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So the Hatomoto-Chi looks kind of interesting: I wanted to go with quad SRM6+++, then tried for 2x +++, 2x clan, but ultimately it came down to just twin clan 6s and 4s to be able to fit the jump jets and partial wing system. It's still not thermally efficient even with the CDHS upgrade, but it's 'good enough' if I favor cold or wet biomes. Theoretical alpha of 352 damage.
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# ? Oct 7, 2018 01:19 |
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# ? Jun 3, 2024 21:48 |
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So I just won RogueTech: https://www.reddit.com/r/roguetech/comments/9maytf/last_super_heavy_brag_post_i_swear_salvaged_a/ I now have a full Super Heavy Lance - One Clan Omega (200t), a Leviathan (200t), and twin Omegas (150t). I think I'm gonna take a little break for a while. BIG HEADLINE fucked around with this message at 03:24 on Oct 8, 2018 |
# ? Oct 8, 2018 03:22 |
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How legit is the all-in-one installer? I want to try Battletech, but I'm a bit wary of running random .exe files off the internet. For that matter, is there a way to install it that doesn't involve the .exe?
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# ? Oct 8, 2018 18:59 |
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Hremsfeld posted:How legit is the all-in-one installer? I want to try Battletech, but I'm a bit wary of running random .exe files off the internet. I've used it every time I've updated Roguetech and never had a problem with it so far.
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# ? Oct 8, 2018 19:02 |
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Hremsfeld posted:How legit is the all-in-one installer? I want to try Battletech, but I'm a bit wary of running random .exe files off the internet. You can probably unpack the exe with 7zip? But a lot of people seem to be playing rougetech and nothing bad has happened to them yet. The thing that might be more of a sticking point to me is that it's also seems like a packaged total conversion so I dunno how easy it is to play normal battletech without uninstalling it. Is it possible to have two installs of a game with steam? That's the thing I would do back in the day, make a complete second copy of the game to have the TC mod on.
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# ? Oct 8, 2018 20:28 |
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Klyith posted:You can probably unpack the exe with 7zip? But a lot of people seem to be playing rougetech and nothing bad has happened to them yet. Yeah, unfortunately there's no toggle between the main game and Roguetech, and if you try to play the original game, it'll ask where your Fusion Cores and Gyros are. For all the neat poo poo I'm doing, I'm also pretty sure the update's going to be a save-breaker.
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# ? Oct 8, 2018 21:14 |
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RogueTech at it's most basic level depends on BTML: https://github.com/Mpstark/ModTek/wiki/The-Drop-Dead-Simple-Guide-to-Installing-BTML-&-ModTek-&-ModTek-mods Underneath the hood RogueTech's exe installs both BTML and installs the mods themselves. You should be able to reinstate the original Assembly-CSharp.dll or use Steam's verify integrity of game files to get you back to an unmodded state. Personally I found it easiest to perform the later and simply re-run the RogueTech exe when I wanted to play again. Clean install everytime and that worked for me as I switched to vanilla fairly regularly to play multiplayer
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# ? Oct 8, 2018 21:22 |
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BIG HEADLINE posted:For all the neat poo poo I'm doing, I'm also pretty sure the update's going to be a save-breaker. Yeah, and the way that saves are managed in this game might be a problem there. Even having two copies of the game installed, the saves are all stored in the same place. Hopefully you could just have two different campaigns and it won't error out just seeing the saves for the other one. If that's the case then you could go back and forth without breaking saves. Side question, for people using rougetech: are you frequently seeing bugs with graphics not loading? Not 3d textures, but like label & logo images in menus and UI. I used a mod to add more merc company logos, and now even after going back to stock logos I frequently have issues. For example, any time I go into the customize company screen the logo is set to a picture of an Atlas. And other icons on the UI are occasionally blank.
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# ? Oct 8, 2018 21:36 |
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Dev Diary about Career Mode Basically an open ended sandbox where you're scored based on how much money you make, how many contracts you complete, and more, and at the end of 1,200 days, your score is finalized and compared to others as a bragging rights. Mission difficulty increases slowly as you get better at doing missions. Most enticingly, Kiva states that the 1,200 days is chosen because it gets you right up to 3028... and we all know what happens then. 4th Succession War for anyone who doesn't know what happens then.
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# ? Oct 9, 2018 12:36 |
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Career Mode is exactly what I wanted from the game so this is exciting to hear.
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# ? Oct 9, 2018 12:51 |
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Career mode sounds cool, only question I have is that after 1200 days can you still keep playing? I'm guessing the answer is "yes" but I figure it's worth asking.
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# ? Oct 9, 2018 13:34 |
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So it just occurred to me, is there anything going to be done in game to account for the Hatchetman's ejection system? It removes the entire head, not just the cockpit, so it could be a way to save the equipment in the head if the pilot ejects.
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# ? Oct 9, 2018 14:14 |
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gonna guess that no, that's not going to be implemented in any way
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# ? Oct 9, 2018 14:15 |
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Pornographic Memory posted:Career mode sounds cool, only question I have is that after 1200 days can you still keep playing? I'm guessing the answer is "yes" but I figure it's worth asking. quote:The catch, of course, is that there’s no end point to the game. You can keep playing as long as you want, letting decades of game-time pass. To make scores meaningful, we needed to limit that open-endedness. So we’ve added a time limit of 1200 days. You can keep playing after that, but at 1200 days we calculate your final score and display your final ranking, and then we stop tracking score. So yeah, looks like you guessed right!
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# ? Oct 9, 2018 14:21 |
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John Charity Spring posted:Career Mode is exactly what I wanted from the game so this is exciting to hear. So MekHQ but without the bloat and clicking? Isn't that what everyone wanted, back when the game was being funded?
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# ? Oct 9, 2018 16:08 |
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No I wanted to run escort missions for sentimental nobility
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# ? Oct 9, 2018 16:36 |
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How Disgusting posted:So MekHQ but without the bloat and clicking? Isn't that what everyone wanted, back when the game was being funded? Everyone? No, not at all. Enough so that I’m glad to see it show up post launch? Yes.
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# ? Oct 9, 2018 17:11 |
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This thing is amazing: Ten evasion pips and it moves better than a Black Knight because it's got MASC and a Supercharger baked in, but still allows TSM mounting. It's an Atlas. It's also 1:1 heat neutral.
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# ? Oct 9, 2018 17:39 |
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How Disgusting posted:Isn't that what everyone wanted, back when the game was being funded? It's what I wanted to make, at least. We're still a ways off from the full sim experience I'd envisioned, but little by little it's getting there.
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# ? Oct 9, 2018 18:32 |
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Sky Shadowing posted:Most enticingly, Kiva states that the 1,200 days is chosen because it gets you right up to 3028... and we all know what happens then. I'm still hoping that a sequel would be from the perspective of a Great (or minor) House for this event. Expanding beyond just the merc company but the logistics of shuffling mechs around the board and building up your economy. Basically Total War: Battletech.
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# ? Oct 9, 2018 18:55 |
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isildur posted:It's what I wanted to make, at least. We're still a ways off from the full sim experience I'd envisioned, but little by little it's getting there. I, for one, can't wait until you guys get there! That is the game of my dreams!
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# ? Oct 9, 2018 18:56 |
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Honestly, I think my favorite part of the game is building up from ragtag to badass. The randomness of mech parts means my composition is different every time and I've developed fondness for mechs I never really messed with before. All I really need is the random pilots and mechs at start, along with Flashpoints obvy, and I may be pretty set for a while
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# ? Oct 9, 2018 18:56 |
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BIG HEADLINE posted:This thing is amazing: sure, but can it defeat the Mighty Urbanmech?
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# ? Oct 9, 2018 18:57 |
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isildur posted:It's what I wanted to make, at least. We're still a ways off from the full sim experience I'd envisioned, but little by little it's getting there. Crazy out there question, I don't know if you can answer, but: is there any love internally for the Catalyst era fiction, like the Jihad and the Wars of Reaving? Any chance we'll get to see a proper video game take on that era (MechAssault doesn't count ) or are you guys more interested in the earlier parts of the timeline?
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# ? Oct 9, 2018 19:01 |
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isildur posted:It's what I wanted to make, at least. We're still a ways off from the full sim experience I'd envisioned, but little by little it's getting there. Thanks for doing this. Definitely the game I want to play.
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# ? Oct 9, 2018 19:05 |
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General Battuta posted:Crazy out there question, I don't know if you can answer, but: is there any love internally for the Catalyst era fiction, like the Jihad and the Wars of Reaving? Any chance we'll get to see a proper video game take on that era (MechAssault doesn't count ) or are you guys more interested in the earlier parts of the timeline?
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# ? Oct 9, 2018 19:30 |
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That said just in case you can answer questions Kiva, are flashpoints all pre-written or are there randomly assembled ones too?
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# ? Oct 9, 2018 19:30 |
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Sky Shadowing posted:That said just in case you can answer questions Kiva, are flashpoints all pre-written or are there randomly assembled ones too? The former, no. Procedural story generation sounds like a good idea but in practice it's bad. Trying to stitch together random missions with connective text sounds like a nightmare. The latter, yes. So we'll have flashpoints where we swap in different factions and names, and randomly choose maps. However, all the ones we're shipping with the feature will be hand-written. They're still using existing encounters, because that's what makes FPs work, but all the text, dialogue, and enemy force composition is hand-written.
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# ? Oct 9, 2018 19:39 |
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I am so bad at this game. I try and keep my guys in forests and concentrate on one mech at a time, but pretty much every mission has at least one of my mechs in the repair shop for a week or two. That AC/20+ that I found is pretty awesome on the Centurion, so thanks for the advice on that. What should I be going for as far as target priority? I've been usually trying to concentrate on the first mech I spot, and then slowly try and kill the rest after that one is down, but it's not always possible. A lot of times they have so much evasion that my first couple of guys just miss outright, and then I get hammered on the next turn. I did run into a flamethrower mech, and that sucked balls. It was the third one to show up, so I was busy trying to kill the smaller ones first. It completely screwed over my Shawdowhawk, and I overheated pretty much instantly. At least I only lost 1 arm this time!
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# ? Oct 9, 2018 19:39 |
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isildur posted:There's really two questions here: are we going to randomly assemble a set of missions into a flashpoint, and are we going to have madlibs in pre-written flashpoints? I agree on the first point. I suppose I was mostly wondering if flashpoints were infinitely generating. Subbing out names and stuff is great, to know, though.
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# ? Oct 9, 2018 19:43 |
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binge crotching posted:I am so bad at this game. I try and keep my guys in forests and concentrate on one mech at a time, but pretty much every mission has at least one of my mechs in the repair shop for a week or two. I do every mission with three basic steps: 1- Advance carefully and slowly until you spot a single enemy mech on radar. Make sure your "lead" mech in the pack goes first in your stack, and that your other mechs are in good position to support him. Don't have that lead mech sprint, just use basic moves so you can respond (sensor lock, brace, etc). 2- Once an enemy mech is spotted, set up a kill zone where your mechs have multiple fields of fire. Be sure not to advance any further than your lead mech. If you sensor locked that lead mech, hammer it with LRMs. 3- Wait for the enemy mech to advance into your kill zone. It will probably bring friends. Focus fire down that mech and don't be afraid to do a fighting retreat. Never advance or you might accidentally "spot" more mechs, which will cause them to come after you. It is normal for your mechs to spend some time in the shop after a battle, especially early game. WHen you start taking internal damage, move that mech back behind your line so other mechs take fire. Never, EVER leave yourself in a position where the enemy only has one target, it will get focus fired and killed.
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# ? Oct 9, 2018 19:52 |
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Adding onto this: when possible, keep one side facing the enemy. That way when you start losing armor and/or want to fall back you can try to face the other side to the enemy and keep your exposed bits shielded. The game is VERY generous with firing arcs and you don't have to worry about where the weapons are mounted to hit things (enemies are either "in arc" by everything or not) so take advantage of facing when moving your mechs into firing positions. Just be mindful of where more enemies will probably approach and don't swing around too much so they pop up in your rear arc.
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# ? Oct 9, 2018 20:27 |
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binge crotching posted:I am so bad at this game. I try and keep my guys in forests and concentrate on one mech at a time, but pretty much every mission has at least one of my mechs in the repair shop for a week or two. #1 thing to know is that anything you can do to stack damage on the same location is the key to killing mechs quickly. Even a light mech can take an awful lot of punishment if they're receiving it all from front arc and it distributes evenly. Your tools to concentrate damage are precision shot (costs meter), knockdown called shots (needs a knockdown), and side hits. Side hits are free if you can get position, plus they do lots of leg hits. Legging is a dishonorable tactic, despised by the Clans, and that's why you should do it at every opportunity. However, the AI knows that side hits hurt and will try to position itself to avoid them. You have to spread your guys out a bit and move for them. Keeping mechs in forests has tradeoffs. The damage reduction is nice, but the hit to maneuverability means it's harder to move to advantageous positions with side hits. Forests also don't stack with bulwark. The AI does love forests, mineral fields, and other defense-boost terrain. So sometimes I'll set up in a forest just to deny it to the enemy. Sometimes I'll let them have it to slow them down. Either way I'm looking to make edges where my flankers have free movement. As for target priority, the obvious answer is to kill the mechs that do more damage and have less HP first. Classic example is a Jenner. But the other thing to consider is mechs where you can neuter the bulk of their firepower by destroying one location. Panthers and especially Hunchbacks are this. Early in an engagement I'm not rushing into combat, I'm holding back to build meter and identify nasties. As soon as I see a Hunchback my goal is to get 2 good precision shots to 'pacify' it. Disclaimer: the above written by a player who loves maneuver combat, knife fights, and takes plenty of damage playing that way. An alternate strategy of Bulwark and massed LRMs may be more optimal. But isn't as fun.
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# ? Oct 9, 2018 20:28 |
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Sharpshooter Victors are the most dangerous enemy in the game.
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# ? Oct 9, 2018 20:35 |
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Conspiratiorist posted:Sharpshooter Victors are the most dangerous enemy in the game. Wait until you stare down the barrel of a clan Leviathan. Their railgun is a Warship weapon mounted on a mech, does 400 alpha damage, and has a max range of 1440m. Also, the "BBQ" Awesomes are lethal even to my superheavies.
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# ? Oct 9, 2018 20:40 |
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Those aren't in the game.
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# ? Oct 9, 2018 20:43 |
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Conspiratiorist posted:Those aren't in the game. Not the *base* game, no. But the best thing about RT is that even in the endgame each patch can bring a new challenge.
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# ? Oct 9, 2018 20:46 |
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A few smaller tactical notes: - Make sure you're using weapons in the right order. If you're trying to knock down a mech, use your big lrm volleys first to unsteady it, then some other stability damage to knock it down, then bring out the big hitters for those free called shots. In contrast, if you don't have the stability damage to knock something down, you should start with the hole punchers to break open the armour and follow up with multi-hit weapons to get those sweet crits. - Make sure you're shooting the right enemies. Some mechs are tanky with middling weapons, while others are glass cannons with impressive armament but paper-thin armour. You want to be shooting the glass cannons first. - Bracing is good. If you jump a mech forward (generating a ridiculous number of evasion pips) and then brace, it's basically untouchable as long as the enemy can't knock you out of guarded. Even better if you've jumped into a mineral field or similar. You can follow that up next turn by jumping somewhere else and unloading into someone's rear arc or something. You can also use Vigilance to similar effect while still being able to shoot that turn.
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# ? Oct 9, 2018 20:46 |
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BIG HEADLINE posted:Not the *base* game, no. But the best thing about RT is that even in the endgame each patch can bring a new challenge. Is RT just making up mechs or what? http://www.sarna.net/wiki/Leviathan Sorry, but 100t+ mechs are not canon and I don't care who says otherwise.
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# ? Oct 9, 2018 21:41 |
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# ? Jun 3, 2024 21:48 |
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It shouldn't be a surprise the kitchensink mod aims to add anything that's ever appeared in a splatbook somewhere.
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# ? Oct 9, 2018 21:45 |