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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.

Gulping Again posted:

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.

The problem is that if it's so necessary to mitigate damage that it's a hard requirement to have you lance decked out with it, then there's a larger issue at play. You need to address those problems, not put a bandaid skill in to fix them.

For what it's worth they've fixed some of the early spawn problems and if you run into 8v4 at once you've (probably) screwed something up in your approach.

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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

GotLag posted:

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.

Your mechs don't have enough damage/jump jets.

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.

Cyrano4747 posted:

The problem is that if it's so necessary to mitigate damage that it's a hard requirement to have you lance decked out with it, then there's a larger issue at play. You need to address those problems, not put a bandaid skill in to fix them.

For what it's worth they've fixed some of the early spawn problems and if you run into 8v4 at once you've (probably) screwed something up in your approach.

Well, as there's no in-mission repairing, you still have damage from eight mechs coming in.

Now yes, you do take more damage if you let all eight shoot you at once, but there's still more damage potential from OpFor even if you engage decently smart.


I'd prefer bulwark to reduce incoming damage based on how many enemies you have in line of sight.
Something like 25% damage reduction if you have an enemy in line of sight, plus an additional 10% reduction per each additional visible enemy.

Cyrano4747
Sep 25, 2006

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

Groetgaffel posted:

Well, as there's no in-mission repairing, you still have damage from eight mechs coming in.

Now yes, you do take more damage if you let all eight shoot you at once, but there's still more damage potential from OpFor even if you engage decently smart.


I'd prefer bulwark to reduce incoming damage based on how many enemies you have in line of sight.
Something like 25% damage reduction if you have an enemy in line of sight, plus an additional 10% reduction per each additional visible enemy.

*shrug* I never really had problems with damage mitigation. By the end game I was pretty routinely finishing out with mechs that didn't have any internal damage, including the non-bullwark pilots I had because it was my first game and I hadn't figured out optimal everything.

The big thing that benefits the player is that we have the ability to modify designs. The vast, vast majority of cannon mechs don't have anything like max armor on them. In fact, that's what makes the Atlas so loving scary in this game - it's one of the very few assaults that's carrying near its max tonnage of protection. As a player, on the other hand, the first thing you do is armor up. Maybe you skim some from the back or skim some from the arms or a torso that's empty but in general you're going to be much better protected than the AI.

Then there are other tricks that the AI is just bad at. Presenting a less-damaged side to the enemy so that you can roll more damage, for example. Using that moral skill that gives you entrenched when necessary. Stuff like that.

rocketrobot
Jul 11, 2003

I'm disappointed that the hatchetman's melee weapon system can't be ported over to other mechs. I'd be happy even if I could only do it with mechs of the same weight class, like jump jets. I really don't remember how the melee weapon system for that sort of "built in" weapon works though.

GotLag
Jul 17, 2005

食べちゃダメだよ
Boy I sure do love the game just freezing up for 10 seconds at the start of a timed mission, and this somehow causing me to have clicked on the YES, SKIP MY TURN button

Edit: I'm really curious as to why everything in this game takes so loving long to load. Even loading the mission loading screen takes an inordinate amount of time on an SSD

GotLag fucked around with this message at 19:42 on Sep 9, 2018

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Cyrano4747 posted:

*shrug* I never really had problems with damage mitigation.

Good for you (this isn't sarcastic, I'm glad things have gone well for you!) This is still a genuine concern for new and "bad" players when you're fielding asymmetric forces and it's one that shouldn't be dismissed.

The AI being something experienced players can exploit is an issue with every game, which is why granular difficulty settings are important. But that doesn't mean new players need to be hamstrung before they can get a feel for how things play or how to effectively modify 'Mechs.


It's important for developers to take into account that they have more time to math a problem than new players. If Isildur wanted to set pilot skills based on difficulty settings (Bulwark on easy, maybe no damage mitigation skills on hard?) that'd be neat, but as long as they're available across the board any skill that gets put in to help new players not die is one an experienced player will exploit the hell out of.

Luigi Thirty
Apr 30, 2006

Emergency confection port.

Oh god, I'm stuck on the story mission with the dropship and the fuel pumper.

I can kill the defenders almost unscathed but then the kill squad appears and rips my mechs apart. My go-to lance is currently a tanky Dragon, AC/20 Hunchback, damage dealer AC/5 Shadow Hawk, and Dekker in a Jenner D playing Chaos Pyro M Laser Boat. I think I might need some beefier robits for this mission.

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4

PoptartsNinja posted:

Good for you (this isn't sarcastic, I'm glad things have gone well for you!) This is still a genuine concern for new and "bad" players when you're fielding asymmetric forces and it's one that shouldn't be dismissed.

The AI being something experienced players can exploit is an issue with every game, which is why granular difficulty settings are important. But that doesn't mean new players need to be hamstrung before they can get a feel for how things play or how to effectively modify 'Mechs.


It's important for developers to take into account that they have more time to math a problem than new players. If Isildur wanted to set pilot skills based on difficulty settings (Bulwark on easy, maybe no damage mitigation skills on hard?) that'd be neat, but as long as they're available across the board any skill that gets put in to help new players not die is one an experienced player will exploit the hell out of.

Yeah, I'm sure they didn't take new players into account.

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

Luigi Thirty posted:

Oh god, I'm stuck on the story mission with the dropship and the fuel pumper.

I can kill the defenders almost unscathed but then the kill squad appears and rips my mechs apart. My go-to lance is currently a tanky Dragon, AC/20 Hunchback, damage dealer AC/5 Shadow Hawk, and Dekker in a Jenner D playing Chaos Pyro M Laser Boat. I think I might need some beefier robits for this mission.

Replace the Dragon or Jenner for the freebie Centurion you got since that's the best medium mech, fit the Shadow Hawk with SRM4+6+6 and mlas instead of AC5.

The Dragon sucks btw.

ED: The Dragon sucks because it's only got 29 tons of usable space, compared to 55 ton mediums who have 28 tons, half weight jump jets, same speed (140), better initiative, +1 hit defense, and in the case of the SHD practically the same melee damage (85 vs 90).

The 50ton mechs like the Hunchback and Centurion have 120 move, but 31.5 tons of payload.

Conspiratiorist fucked around with this message at 21:57 on Sep 9, 2018

deathbagel
Jun 10, 2008

Conspiratiorist posted:

RogueTech and balance are mutually exclusive.

It's balanced in the fact that while you get access to Clan tech, you have to pull it off of dead Clan mechs, which are absolute beasts to fight against. But once you get full assaults with full Clan tech, you are even more OP than you are at fully kitted out assault mechs in the base game, however it is MUCH more difficult to get to that point in Roguetech.

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky
They need to decide if they want to balance the game around custom or stock mechs. Can't do both. Anything doable with stocks is easier with customs and anything that is difficult to handle with custom mechs is that much harder with stocks. If they decide to balance the game around everyone using good custom builds, they really need to improve on the customization tutorial.

Luigi Thirty
Apr 30, 2006

Emergency confection port.

Conspiratiorist posted:

Replace the Dragon or Jenner for the freebie Centurion you got since that's the best medium mech, fit the Shadow Hawk with SRM4+6+6 and mlas instead of AC5.

The Dragon sucks btw.

ED: The Dragon sucks because it's only got 29 tons of usable space, compared to 55 ton mediums who have 28 tons, half weight jump jets, same speed (140), better initiative, +1 hit defense, and in the case of the SHD practically the same melee damage (85 vs 90).

The 50ton mechs like the Hunchback and Centurion have 120 move, but 31.5 tons of payload.

I figured if Yang said the Dragon sucks it really sucks but it's the only heavy mech I have :smith:

I've got a whole bunch of mediums. I'll swap the Dragon out for the Centurion and refit the Shadow Hawk.

deathbagel
Jun 10, 2008

Luigi Thirty posted:

I figured if Yang said the Dragon sucks it really sucks but it's the only heavy mech I have :smith:

I've got a whole bunch of mediums. I'll swap the Dragon out for the Centurion and refit the Shadow Hawk.

The Dragon is flat out worse than any of the mediums. You actually lose free tons over the 50 tonners and only gain 1 free ton over the 55 ton mediums, while also losing an entire initiative slot, and the only thing you gain is a little armor. The hard points are very mediocre as well. The Quickdraw is in the same boat. You are better off sticking with your medium mechs until you get a Grasshopper or better heavy in my opinion, though you can actually make some decent builds out of some of the 65 ton heavies, but I still don't think they are enough better to counteract the loss of an entire initiative slot.

Revvik
Jul 29, 2006
Fun Shoe
The Dragon sucks and is cursed. My first heavy and it killed five of my pilots, including Dekker getting drop kicked in the cockpit from 100% health.

OXBALLS DOT COM
Sep 11, 2005

by FactsAreUseless
Young Orc

Cynic Jester posted:

They need to decide if they want to balance the game around custom or stock mechs. Can't do both. Anything doable with stocks is easier with customs and anything that is difficult to handle with custom mechs is that much harder with stocks. If they decide to balance the game around everyone using good custom builds, they really need to improve on the customization tutorial.

Thry also fiddled with the rules to increase max armor so people can customize more (i guess?) But obviously that also makes custom designs stronger

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
Issues like the Dragon being very lackluster due to a lack of usable tonnage are why I like that RogueTech let's you swap fusion cores. It gives you the flexibility to take the 'fast for a heavy mech' designs and either keep their speed and turn them into close combat monsters, or downgrade the engine to free up more tonnage.

While most weight saving equipment scales with the mech's weight, XL engines tend to benefit heavier mechs much more since they can pack on more raw firepower and protect the engine better from stray hits.

Theres also a rare chassis of the Dragon in RogueTech that gives bonus damage for energy weapons mounted in it as well.

Luigi Thirty
Apr 30, 2006

Emergency confection port.

I beat the mission at the cost of Behemoth :rip:

I got a K2 Catapult, another Centurion, and another Shadow Hawk out of it though.

I’m not sure how Dekker has survived this long into the campaign.

raverrn
Apr 5, 2005

Unidentified spacecraft inbound from delta line.

All Silpheed squadrons scramble now!


I hit that mission running three Orions and a Grasshopper. Really makes me want to attempt the game with reasonable tonnage rather than going in a 30-mission adventure to find a Grasshopper.

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4

Cynic Jester posted:

They need to decide if they want to balance the game around custom or stock mechs. Can't do both. Anything doable with stocks is easier with customs and anything that is difficult to handle with custom mechs is that much harder with stocks. If they decide to balance the game around everyone using good custom builds, they really need to improve on the customization tutorial.

They can easily do both which is why it's so fun. Or people can just tinker with builds. It's not that hard and if you find it frustrating, it's probably not for you. Just go and download other mods that add things w/o adjusting difficulty.

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."

Panfilo posted:

Issues like the Dragon being very lackluster due to a lack of usable tonnage are why I like that RogueTech let's you swap fusion cores. It gives you the flexibility to take the 'fast for a heavy mech' designs and either keep their speed and turn them into close combat monsters, or downgrade the engine to free up more tonnage.

While most weight saving equipment scales with the mech's weight, XL engines tend to benefit heavier mechs much more since they can pack on more raw firepower and protect the engine better from stray hits.

Theres also a rare chassis of the Dragon in RogueTech that gives bonus damage for energy weapons mounted in it as well.

Quirks can fix problems like the Dragon without making engines swappable and turning every mech into a purely visual X-tonnage container.

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

deathbagel posted:

The Dragon is flat out worse than any of the mediums. You actually lose free tons over the 50 tonners and only gain 1 free ton over the 55 ton mediums, while also losing an entire initiative slot, and the only thing you gain is a little armor. The hard points are very mediocre as well. The Quickdraw is in the same boat. You are better off sticking with your medium mechs until you get a Grasshopper or better heavy in my opinion, though you can actually make some decent builds out of some of the 65 ton heavies, but I still don't think they are enough better to counteract the loss of an entire initiative slot.

The missile Jager and the TDR-5SE are good, but otherwise the 65 tonners really do work out as side-grades more than anything.

Luigi Thirty posted:

I figured if Yang said the Dragon sucks it really sucks but it's the only heavy mech I have :smith:

I've got a whole bunch of mediums. I'll swap the Dragon out for the Centurion and refit the Shadow Hawk.

Menturion build: 2xMLas, 3xSRM6, 2 tons SRM ammo (one on each leg), 4 JJs, 6 heatsinks. 25 armor rear CT, 25 armor rear LT, 5 armor rear RT, 80 armor each leg, max front torsos, reminder split evenly between the arms.

Pornographic Memory
Dec 17, 2008
the dragon trap makes me wish they at least showed you the engine as a part and its weight even if you can't do anything with it, it's kind of dumb that they hide a mech's useable tonnage from you when it's easily one of the most important pieces of info distinguishing mechs from each other. without quirks or having to care about geometry like a shooter, it's not really clear what makes some mechs better or at least different from each other aside from raw hard point numbers and tonnage

Organ Fiend
May 21, 2007

custom title
The fix for the Dragon, Cicada, Quickdraw, Banshee, Battlemaster and Victor is to tie initiative to running speed instead of weight.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬

DatonKallandor posted:

Quirks can fix problems like the Dragon without making engines swappable and turning every mech into a purely visual X-tonnage container.

Except that engine cores are limited and Dragons you salvage often don't have intact cores themselves, so you have to make due with what you have. The only true X tonnage container are Legendary mechs which have 2 or 3 of each Hardpoint type in each location.

Ghetto Prince
Sep 11, 2010

got to be mellow, y'all

GotLag posted:

Boy I sure do love the game just freezing up for 10 seconds at the start of a timed mission, and this somehow causing me to have clicked on the YES, SKIP MY TURN button

Edit: I'm really curious as to why everything in this game takes so loving long to load. Even loading the mission loading screen takes an inordinate amount of time on an SSD

how many saved games do you have? I remember there used to be a bug where having too many would slow down load times for some reason.

GotLag
Jul 17, 2005

食べちゃダメだよ

Ghetto Prince posted:

how many saved games do you have? I remember there used to be a bug where having too many would slow down load times for some reason.

It just happens that I went through and deleted pretty much everything except the latest save and the career start save a few hours before that post.

There's some hella memory leaking going on and it seems to be worse around both story missions and restarting missions

Phrosphor
Feb 25, 2007

Urbanisation

Kiva has posted a request for people to test some missions scenarios and feedback on the beta build.

Isildur/Kiva posted:

Hi everyone! We're talking through all of your feedback right now, and making our final tuning decisions on the ability rework. We've got a huge pile of useful stuff from you so far, so: thanks!

I've got a handful of missions for you, if you'd like to help out a bit more.

* Please try to complete a 5-skull Battle mission with reinforcements without using Brace or the defensive Resolve ability, and let us know your lance composition and results.
* Please try to exploit the AI by turtling in cover with Bulwark. We want to know what the AI does, and whether it's something you can use to manipulate the AI to your advantage.
* What's the largest accuracy debuff you can accumulate on an AI target, including firing PPCs at them -- how many stacks of the debuff can you apply before their next turn?

(These aren't our only areas of interest, but your feedback pretty well covers everything else we feel like we need to know to move forward.)

Thanks again!

Link to the thread to post comments if you have time: https://forum.paradoxplaza.com/forum/index.php?threads/developer-diaries-1-mechwarrior-ability-revision.1116566/

(This is your chance to get some non-'pubvoice' feedback in front of the developers!)

Amechwarrior
Jan 29, 2007

Phrosphor posted:

Kiva has posted a request for people to test some missions scenarios and feedback on the beta build.


Link to the thread to post comments if you have time: https://forum.paradoxplaza.com/forum/index.php?threads/developer-diaries-1-mechwarrior-ability-revision.1116566/

(This is your chance to get some non-'pubvoice' feedback in front of the developers!)

I think I need to run that one again, my drop on a lowlands map was way too favorable for me. I posted my results there, but the enemy forces just happened to not be able to get group LoS on me and got picked apart one by one. In my modded test, I landed like 50% of the first shots on the head and the rest was trivial. Most of my 5 skull battles don't go anywhere near as smoothly.

deathbagel
Jun 10, 2008

Phrosphor posted:

Kiva has posted a request for people to test some missions scenarios and feedback on the beta build.


Link to the thread to post comments if you have time: https://forum.paradoxplaza.com/forum/index.php?threads/developer-diaries-1-mechwarrior-ability-revision.1116566/

(This is your chance to get some non-'pubvoice' feedback in front of the developers!)

Hmm, I'll have to uninstall Roguetech and do the first one for them, my play style never included Bulwark or bracing.

Baron Porkface
Jan 22, 2007


Guts gives way too much health, combined with the venting skill it means Heat and knickdown straight up don't matter with a Guts guy.

GotLag
Jul 17, 2005

食べちゃダメだよ
Am I mistaken in my belief that more health = faster recover for the same number of wounds?

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬

GotLag posted:

Am I mistaken in my belief that more health = faster recover for the same number of wounds?

I think medbay plays a bigger factor honestly. Both also improve the chances to survive ordinarily lethal damage.

Amechwarrior
Jan 29, 2007

GotLag posted:

Am I mistaken in my belief that more health = faster recover for the same number of wounds?

Not exactly right, but close enough. I believe it ties to the Guts skill points directly instead of HP. So you should be able to get two pilots with X health, but the one with Guts 1 point higher should heal slightly faster for the same number of injuries.

GotLag
Jul 17, 2005

食べちゃダメだよ
Ah, right, forgot about that part.

My A+ favourite mech pilot is going to spend the next 55 days in the medical bay after the final campaign mission :gonk:

I'm just glad she survived the coring of her mech

isildur
May 31, 2000

BattleDroids: Flashpoint OH NO! Dekker! IS DOWN! THIS IS Glitch! Taking Command! THIS IS Glich! Taking command! OH NO! Glitch! IS DOWN! THIS IS Medusa! Taking command! THIS IS Medusa! Taking command! OH NO! Medusa IS DOWN!

Soon to be part of the Battletech Universe canon.

GotLag posted:

Am I mistaken in my belief that more health = faster recover for the same number of wounds?

Healing from a full injury bar takes the same amount of time regardless of how much health your MW has. Which means that a max Guts character with 6 health who takes 3 injuries will heal twice as fast from them (sort of) as a low Guts character with 3 health who takes 3 injuries.

(the 'sort of' is because there's an additional time penalty if you take the whole bar of injuries.)

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.
Yeah. The infirmary really helps that though--the final upgrade tilts the math from "best case: coin flip" on a max guts pilot surviving being cored to slightly likely to survive.

Head shots are still nearly guaranteed death though.

Phrosphor
Feb 25, 2007

Urbanisation

https://forum.paradoxplaza.com/forum/index.php?threads/developer-diaries-2-flashpoints.1118721/

New flashpoint dev diary.

quote:

Internally we’ve been describing the Arano Restoration campaign as “the BATTLETECH movie”, with the idea that we’d then be able to do “the BATTLETECH original series”.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
What about "the BATTLETECH direct-to-dvd sequel"?

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Q_res
Oct 29, 2005

We're fucking built for this shit!
I found this particular bit of info in that Dev Diary of interest, "The other really exciting part of this new structure is that Flashpoints are all data-driven. They’re built in human-readable JSON in the exposed and easy-to-access asset directory. That means it would be pretty simple for someone to use the structure to create their own Flashpoints. Or even a longer campaign. Which we don’t officially support, of course! But… just saying."

So, if you're pretty comfortable with editing their JSONs at this point (it's stupid easy) you can whip up your own mini-campaigns.

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