|
imweasel09 posted:put a thing to let you sprint into melee punches there, as a redesign of juggernaut The problem with this idea is that the AI gets all these skills too and sprint-punching AI would be incredibly infuriating. Some of the AI types are super reckless about charging into melee and mechs in melee favors the side with numbers. But I was talking about this a few months ago with a friend who plays the game, and he had the idea of "drive by" melee attacks. So you only get your normal movement range to run up and punch someone, but then you get the rest of your sprint-range move afterwards. Cyrano4747 posted:Sure you would. Nigh invulnerable after a melee attack? Rename it "wolverine." Remember that melee attacks remove guarded, so you're only invulnerable until the other guy punches back. It's still an ok idea, particularly if juggernaut was moving to a tier 1 skill.
|
# ? Sep 8, 2018 01:36 |
|
|
# ? May 30, 2024 07:08 |
|
Have people figured out what each of the planetary modifiers do?
|
# ? Sep 8, 2018 01:44 |
|
isildur posted:Hatchets are gear that only the Hatchetman can use. So they occupy space/tonnage and can be disabled by criticals and limb loss. I don't know how feasible it is coding-wise, but what about something along the lines of giving you a free (possibly lesser) Brace after firing, but only if you have direct line of sight to an enemy. That would make it something more like portable cover that only works when you're actually engaging and not hiding behind a mountain. Maybe even have it scale in effectiveness with either distance or number of enemies visible to encourage getting up in OpFor's face. Also please, while it's great that I can sell multiples of things at once, please make it so that I can just press and hold the the plus button to make it count up. Having to click that plus button literally 300 times to get rid of the 320 or so spare heatsinks I had laying about sucked. Or put an extra button there that that instantly set the number to max, and you can hit the minus button a few times for the amount you actually want to keep.
|
# ? Sep 8, 2018 01:46 |
|
Brace after Punch Juggernaut is really drat nice. It's not broken, because it leaves you braced in remove-brace range - but it does limit your opponents options. And it interacts nicely with the iniative system too. And that's not theorycrafting - there's standalone mods for that so I can vouch for it in an otherwise vanilla situation. Swap it with Bulwark in the tree which does 3 things: a) Doesn't force redundant skill overlaps (I am meleeing someone standing next to me, gently caress Juggernaut did nothing because I already had to have Bulwark anyway), b) lets you pair Juggernaut with Master Tactician for the ultimate melee iniative troll and c) forces you to hard-commit to a tier 2 to get Bulwark. This is theorycrafting though, I haven't modded it to try this out. Note I don't care which Bulwark it is. I think the original is probably fine as a tier 2, but whatevs.
|
# ? Sep 8, 2018 01:47 |
|
Klyith posted:The problem with this idea is that the AI gets all these skills too and sprint-punching AI would be incredibly infuriating. Some of the AI types are super reckless about charging into melee and mechs in melee favors the side with numbers. just thinking about AI firestarters sprinting into melee is making me mad
|
# ? Sep 8, 2018 01:48 |
|
And Tyler Too! posted:Unless you have a mod that makes Star League stuff appear in shops, nope. If your Lostech gets crit, it's gone. Gauss ammo does appear in stores -- extremely rarely. You need a world with Manufacturing, Rich, and Research and then to get lucky on a weight 1 roll, which is the rarest. (Weight in shopdefs = more common as number gets higher.) For anyone who wants gauss ammo and doesn't want to spend 6 hours hopping back and forth between a couple of planets that match the requirements, the file to edit is shopdef_Ammo_special.json. Organ Fiend posted:Southern man, I think I'm thinking of the same guy you're thinking of, was good. Just kind of easy going and pleasant. I forgot that we can edit generic pilots now, I'll have to try out some more!
|
# ? Sep 8, 2018 01:49 |
|
Baron Porkface posted:Have people figured out what each of the planetary modifiers do? There are random events that either trigger from some of the planetary tags, or give an alternate option on some of them. They also determine what the stores will sell.
|
# ? Sep 8, 2018 02:01 |
|
Panfilo posted:This is how it is in RogueTech. Juggernaut is the same, but also gets a few other bonuses like more melee damage as well, so it isn't a total wash. Then the second tier of Guts gives you 'Berserker' which braces you after melee, and is pretty useful. This arrangement means if you are going to get Juggernaut, you might as well get Berserker anyway since it is better and they both stack with each other.
|
# ? Sep 8, 2018 02:26 |
|
And the crash on startup bugs have returned. I'm so sick of having to reinstall this game + mods every time a loving patch comes out.
|
# ? Sep 8, 2018 02:44 |
|
I've specced Dekker for Piloting and Guts. I stuck him in a JR7-D with maxed out jump jets and 4 medium lasers. Nobody can hit him. He jumps behind enemy lines and pecks at everyone's rear armor. He jumps in mediums' faces to pelt their internals with 4x M Laser and nobody can hit him. I love Dekker.
|
# ? Sep 8, 2018 02:47 |
|
Ravenfood posted:And yet, having a punchbot in RogueTech is (so far) by far and away the best way to get ridiculously overpowered quick in RogueTech, so maybe they shouldn't steal all their ideas from its skill balance. They've rebalanced melee to make it somewhat less accurate. It is still a good standby early game but isn't as devastating as it used to be. AI is always going to outnumber you and while you can effectively slug one mech three others will focus fire you. Melee is good but it is putting all your eggs in one basket and you take stability damage if you miss, making it kind of a liability if you sprinted into melee.
|
# ? Sep 8, 2018 03:56 |
|
Coincidentally, I just tried to melee a tank with a centurion and wiffed. As payback it crit'ed the ammo in my leg and nearly gutted the mech. Luckily I survived the round and ejected. Good thing I had case this time
|
# ? Sep 8, 2018 06:02 |
|
Is RogueTech unbalanced and lovely with Clantech or actually good?
|
# ? Sep 8, 2018 08:33 |
|
2 SPOOKY posted:So the early missions are just going to be miserable then? None of the mechs I started with had Flamers or EWAR stuff (though one of the lights I fought had some, god drat), and punch-hit chances were still in the 25-30% hit rate range even with some points invested in piloting. Edit: If you start a custom game, you can select which mech will be your personal starting mech. The selection is restricted, but there are some very good ones available. Nektu fucked around with this message at 10:13 on Sep 8, 2018 |
# ? Sep 8, 2018 08:56 |
|
I downloaded the mod that doles out skulls by how much your lance costs instead of its drop weight. I have a full medium lance now and it still gives me 0.5 skulls. I also can’t find any planets with more than 1 skull now, though they have missions for 2-3 skulls that seem to be where my lance is. I don’t think this mod is working right. :/
|
# ? Sep 8, 2018 09:30 |
|
Fighting a mission against an enemy heavy lance and I somewhat whiffed the opening engagement against the supporting forces, with my two Orions taking heavy armour damage and my Highlander being badly out of position when the target heavy lance begins to crest the hill in front of my Orions. I take down one enemy heavy with focused fire but I'm taking too much damage, and I think I'm going to lose at least one of my Orion pilots, maybe even both. So I decide to chance it and order my lead brawler, Rain Bird, to target a Cataphract's head with her AC/20. She hits, and blows it clean off With supporting fire from my Highlander (still wheezing and jogging its fat rear end back to the main fight) I knock over the enemy Grasshopper and start pounding it to dust, when the ominous 100 ton blip finally crests the hill and opens up on Rain Bird, blowing off her left torso. It's a King Crab, the first one I've seen. I order Rain Bird to target its head. She hits, again. Mission complete. I love this game and it made me fist pump in real life.
|
# ? Sep 8, 2018 10:01 |
|
Organ Fiend posted:I'm not empty-quoting this because I'm also asking once again why the devs haven't figured this out when so many players have. Instead they decide to introduce some skill that will potentially break the heat scale. Getting echos of here. Isildur is the lead designer so idk ask her
|
# ? Sep 8, 2018 10:17 |
|
Thanks to the people who suggested the Butcher as a good starter RogueTech mech. Actually enjoying the mod now. That being said, I’m nervous about the melee bits getting blown off. I’ve found a melee thing here and there across the missions I’ve done but is there any rhyme or reason to what stores sell what? Space in RogueTech is so huge and travel times/finances are pretty punishing starting out, but I’d like to pick up some replacement bits if possible.
|
# ? Sep 8, 2018 12:29 |
|
sebmojo posted:Isildur is the lead designer so idk ask her I don't know who Isildur is w/ respect to . I only know Paul, who's lack of understanding of game balance makes me question his ability to do basic math, Russ, who would make me question the color of the sky if he said it was blue, and Hefay, who was (is?) totally one of them or their family members shilling for every bad choice they made.
|
# ? Sep 8, 2018 13:02 |
|
isildur posted:I'm really torn on Bulwark. I do not like how it works now, but I also don't really like the version I put into the beta. So I'm going to gather the designer troops next week and talk through our feedback so far. You need something to help mitigate a 4v8 (or 4v10+ with vehicles), but anything you put in that allows players to take less damage is going to be optimal by default. So your damage mitigation tool has to be one that promotes the sort of gameplay you want. Since the game doesn't have any sort of on-the-field healing and since there isn't a weight-class skill tree that means players need access to a generalized tool to help them if they get in over their heads. Old Bulwark promoted boring, stagnant play, I can understand getting rid of it or reworking it, and tying it to actually bracing isn't a bad idea, but that still leaves players without a mitigation tool they can use on the move. What if you broke up Bulwark's effects and dispersed them to the piloting, guts, and tactics trees? That way people could prioritize the sort of damage mitigation they favor. Gunnery's passively strong and people are going to skill it up regardless, having it be pure damage-focused is fine. Piloting's evasive maneuvers could double the "durability" of evasion pips so you lose them more slowly, making it more difficult to fully strip a target's evasion if they can generate a lot of pips. If that's too strong or too powerful in the early game, making Evasive Maneuvers grant 25% damage resistance (or 50% in cover?) so long as the unit had at least 1 evasion pip might also make it an attractive choice, That would make taking an initial 'lucky' hit easier but an enemy could still wipe out your damage mitigation if you're doing something foolish. Guts should be all about promoting high risk/high reward play, so a Tier 1 that grants guarded (or brace) after a melee attack might work. You'd still have to use it carefully since the enemy might just melee you right back and knock you out of guarded. A Tier 2 that boosts melee damage (possibly based on your current heat scale) would be pretty neat. Like a baby TSM, the hotter you are when you punch the harder you hit? Tactics already has a fantastic Tier 1 and Tier 2 but I'd advocate removing sensor lock from the skill tree entirely and making it a very low-cost morale ability to discourage hanging back and LRM-spamming. Alternatively, since you can move and sensor lock maybe having it grant a non-stacking 25% DR to the unit since they're watching the enemy carefully? These would encourage mobility and discourage the current "testudo" playstyle, I threw them together in 10 minutes at 5:00 AM so I have no doubt they're completely unbalanced. I'm not a developer, but if you want players to act a certain way, the game has to reward them for it or they'll do something else. PoptartsNinja fucked around with this message at 13:11 on Sep 8, 2018 |
# ? Sep 8, 2018 13:06 |
|
Organ Fiend posted:I don't know who Isildur is w/ respect to . Poster isildur here on our very own Something Awful forums is better known to you probably as Kiva, lead designer on this very game and in no way associated with .
|
# ? Sep 8, 2018 13:31 |
|
2 SPOOKY posted:Thanks to the people who suggested the Butcher as a good starter RogueTech mech. Actually enjoying the mod now. What I did was consistently try to salvage at least one replacement part per mission instead of new mech pieces. It slowed down my income but generally meant more uptime for my good mechs. Also something to note: a lot of Argo upgrades give you negative upkeep costs but come with high initial costs, so occasionally asking for a lot of money instead of salvage if it's one of those missions that maxes out at two chosen pieces but pays a fuckton can be worthwhile. Other gear to keep an eye out for early: streak SRMs ignore 2 pips and give +2 accuracy, as do pulse lasers. Both come with high heat and weight for their class, but some damage is better than nothing. Flamer+++ are loving great and a dedicated flamer/EWAR mech is a beautiful thing. Speaking of, it's worth massively prioritizing salvaging tag, tagger, and narc beacons over basically anything but an elite mech part. If the weight is too much, running two 'support' mechs with EWAR and flamers while your other two mechs aggressively kill things can work well. Finally, RAC-5s are brutal. 4x40 damage at good range for something like 14 weight and 36 heat is nothing to sneeze at. They've got a hefty recoil penalty, but that is a lot of firepower crammed into a relatively small place.
|
# ? Sep 8, 2018 13:59 |
|
Organ Fiend posted:I don't know who Isildur is w/ respect to . This game was developed by Harebrained Studios and isildur/kiva works there.
|
# ? Sep 8, 2018 14:03 |
|
Berious posted:Is RogueTech unbalanced and lovely with Clantech or actually good? RogueTech and balance are mutually exclusive.
|
# ? Sep 8, 2018 15:44 |
|
Roguetech is great because it lets you build the stupidest builds you want and then play with them without subjecting another player to your bullshit. In other news I've made a light mech that literally can jump from one end of the map to the other. And an assault with 4x cGauss and all the accuracy/damage bonuses I could. With a bulwark quirk chassis and a mech scale shield in one hand
|
# ? Sep 8, 2018 16:36 |
|
They should make a mode where you can't reconfigure mechs and call it "Hard Mode". Also Iron Man must be played in hard mode
|
# ? Sep 8, 2018 17:10 |
|
There are a whole bunch of interesting challenge runs you can do. You could go fully stock only, stock loadouts only but you can use + versions of weapons and equipment, minor tweaks allowed (e.g. drop a ton of armour for an extra heatsink), basically a whole spectrum of how much customization you want to allow yourself.
|
# ? Sep 8, 2018 17:24 |
|
There was a guy that went through the whole campaign using nothing but AC/2s on his mechs
|
# ? Sep 8, 2018 17:41 |
|
Jabor posted:There are a whole bunch of interesting challenge runs you can do. You could go fully stock only, stock loadouts only but you can use + versions of weapons and equipment, minor tweaks allowed (e.g. drop a ton of armour for an extra heatsink), basically a whole spectrum of how much customization you want to allow yourself. Stock loadouts only isn't even that hard really, you just gotta know to filter out the trash.
|
# ? Sep 8, 2018 19:39 |
|
Are the ~elaborate~ orders of battle given on Sarna.net meant to be an entire country's army or just ones "onscreen"?
|
# ? Sep 8, 2018 20:58 |
|
I picked up all the sourcebooks on the kickstarter when I got real into BattleTech and the field manuals, which I never dug into, seem to contain full orders of battle so yeah they're probably canon.
|
# ? Sep 8, 2018 21:17 |
|
Baron Porkface posted:Are the ~elaborate~ orders of battle given on Sarna.net meant to be an entire country's army or just ones "onscreen"? Also are they even current to the 3145 timeframe
|
# ? Sep 8, 2018 21:29 |
|
What's an ideal build for an early vanilla shadowhawk? I thought about going close combat, but only the hawk can boat missiles out of the five starters.
|
# ? Sep 8, 2018 23:30 |
|
Lord Frisk posted:What's an ideal build for an early vanilla shadowhawk? I thought about going close combat, but only the hawk can boat missiles out of the five starters. Rip out the LRM 5 and SRM 2 in favor of either bigger SRMs or more lasers. Keep the AC5 for the time being but when you get a chance upgrade it to an AC10, removing missiles guns or heatsinks as necessary. The stock shadowhawk actually has too many heatsinks so yank one or two and up your armor.
|
# ? Sep 8, 2018 23:37 |
|
Rip out a heatsink, upgrade to an SRM4. Part of what makes the Shadow Hawk so good is its flexibility. edit: Starting Shadow Hawk has 1 Energy and 1 Support, more lasers isn't really an option
|
# ? Sep 8, 2018 23:37 |
|
Don't use your starter Shadowhawk as an LRM boat, the best feature of the Shadowhawk for your early lance is its tankiness. You want it to be at or near the front line, soaking up damage so that your lighter mechs don't have to. Not to say LRM boats don't have a place, but since they usually don't get shot at, that means the other three mechs take that much more incoming fire in its place.
|
# ? Sep 9, 2018 00:13 |
|
Lord Frisk posted:What's an ideal build for an early vanilla shadowhawk? I thought about going close combat, but only the hawk can boat missiles out of the five starters. MLas, SRM 6+6+4, 2 tons ammo, 2 heatsinks, 5 jump jets, optional small laser for punching since it's a good punching mech. Ammo goes 1 ton on each leg, 25 armor on the rear right and center torsos, left side of the mech is ablative so max armor the right arm/side torso and center torso before putting the reminder there, 80 on the legs is fine. The GRF-1N is strictly better at this striking role since it can mount triple SRM6 and leaves the head free for a cockpit mod, but the starting SHD is decent. If you have a good AC5 variant it's fine to use that alongside missiles, but SRMs are just much more effective at trading damage. Damage racing the opfor is the most effective tactic in this game. The 55 ton mechs are terrible LRM boats so don't use them for that - too little usable space (28 tons).
|
# ? Sep 9, 2018 03:59 |
I'm incredibly leery about changing Bulwark in the single player for reasons I'm sure have already been brought up. 8v4s or worse without the ability to mitigate damage and shoot back at the same time with any degree of reliability sound like hell nightmares. Like if it's making multiplayer bad then I understand but 'let's just make you take more damage' in a game where, in the late game, anything smaller than an Atlas will just get chunked by sheer weight and volume of enemy fire Granted it's been a few patches since I last played and I spent most of my time mercing out looking for big stompy robots instead of following the plot so I might just be yelling into the void over nothing and also I have never been fond of anything that is hard.
|
|
# ? Sep 9, 2018 10:16 |
|
I'm up to the campaign mission Extraction, and pretty much all my frustration is coming from timed events (deadlines, convoy speeds) being about 50-100% too fast. I think if HBS just doubled how long it took everything to happen it would be a much less annoying experience.
|
# ? Sep 9, 2018 13:57 |
|
|
# ? May 30, 2024 07:08 |
|
isildur posted:Hatchets are gear that only the Hatchetman can use. So they occupy space/tonnage and can be disabled by criticals and limb loss. More options to strip away bulwark defense by attacking would be nice. Maybe something like the Evasion pips system. Like get 5 Guard pips to gain the current damage reduction bonus and you lose guard pips for taking X actions.
|
# ? Sep 9, 2018 14:15 |