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Is there a way to un-patch and go back to pre 1.2? I had a campaign and a good set of mods I liked and 1.2 breaks them. It broke amechwarrior's AI mod, although someone on the paradox forums already posted a fix. It broke the merc deployments mod, but that can be fixed with the 0.4 alpha of BTML and a new version of merc deployments ... however BTML 0.4 breaks the basic panic system mod.
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# ? Sep 2, 2018 13:14 |
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# ? May 29, 2024 20:07 |
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Organ Fiend posted:Is there a way to un-patch and go back to pre 1.2? I’ve been wondering the same thing. I need to turn auto patch off for this game. It kinda bummed me out as I had a great mix of mods. Need to write down what I had.
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# ? Sep 2, 2018 14:34 |
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Have you looked at the betas tab on Steam? If old versions are available that's where they will be.
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# ? Sep 2, 2018 16:11 |
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GotLag posted:You know what? Base defense missions can go get hosed. The 2.5 skull zone is super swingy. You can get cakewalks and near-impossible odds. NihilCredo posted:On my first run, I quickly learned to stay away from Ambush, Escort, and Defend Base missions. It sucked, because it made every contract play basically the same with only terrain providing variety, but the objective-type contracts are aggressively unfun. I 100% disagree, objective missions are good and I hope the expansion adds more. If the game had nothing but missions where you have generic fights vs an enemy lance it would quickly be boring. I like Escort and Defend, but I take a thematically mercenary view on the whole "objective" part. My actual objective is preserving my force, those buildings or APCs are secondary. The trick is to let go of the idea that every mission is a must-win. This isn't Xcom, the negative consequences from a mission failure are some extremely trivial faction rep. Ambush I learned to be more skeptical of because most of those missions have something that keeps them from being "kill target, quick extract" free money. One or two are complete bastards the first time you see them. (Well they said it was an ambush, didn't they?)
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# ? Sep 2, 2018 20:45 |
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Favorite thing so far: 5x Improved JJs for some absolutely absurd movement speed on my back-stabbing mechs.
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# ? Sep 2, 2018 20:46 |
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Ravenfood posted:Favorite thing so far: 5x Improved JJs for some absolutely absurd movement speed on my back-stabbing mechs. Stacks with Improved wing if you can find them in that tonnage bracket. Best of all the wing gives heat dissipation which offsets some of the heat from jumping so far. Best use is actually to do 'rescue' missions where your jumpy mech instantly hops into the objective, braces, and waits a turn. Next turn he jumps to the dustoff site with his lance mates not far behind. You can complete the mission (opting for only money) in like 2 rounds without firing a shot and barely taking any damage.
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# ? Sep 2, 2018 20:53 |
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I've already up-engined that Vindicator so much that, uh I think a partial wing would mean I could basically jump beyond sensor range. Which sounds really fun tbh, and also I haven't seen a single heavy chassis yet, goddamn. Seriously, how do I find one? I'm already doing missions where Darius is yelling at me that I definitely need more firepower to launch and that's just bringing me full lances of lights. I finally found a Narc beacon. Who should I put it on, my flamer/slas Eryines, my SRM/flamer Cent, a RAC5 Vindicator, my pretty stock Treb or my snubnose PPC packing Wolfhound? Right now everything feels a bit too overengineered to find 3 more tons for the narc. Flamers are really useful so cutting them is painful, and my RAC5 is surprisingly ridiculous with a +2 tts and targeting computer. Is a Narc +tag as good as I think it is?
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# ? Sep 2, 2018 23:22 |
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drat, this game is really coming along , only downside now is the dumb looking inner sphere mechs.
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# ? Sep 3, 2018 00:42 |
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Ghetto Prince posted:drat, this game is really coming along , only downside now is the dumb looking inner sphere mechs. You shut your filthy mouth right now.
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# ? Sep 3, 2018 03:07 |
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Ravenfood posted:I've already up-engined that Vindicator so much that, uh I think a partial wing would mean I could basically jump beyond sensor range. Which sounds really fun tbh, and also I haven't seen a single heavy chassis yet, goddamn. Seriously, how do I find one? I'm already doing missions where Darius is yelling at me that I definitely need more firepower to launch and that's just bringing me full lances of lights. You are more likely to encounter a heavier or rarer mech in assassination missions. They're also usually not that hard because the target often doesn't bother to support the other enemies, and by the time you get to them you can force a panic ejection faster since they're the last one alive. Put NARC on whatever mech is your highest initiative melee specialist. Being a support weapon, it'll fire in melee. Even with the weight it's still totally worth it because it stacks with TAG and lasts for 2 turns on the target, so nailing both makes the target considerably easy to hit.
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# ? Sep 3, 2018 04:25 |
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Long jumps have another advantage: Jumping in range of enemies that are already present on the map catches them motionless and often outside of cover. You can cheese some of them by jumping forward, plinking at them with whatever the scout has, then bombarding them with other weapons. Katyuska is a nice support medium for this - one of the few special chassis that has better indirect fire, with a pilot that has good Tactics skill can dump a lot of hurt right away. While LRMs don't do as much stability damage as they do in the stock game they are certainly still viable in the right hands.
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# ? Sep 3, 2018 04:42 |
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Ghetto Prince posted:drat, this game is really coming along , only downside now is the dumb looking inner sphere mechs. FWIW the Urbanmech is a tough act to follow.
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# ? Sep 3, 2018 06:10 |
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Panfilo posted:Put NARC on whatever mech is your highest initiative melee specialist. Being a support weapon, it'll fire in melee. Even with the weight it's still totally worth it because it stacks with TAG and lasts for 2 turns on the target, so nailing both makes the target considerably easy to hit. e: Sorry for the stream of consciousness there. Right now, I've got a light scout that I'll try it on, but what I really need is a 55t chassis to re-tool into my melee monster so I can fit all that in. Ravenfood fucked around with this message at 14:57 on Sep 3, 2018 |
# ? Sep 3, 2018 14:20 |
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Goddamn, negotiating for money really is a newbie trap. I am making so much more now that I'm going for all salvage all the time and flogging what I catch, and that's despite just pretty much coring every enemy 'mech.
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# ? Sep 3, 2018 15:40 |
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Early on it's worth it to make sure you can pay rent and buy a couple things from stores if the salvage ends up being poo poo anyway but after a few months you might as well max it out.
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# ? Sep 3, 2018 15:52 |
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Oh cool, I’ll have to pick this game back up again now that 1.2 is out and take a look at RogueTech.
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# ? Sep 3, 2018 15:59 |
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RBA Starblade posted:Early on it's worth it to make sure you can pay rent and buy a couple things from stores if the salvage ends up being poo poo anyway but after a few months you might as well max it out. There's also the period when you start out on MAX SALVAGE and don't yet have your cargo hold full of partial mechs, but once that's done you're getting 1-2 mechs completed and ready to sell off each time you complete a mission.
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# ? Sep 3, 2018 16:03 |
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Ravenfood posted:The main reason I haven't done that is that so far, anything my melee specialist hits loses all of its evasion, so is already stupidly easy to hit. I'd planned on putting it on my light scout just to make it easier to land that knockout punch, but that turns the scout into basically a harmless gnat in terms of combat effectiveness on its own. I'll work on it though, and should probably think about moving the NSS armor I have to something that would actually benefit from the Bulwark effect while I'm at it. Its a drat nice armor though.
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# ? Sep 3, 2018 16:14 |
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GotLag posted:Goddamn, negotiating for money really is a newbie trap. I am making so much more now that I'm going for all salvage all the time and flogging what I catch, and that's despite just pretty much coring every enemy 'mech. You're broadly right, but it's not something you want to do if you're at risk of not making rent. Once in a while you can get hosed on a mission. I've seen max salvage where I get just a poo poo ton of vehicles and maybe one mech thrown at me. If you're not getting the mech section salvage you can quickly start loosing money on all salvage. Worse, I've also seen it where a bunch of vehicles just didn't yield enough salvage. 10 salvage and 18 choices? Congrats, you just wasted a ton of money. It's a risk, and one that more than pays off in the long run, but in the short run you need to be able to survive doing a mission essentially for free if you have to.
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# ? Sep 3, 2018 16:31 |
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Some missions have a lot of bonus opportunities like base assaults and I usually take max money (or almost max) on those while maxing salvage on the rest. That's been giving me a nice buffer of cash in case of a ton of extra unexpected costs while the others give me a lot of salvage. Also I'm almost done with a second lance of cobbled mechs that I'm sending down with my backup pilots and I tend to lean more towards money instead of salvage for those because they encounter a shitton more vehicles. E: vvvv oh yeah, my max JJ-i mech (that I'm just waiting to find wings for) is hilariously good at extraction missions. Ravenfood fucked around with this message at 17:12 on Sep 3, 2018 |
# ? Sep 3, 2018 16:43 |
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Going max money is also more worthwhile if you are just trying to complete the primary objective as quickly as possible. It also tends to be a better deal if you end up against a lot of vehicles with unremarkable weapons.
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# ? Sep 3, 2018 17:07 |
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I'm going to argue that being at risk of not making rent is the only reason to ever take cash. If you take max salvage and end up facing a bunch of tanks or lovely common 'Mechs, losing a few hundred thousands in cash is kind of annoying. If you take less than max salvage and you end up facing a lone ramshackle Atlas on a 3-star mission, you're going to want to throw your mouse out of the window. Don't ask how I know.
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# ? Sep 3, 2018 17:15 |
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The most valuable rewards you get from missions is variant equipment anyway, and that pool is opfor agnostic, purely determined by the difficulty rating of the mission.
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# ? Sep 3, 2018 17:26 |
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Related to this talk: just had a priority mission with up to 6 salvage available at a difficulty pretty far above my drop-weight. I really need more mediums and maybe a heavy, so I took advantage of it and got 6 vehicles to murder for the pleasure. e: My 55t Strix does 230+ damage with a punch. I, uh, think I can stop now. Ravenfood fucked around with this message at 22:40 on Sep 3, 2018 |
# ? Sep 3, 2018 18:28 |
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You know, you can say a lot about Kamea, but she's a patient woman. I'm in week 676 now and she's still waiting for me to take up her (proxy's) offer at Bellerophon.
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# ? Sep 3, 2018 18:41 |
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The best laid plans..
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# ? Sep 3, 2018 22:45 |
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Ravenfood posted:Related to this talk: just had a priority mission with up to 6 salvage available at a difficulty pretty far above my drop-weight. I really need more mediums and maybe a heavy, so I took advantage of it and got 6 vehicles to murder for the pleasure. You can get well over 300 with the right combination of chassis, equipment, and pilot. Gladiator (Black Knight variant) and Vollstreiker (Highlander variant) can pretty much rip mechs in half if they connect in melee.
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# ? Sep 3, 2018 23:27 |
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RBA Starblade posted:Early on it's worth it to make sure you can pay rent and buy a couple things from stores if the salvage ends up being poo poo anyway but after a few months you might as well max it out. In particular the paucity of good items in stores makes this pretty much the only option. IMO the economics part of the game is pretty weak, and a lot of it is how they're trying to keep the fluff of battletech while also making a mercenary-management sim. The fluff of battletech does not make any sense on its own, and makes even less sense when you try to use it for anything but a balance system for a stompy robit boardgame. Salvage is cool and a traditional part of mechwarrior games, but I wish they'd done the money vs salvage vs store system a bit different.
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# ? Sep 3, 2018 23:39 |
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It would've been better if it was more similar to grimdark 40k fluff, where super rare ancient forgotten tech is at least still numerous to make sense in such numbers. I still don't understand how the Clans managed to make so much headway. I would've figured there would be massive setpiece space battles in an effort to stop them from even landing on planets but instead they just Leroy Jenkins their way toward Terra.
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# ? Sep 3, 2018 23:44 |
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Panfilo posted:You can get well over 300 with the right combination of chassis, equipment, and pilot. Gladiator (Black Knight variant) and Vollstreiker (Highlander variant) can pretty much rip mechs in half if they connect in melee. So now I'm wondering what I'm misreading about the salvage system. I thought if you had, say, 1 MAD-3D, 1 MAD-S7, and 3 MAD-5Ls that you'd get a MAD-5L because that was the predominant set of chassis parts. What am I wrong about there?
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# ? Sep 3, 2018 23:46 |
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Sombrerotron posted:You know, you can say a lot about Kamea, but she's a patient woman. I'm in week 676 now and she's still waiting for me to take up her (proxy's) offer at Bellerophon. "Princess, surely with the rest of our army we could just go ahead now and..." "No, I need four mechs and pilots from THIS company, or our plan could never possibly succeed!" *big sigh* "Yes Princess..." And another two years pass...
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# ? Sep 3, 2018 23:47 |
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Pornographic Memory posted:"Princess, surely with the rest of our army we could just go ahead now and..." Look, being able to recognize the PC is how you win wars.
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# ? Sep 3, 2018 23:49 |
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Ravenfood posted:Nice, got something to look forward to as I start moving into heavier weight classes. I think it may just be random, which would be a very RogueTech thing to do. I just stuck to 3 parts for a mech because I'm a babby that wants to collect all the fun mechs. Probably really sucks at the harder difficulties where you have like 80% of a prototype Gauss Hunchback then WOOOPS that last part is a Pirate Jalopy of a Hunchback whose massive shoulder gun just has a loudspeaker making loud fart noises in lieu of an actual AC/20.
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# ? Sep 3, 2018 23:52 |
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Panfilo posted:It would've been better if it was more similar to grimdark 40k fluff, where super rare ancient forgotten tech is at least still numerous to make sense in such numbers. The Clans were the only ones with functioning warships at the time (though they did still suffer a major Delay when a kamikaze fighter killed their overall invasion leader).
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# ? Sep 4, 2018 00:09 |
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General Battuta posted:The Clans were the only ones with functioning warships at the time (though they did still suffer a major Oh right. It is pretty cool how the Clans were so impressed by that kamikaze attack that basically decapitated their leadership for a year that they wrote some poetic saga about it and named a ship after her.
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# ? Sep 4, 2018 00:14 |
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Panfilo posted:I think it may just be random, which would be a very RogueTech thing to do. I just stuck to 3 parts for a mech because I'm a babby that wants to collect all the fun mechs. Probably really sucks at the harder difficulties where you have like 80% of a prototype Gauss Hunchback then WOOOPS that last part is a Pirate Jalopy of a Hunchback whose massive shoulder gun just has a loudspeaker making loud fart noises in lieu of an actual AC/20.
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# ? Sep 4, 2018 00:52 |
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Ravenfood posted:What's really weird is that despite having those five pieces, I still don't actually have any Marauders. I suppose it might be doing the nice thing and preventing me from using the pieces to make an inferior MAD when I have pieces of a MAD-S7 lying around. I know when I assembled my Strix I had to get 5/5 before it built that, and I honestly can't remember whether I did 5/5 for my Erinya. You already have some of the better mechs,those legendaries will serve you well later on. Though the Marauder model definitely looks pretty slick especially with some different skins. I'll take the controversial opinion and say I like the Marauder II because you can cram it full of energy weapons and hear mitigation. Heat Banks and exchangers of different rarity can stack,so you can get an absolutely devastating alpha strike. Pack some jump jets, and with Ace Pilot you can alpha strike to max heat, Jump to safety,then have the shutdown trigger (I think. You can definitely shoot then move before the shutdown kicks in). I've also really enjoyed the Warhammer, mine has 2x ERPPC, 2x +++AC/2, 4x ER small lasers and a RL15.
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# ? Sep 4, 2018 01:08 |
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I built a Banshee-Hunter-Killer melee monster it has a 380 engine, MASC, a supercharger, two hammerfists, and *hardened armor* it has 3600 points of armor and hits for 330 in melee plus an additional 150 if the hammerfists connect it routinely one-shots 95 tonners and I'm extremely here for it
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# ? Sep 4, 2018 01:19 |
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Pattonesque posted:I built a Banshee-Hunter-Killer melee monster
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# ? Sep 4, 2018 01:44 |
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# ? May 29, 2024 20:07 |
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PoptartsNinja posted:My favorite Giant Robot Samurai is still the Shiro (and Hitotsume-kozo, and Rokurokubi), whose official art was done by our very own Xarbala. I'm not a huge fan of the in-you-face totem mech designs, but Xarbala did a great job with that reworking.
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# ? Sep 4, 2018 01:44 |