasers have amazing range for such a light weapon, but you'll run out of energy hardpoints long before tonnage becomes an issue. Light PPCs don't feel terribly heat efficient for their damage, but they only weigh 3 tons and still give the debuff to hit enemies.

Pornographic Memory
Dec 17, 2008

I R SMART LIKE ROCK posted:

It took a long time for me to start up. I also force quit but decided to leave it and eventually it booted up alright


Cyrano4747 posted:

First time load up with some mods is brutal. “Go eat dinner and take a shower” brutal but it gets better after it does whateemver it’s doing

Thanks, yeah, turned out nothing was wrong and I just wasn't waiting long enough.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Is there a mod that implements mmls?

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe

Panfilo posted:

One thing I like about RogueTech is the granularity. Not every new weapon is great all the time, but most have a place. ER small lasers have amazing range for such a light weapon, but you'll run out of energy hardpoints long before tonnage becomes an issue. Light PPCs don't feel terribly heat efficient for their damage, but they only weigh 3 tons and still give the debuff to hit enemies.

I wanted to say that I’ve appreciated your thoughts on RougeTech. I’ll probably end up trying it out

Prism
Dec 22, 2007

yospos
How much harder is Roguetech, and does it include that mod that makes evasion pips never fall off until you knock the mech over? (I've heard mixed messages on that one.)

I like More Stuff but I want to know what I'm getting into.

Prism fucked around with this message at 04:19 on Aug 17, 2018

MrTargetPractice
Mar 17, 2004

Pattonesque posted:

I downloaded RogueTech and I MISS like it, seems like there's MISS a lot of MISS variety in builds and mechs and MISS MISS the longer contracts are a real fun MISS idea MISS. Still, I do wish that MISS my mechs would MISS miss less often, or at least reduce the chance that TAG which seems MISS like it would MISS be easy MISS to aim misses the target

I had the same experience but it does get better. Get some points into gunnery, shoot fromthe sides/higher elevation, grt a targeting computer and you'll be fencing way less. Whist really put my over the edge is having a dedicated e-war mech. Get a bunch of flamers, a narc, tag, and emp and just unload on a mech and it'll become vastly easier to hit.

Something extra cheese you can do is use SRMs with inferno ammo instead of flamers. Not only do you get extra mileage out of a middle targeting computer (the emp and narc are missle) but due to a bug if any of the missles you fire hit it has a very good chance of applying all the debuffs.

MrTargetPractice
Mar 17, 2004

Prism posted:

How much harder is Roguetech, and does it include that mod that makes evasion pips never fall off until you knock the mech over? (I've heard mixed messages on that one.)

I like More Stuff but I want to know what I'm getting into.

I would say it's harder after you get used to the changes there I'd just more going on which provides more to do.
It does have that evasion mod.

Prism
Dec 22, 2007

yospos

MrTargetPractice posted:

I would say it's harder after you get used to the changes there I'd just more going on which provides more to do.
It does have that evasion mod.

Ugh. Can that mod be removed without hurting the rest of Roguetech?

Sandwich Anarchist
Sep 12, 2008

Prism posted:

Ugh. Can that mod be removed without hurting the rest of Roguetech?

The entire mod pack is balanced around evasion not shredding from attacks, so no.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬

Prism posted:

How much harder is Roguetech, and does it include that mod that makes evasion pips never fall off until you knock the mech over? (I've heard mixed messages on that one.)

I like More Stuff but I want to know what I'm getting into.

It has a steep learning curve until you get the hang of all the new equipment. Salvaged mechs cost much more to repair.

You don't have to knock them over to eliminate evasion pips, just destabilize them. And fortunately, energy weapons deal stability damage now so focus firing on one target has a good chance to get to that point. Some mechs also have a Light Gyro (a crappier gyro that saves 3 tons) which is worse at resisting stability damage.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule
thanks for the advice on all the missing folks, I just had a bad round where two firestarters ran through my team stunlocking everyone and I could not hit them worth a drat :)

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
I think I turned a corner in RogueTech, I'm rocking a Black Knight that has a pair of both Chainswords and Hammerfists and I imagine melee is like the mech flailing around with two reciprocationg saws the size of telephone poles. It also has MASC and a 300 rated engine (as well as a modest assortment of lasers).

The Hammerfists in particular are great because they make melee do bonus stability damage. Depending on what the victim was doing at the time, I can knock down even other heavy mechs in one punch.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule
lord do I hate the Porcupine Cicada variant, not because it's a huge threat but because any mission with one in it takes an extra 20 dang minutes

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Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule
oh poo poo, this mod has PARTIAL WINGS

I think I'm gonna have to recreate Jason Youngblood's Screamer from PTN's thread (ER PPC, 2 MPLS, a partial wing and enough JJs to make it faster in the air than it is on the ground and basically an unhittable demon). maybe a Griffin for the chassis?

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