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HBS now have a mech that isn't derived from PGI assets. It isn't just the first mech that's has a cool melee focus, it's shows how Paradox are putting HBS into a place they weren't before.
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# ? Aug 21, 2018 21:57 |
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# ? May 15, 2024 10:43 |
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Alchenar posted:it's shows how Paradox are putting HBS into a place they weren't before.
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# ? Aug 21, 2018 22:00 |
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CommunityEdition posted:Could someone tell me, an ignorant slob, why the hatchetman has people excited? 100% of the BattleMech assets in BattleTech were created by PGI for Mechwarrior Online. The Hatchetman does not exist in Mechwarrior Online and was created solely for BattleTech. That opens the door for a lot of potential BattleMechs that PGI skipped over. Additionally: the Hatchet is a weapon. It can probably be given to other 'Mechs as well. Like the Atlas.
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# ? Aug 21, 2018 22:01 |
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AAAAA! Real Muenster posted:"Game development company releases an expansion for their game" makes them "Paradox Development Studio" lmao what are you even on about?
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# ? Aug 21, 2018 22:07 |
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Mordja posted:Because Paradox are know for putting out a lot of small DLC packs for their games? It's not a complaint, bruh, chill your pill.
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# ? Aug 21, 2018 22:13 |
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Goddamn gently caress this expansion, gently caress HBS, gently caress Paradox and just generally gently caress everything. I do NOT want to wait to loving November. <>
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# ? Aug 21, 2018 22:23 |
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AAAAA! Real Muenster posted:Sorry, but Paradox the Publisher does not impose Paradox Development Studio's DLC model on their other publishees, so what you are saying makes no sense. The company that publishes Cities: Skylines didnt start pumping out DLC when Paradox became the Publisher so assuming that HBS is releasing a DLC because Paradox is their publisher is a bit anachronistic. Also, everyone does DLC these days, plus HBS said that they would definitely do DLC if the game was successful, plus they had to cut a lot in the months leading up to the game's release so there is probably plenty of material for them to work with. I'm not trying to be a jerk but it just seems like there are a lot of assumptions being made here. Mordja fucked around with this message at 22:26 on Aug 21, 2018 |
# ? Aug 21, 2018 22:24 |
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In other news did Stackpole ever finish the last bit of that novel he was writing for the backer rewards or did he just ghost?
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# ? Aug 21, 2018 22:26 |
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Cyrano4747 posted:In other news did Stackpole ever finish the last bit of that novel he was writing for the backer rewards or did he just ghost? no he wrote ghost war in 2002
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# ? Aug 21, 2018 22:28 |
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Psion posted:no he wrote ghost war in 2002 Should have taken it in the "he ghost writes as John Ringo" direction, B-
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# ? Aug 21, 2018 22:31 |
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Mordja posted:I mean...Steam lists 17 pieces of DLC for Cities Skylines, so they kind of did start pumping it out. Compare Battletech to how HBS handled Shadowrun where they made the first game followed by two large, standalone expansions/sequels, and for one reason or another they've changed their business model. Maybe because of Paradox's investments, maybe not, it doesn't matter because I was just making an off-the-cuff comment, not trying to disparage the game, the developer, or the publisher.
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# ? Aug 21, 2018 22:34 |
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AAAAA! Real Muenster posted:Fair enough. I didnt take it as you trying to disparage anyone and I'm not trying to start an argument about it. I guess I've just seen enough of the "hurrrr paradox DLC model" jokes so I said something about it.
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# ? Aug 21, 2018 22:35 |
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PoptartsNinja posted:100% of the BattleMech assets in BattleTech were created by PGI for Mechwarrior Online. PoptartsNinja posted:Additionally: the Hatchet is a weapon. It can probably be given to other 'Mechs as well. Like the Atlas.
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# ? Aug 21, 2018 23:00 |
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cKnoor posted:I can't believe you can't tell Darius and Yang apart! :P Aw man! Yang is my favorite, too!
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# ? Aug 21, 2018 23:05 |
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but really though the new dlc sounds great and all...but i want even more mechs!!
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# ? Aug 21, 2018 23:10 |
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Mordja posted:I mean...Steam lists 17 pieces of DLC for Cities Skylines, so they kind of did start pumping it out. Compare Battletech to how HBS handled Shadowrun where they made the first game followed by two large, standalone expansions/sequels, and for one reason or another they've changed their business model. Maybe because of Paradox's investments, maybe not, it doesn't matter because I was just making an off-the-cuff comment, not trying to disparage the game, the developer, or the publisher. Not only that, but Paradox isn't just the Publisher for Harebrained Schemes, they actually purchased the company. Paradox literally owns them so it's not a surprise if they do decide to follow in the company footsteps of many smaller content packs instead of few large single expansions. I own almost every EUIV DLC and I look forward to spending $100's of dollars on more Battletech! I am super stoked, who doesn't love the hatchetman!? Also, the flashpoints sound similar to the deployments in Roguetech, which also own and provide a whole new set of challenges, like the need to have spare mechs/pilots around.
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# ? Aug 21, 2018 23:42 |
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Cyrano4747 posted:Should have taken it in the "he ghost writes as John Ringo" direction, B- I don't hate Stackpole enough to associate him with John Ringo. like sure, the protag in Ghost War was boring as gently caress and some of those weirdo environmental opinions were along the lines of bargain bin tom clancy but let's not be too cruel
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# ? Aug 21, 2018 23:54 |
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I am super excited for this, that hatchetman looks awesome. I think I will dump my modded sandbox for now. Maybe put together a small list of important mods for my next playthrough when the dlc comes out but keep it simple. Amechwarriors AI fixes, Scorched Earth, Basic Panic System (I just really like seeing the pilots blast off), pilot fatigue, a mod that gives you salvaged mechs with no equipment and maybe something to customise the commander so you can select a voice for them. Then run a new campaign with chance for mech destruction on and 4 pieces to build a new mech. Phrosphor fucked around with this message at 00:42 on Aug 22, 2018 |
# ? Aug 22, 2018 00:07 |
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Phrosphor posted:I am super excited for this, that hatchetman looks awesome. I thought this was already implemented as a custom difficulty option: https://steamcommunity.com/games/637090/announcements/detail/1693798980350047366 BATTLETECH posted:New custom campaign mode. The following added Difficulty Settings can only be adjusted when starting a new campaign (Select "Custom Campaign" when starting a New Game from the Main Menu.) Or are you referring to something else?
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# ? Aug 22, 2018 00:45 |
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I R SMART LIKE ROCK posted:I thought this was already implemented as a custom difficulty option: https://steamcommunity.com/games/637090/announcements/detail/1693798980350047366 Ah cool, I thought it was a mod giving me that action. Easy!
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# ? Aug 22, 2018 00:47 |
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What can I best do with two gauss rifles? Cause it's not worth it to put them in a king crab. Less damage and all that. (Assault only. I know I can run a paper jaeger)
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# ? Aug 22, 2018 01:03 |
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Lord Frisk posted:What can I best do with two gauss rifles? Cause it's not worth it to put them in a king crab. Less damage and all that. (Assault only. I know I can run a paper jaeger)
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# ? Aug 22, 2018 01:05 |
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Yeah. Dual Guass king crab is loving ugly. Slap some LRMs in it too as you're not going to have to ever worry about heat. Stay at medium-long range and just delete people.
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# ? Aug 22, 2018 01:09 |
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Like, my other thoughts with 2 gauss rifles all begin with "what assaults have two ballistic slots" The crab actually benefits from having them in the arms as the accuracy bonus is more useful out at range and since you won't be brawling you don't need to worry about losing the arms as much.
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# ? Aug 22, 2018 01:11 |
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Phrosphor posted:Ah cool, I thought it was a mod giving me that action. Easy! np, that sandbox is fun with the warring factions, additional mech variants, minor balances changes, and rare but collectible lostech. Although like RogueTech I could easily see it warping my view of what the base game should be The dev team has seemed to be keeping an eye out for good ideas, e.g. difficulty options. So I’m rather confident they’re on the right track I R SMART LIKE ROCK fucked around with this message at 01:45 on Aug 22, 2018 |
# ? Aug 22, 2018 01:21 |
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I love me some content that features stuff that the Mechwarrior franchise never touched on. Make that hatchet an equippable item alongside other close combat weapons and I'll be a happy camper. C'mon HBS, gimmie an overhauled melee system that incorporates knockback/shoving, mech grappling, and using trees/boulders/torn-off-limbs as makeshift weapons.
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# ? Aug 22, 2018 11:19 |
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Heh, clever Paradox/HBS. For the release of the full game I think people were able to pinpoint roughly the exact release date by trawling through the upcoming releases section in Steam- it would show "April 2018" but sat conveniently located around games that released on the day it released. Instead Flashpoint is sitting basically at the end of the list (alongside Imperator, for example), uncategorized, undated. Also, there's a screenshot of the Flashpoint contract screen on Steam: That looks like everything I want it to be. My only question left is, are the Flashpoints dynamic and procedural, or are they all just short time-limited stories that pop up and vanish later? My first thought was Procedural but that whole "working with a set Mercenary Company" thing makes me wonder if they're hard-coded.
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# ? Aug 22, 2018 12:40 |
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It also says that you'll be involved with marking targets for artillery, so that other Merc company could be your artillery support or just be the justification for any allies you get on the map.
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# ? Aug 22, 2018 13:01 |
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Flashpoints are probably procedural the same way that normal contracts are.
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# ? Aug 22, 2018 13:35 |
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Emong posted:Flashpoints are probably procedural the same way that normal contracts are. It intuitively doesn't seem like it would be difficult to chain together a [MISSION A: TYPE BASE DEFENCE]>[MISSION B: CONVOY ESCORT]>[MISSION C: BATTLE] chain with a bit of placeholder text that describes a mini-story arc. Missions are generic enough already that you just need enough narrative to justify the type.
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# ? Aug 22, 2018 13:54 |
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Roguetech has a lot of cool stuff. But I cannot stand the changes to the combat. Is there any mods that add the bigger map, the war stuff and the additional gear/mechs without the combat changes?
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# ? Aug 22, 2018 14:53 |
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Glenn Quebec posted:Roguetech has a lot of cool stuff. But I cannot stand the changes to the combat. Is there any mods that add the bigger map, the war stuff and the additional gear/mechs without the combat changes? What specifically? Because alot of the combat changes are due to weapon balance etc
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# ? Aug 22, 2018 14:55 |
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Nothing specifically. I enjoy the array of things the mod offers but cant stand the very low to-hit rolls.
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# ? Aug 22, 2018 15:09 |
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Glenn Quebec posted:Roguetech has a lot of cool stuff. But I cannot stand the changes to the combat. Is there any mods that add the bigger map, the war stuff and the additional gear/mechs without the combat changes? If you're having trouble hitting stuff, remember to use terrain to your advantage, and look for weapons that ignore evasion pips. A +++Gauss rifle that has bonus base accuracy AND ignores some evasion will be super accurate. Leveling up your pilots also makes a huge difference, as the stats are changed in Roguetech; for instance Gunnery is better because in addition to improving base hit chance it also improves maximum range, damage, and recoil reduction.
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# ? Aug 22, 2018 15:10 |
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Sky Shadowing posted:
Hello there tonnage requirements. Nice to see you again.
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# ? Aug 22, 2018 15:34 |
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Hey, just a heads up for those of you who backed the Kickstarter. Apparently they quietly dropped a Stellaris key in your Backerkit when PDX bought HBS.
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# ? Aug 22, 2018 15:48 |
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rocketrobot posted:Hello there tonnage requirements. Nice to see you again. It didn't seem like those would be hard requirements so much as suggestions, at least from the info given. That seems like something they'd outright state instead of drop in a screenshot. They did say they were introducing mission types that greatly favored lighter mechs, and artillery spotting seems like it's right up a non-Steiner scout lance's alley. More of a "you should have these types of mechs available if you want to succeed" kind of contract.
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# ? Aug 22, 2018 15:57 |
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Is it a tradable key if I already own it?
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# ? Aug 22, 2018 15:59 |
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The key worked for a friend of mine that didn't have Stellaris
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# ? Aug 22, 2018 16:12 |
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# ? May 15, 2024 10:43 |
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One of the nice thing about late-game in Roguetech is there is so much additional equipment you can mix and match to try different fun gimmicks, it keeps the game interesting even when you're already at the point to field a lance of 100 tonners. Here are some observations: -Deadfire ammo seems to amplify the missile damage based on the base values, and whatever +++ effects get added after. It is still really worthwhile to have though because doing like 18 damage per missile when the heat generated is the same as it was for 8 damage a missile is fantastic. -ER PPC and a PPC capacitator has the combined potential to decapitate a mech on a head hit. For 8 tons this is the lightest setup that can OHKO a mech in such a manner. The bonus damage you receive by leveling up Gunnery might also push some weapons up to this point as well- if the weapon normally does ~55 base damage then there's a good chance high gunnery will cross the threshold into destroying the head location outright. -Some pirate weapons have deceptively long range; pirate Flamer and Pirate heavy machinegun have better range than their conventional counterparts I believe. -There's two special head mounted pirate weapons: Flame Breath and Death Stare. Flame Breath is a head-mounted pirate flamer that doubles as a Heat Exchanger. Death Stare is a Large Pulse Laser that doubles as TAG but takes up so much space you either need a Small Cockpit or Torso Mounted Cockpit to fit it. -Ultralight Gyro is fine on a mech that will sit back and snipe, but don't take it on a mech that jumps a lot. Conversely, Samurai Gyro is better on melee mechs. -It is possible to spec a mech for Death From Above, but even if you min-max for it, this build still seems too risky to be worth it. There's just too much self damage on the legs to do it more than once or twice a battle. Chassis quirks might offset this as there are a few DFA specced Chassis now. -Shields are only worth it if you max out the armor on the mech, otherwise the tonnage is probably more cost effective on adding more armor. Shield+Reflective/reactive armor stacks to greatly reduce the damage of some weapons.
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# ? Aug 22, 2018 16:23 |