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Organ Fiend
May 21, 2007

custom title
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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Cyrano4747
Sep 25, 2006

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

Organ Fiend posted:

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.

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.

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes
Have you looked at the betas tab on Steam? If old versions are available that's where they will be.

Klyith
Aug 3, 2007

GBS Pledge Week

GotLag posted:

You know what? Base defense missions can go get hosed.

10 enemy mechs totalling about 600 tons attacking the base within two turns of each other, while I have 260 tons to defend with. All on a supposed 2.5 skull mission.

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?)

Ravenfood
Nov 4, 2011
Favorite thing so far: 5x Improved JJs for some absolutely absurd movement speed on my back-stabbing mechs.

Panfilo
Aug 27, 2011
Probation
Can't post for 13 days!

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.

Ravenfood
Nov 4, 2011
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?

Ghetto Prince
Sep 11, 2010

got to be mellow, y'all
drat, this game is really coming along , only downside now is the dumb looking inner sphere mechs.

LaSquida
Nov 1, 2012

Just keep on walkin'.

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.

Panfilo
Aug 27, 2011
Probation
Can't post for 13 days!

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.

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?

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.

Panfilo
Aug 27, 2011
Probation
Can't post for 13 days!
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.

Horace Kinch
Aug 15, 2007

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.

Ravenfood
Nov 4, 2011

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.
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.

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

GotLag
Jul 17, 2005

食べちゃダメだよ
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.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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.

Luigi Thirty
Apr 30, 2006

Emergency confection port.

Oh cool, I’ll have to pick this game back up again now that 1.2 is out and take a look at RogueTech.

GotLag
Jul 17, 2005

食べちゃダメだよ

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.

Panfilo
Aug 27, 2011
Probation
Can't post for 13 days!

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.

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.
That's a valid choice though on a target with a lot of evasion pips that would be a good candidate for melee, TAG and NARC mean that even if you whiff a punch there's still a chance for the other stuff to stick. Since the shooter can't benefit from TAG and NARC on the same turn they fired and it works in melee this is a reasonable combo.

Cyrano4747
Sep 25, 2006

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

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.

Ravenfood
Nov 4, 2011
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

Panfilo
Aug 27, 2011
Probation
Can't post for 13 days!
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.

NihilCredo
Jun 6, 2011

iram omni possibili modo preme:
plus una illa te diffamabit, quam multæ virtutes commendabunt

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.

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
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.

Ravenfood
Nov 4, 2011
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

Sombrerotron
Aug 1, 2004

Release my children! My hat is truly great and mighty.

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.

dioxazine
Oct 14, 2004

The best laid plans..

Panfilo
Aug 27, 2011
Probation
Can't post for 13 days!

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.

e: My 55t Strix does 230+ damage with a punch. I, uh, think I can stop now.

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.

Klyith
Aug 3, 2007

GBS Pledge Week

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.

Panfilo
Aug 27, 2011
Probation
Can't post for 13 days!
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.

Ravenfood
Nov 4, 2011

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.
Nice, got something to look forward to as I start moving into heavier weight classes.

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?

Pornographic Memory
Dec 17, 2008

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...

Night10194
Feb 13, 2012

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

Pornographic Memory posted:

"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...

Look, being able to recognize the PC is how you win wars.

Panfilo
Aug 27, 2011
Probation
Can't post for 13 days!

Ravenfood posted:

Nice, got something to look forward to as I start moving into heavier weight classes.

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?

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.

General Battuta
Feb 7, 2011

This is how you communicate with a fellow intelligence: you hurt it, you keep on hurting it, until you can distinguish the posts from the screams.

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.

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.

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).

Panfilo
Aug 27, 2011
Probation
Can't post for 13 days!

General Battuta posted:

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).

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.

Ravenfood
Nov 4, 2011

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.
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.

Panfilo
Aug 27, 2011
Probation
Can't post for 13 days!

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.

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

Panfilo
Aug 27, 2011
Probation
Can't post for 13 days!

Pattonesque posted:

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
Oh, nice. So basically it's Ken from Fist of the North Star, running up and doing a thousand punches then having the adversary explode after a short delay.

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DrPop
Aug 22, 2004


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.




And this was the design he was asked to salvage:



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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