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I'm also on board with a goon mod list. I've come to really like pilot panic, pilot fatigue, ai mod, and jk variants I do admit jk variants does make getting mechs even harder with high parts requirements. Some mods do the random variants of that chassis but I loathe getting 3/4 of one variant, that I do want, then auto acquiring 1/4 of another variant from salvage and getting the variant I don't want. So it may not be worth the trouble
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# ? Oct 18, 2018 19:06 |
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# ? Jun 4, 2024 13:27 |
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Xarbala posted:I first started getting interested in Roguetech when I heard someone was combining a bunch of other mods into one supermod package. But they started to lose me when I heard they'd made up a bunch of "legendary variants" out of whole cloth. You should check out DZ's Consolidated Company Commander then, a ton of good changes without the crazy and keeps it to 3025'ish tech. I've dealt with the curator and he's been sane and reasonable. He's even made a few of those mods included whole cloth, I'm most interested in his Pilot Quirks one that makes all those pilot tags meaningful outside of Argo events. Phrosphor posted:Kiva confirmed in the last devstream that all of the Flashpoints are created in JSON, so we should be able to go wild and create our own campaigns. VolticSurge posted:Only if the campaign is called "MY HOME PLANET!" All of my YES. RogueTech would be perfect for the Animated Series LP once flashpoints are out with the editor and Hatchetman scaled up to take the Axeman's slot. Would be super brutal to go against all that clan gear without the plot armor of a 90's kids show. So, the Season Pass is on sale $40 now, moving to $50 sometime around OCT 26th! I was wrong, the Flashpoint DLC sale is until DEC 2, not the Season Pass! Getting it now will save you $20 off 3x full price DLC or just $10 if you wait, as it suggests all 3 packs will be $20 each. Not really feeling great about the whole season pass thing, but it's not too bad even if your not the biggest grog on the field and immediately whipped out your wallet to support the franchise. Still, I got a friend who is going wait it out for a bigger season pass sale price in the future. GMG SALE EDIT: OAquinas posted:GreenManGaming has the season pass for $40, plus they have a sale for another 18% off (so its under $33): Hammerstein posted:Voucher code on GMG is PDX18 in case someone needs it. GRATUITOUS SELF PROMOTING EDIT: Here's my AI mod link for the current and beta ability branch of the game: Better AI - PDX Thread Stock 1.2 https://github.com/Mpstark/BetterAI/releases/tag/v1.3.0 1.2 Abilities Beta Branch https://github.com/Mpstark/BetterAI/tree/beta-abilities-branch - Click the green "Clone or Download" and click "Download ZIP" Amechwarrior fucked around with this message at 19:31 on Oct 19, 2018 |
# ? Oct 18, 2018 19:12 |
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pangstrom posted:Flashpoint releases November 27th -- looks like they have two more expansions (first urban combat, second TBA) planned for 2019. Tba means clans, i presume?
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# ? Oct 18, 2018 19:13 |
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Normally I pass on season passes until all the expansions are out and there's a proper sale. gently caress it though, I'm invested in this game.
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# ? Oct 18, 2018 19:13 |
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dreadmojo posted:Tba means clans, i presume? I'm really hoping for succession war.
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# ? Oct 18, 2018 19:32 |
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Amechwarrior posted:You should check out DZ's Consolidated Company Commander then, a ton of good changes without the crazy and keeps it to 3025'ish tech. I've dealt with the curator and he's been sane and reasonable. He's even made a few of those mods included whole cloth, I'm most interested in his Pilot Quirks one that makes all those pilot tags meaningful outside of Argo events. I'll second DZ's DCC mod pack. I've posted about it in this thread previously but it feels like more of a natural extension of the base game. That mod curator is pretty open to suggestion and explaining their thought process which is a breath of fresh air dreadmojo posted:Tba means clans, i presume? I would assume 4th Succession War before Clans. Gives them an opportunity to expand what's already been developed without having to worry about balancing clan tech just yet. I know there's no avoiding the fact that the community is going to have some heated arguments over that stuff
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# ? Oct 18, 2018 19:51 |
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Amechwarrior posted:Still, I got a friend who is going wait it out for a bigger season pass sale price in the future. As far as I know we rarely change the price of a Season Pass. Or rather, if there was to be a lower price it would probably be when all the expansions are out, not before. But also, I do not work with the sales prcing so take my word with a grain of salt.
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# ? Oct 18, 2018 19:58 |
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Amechwarrior posted:You should check out DZ's Consolidated Company Commander then, a ton of good changes without the crazy and keeps it to 3025'ish tech. I've dealt with the curator and he's been sane and reasonable. He's even made a few of those mods included whole cloth, I'm most interested in his Pilot Quirks one that makes all those pilot tags meaningful outside of Argo events. *checks 200+ hours on game* Ok, yeah, BattleTech did good by me. Gonna nab it next paycheck.
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# ? Oct 18, 2018 20:19 |
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rocketrobot posted:I'm really hoping for succession war. I'm hoping for Crusader Kings III.
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# ? Oct 18, 2018 21:17 |
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If Flashpoint is one DLC and 'Urban Warfare' (great!) is another then 3rd won't be Clans or 4th Succession War, there's a pretty obvious pattern of a DLC meaning 1 extra biome and a bit of mechanic fiddling.
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# ? Oct 18, 2018 21:51 |
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b0lt posted:I'm hoping for Crusader Kings III. That's a really weird way to spell Victoria III But yeah, getting the season pass. In fact, I just bough it. 20% off steam so. . . cool. I'm usually the first person railing against pre-orders but I've followed the development of this game since the beginning and they've been transparent and reasonable the whole way through. If anything I've been surprised with how perfectly they created the game that 16 year old me wished that Mech Commander (fun as it was) actually had been. Also: Amechwarrior posted:You should check out DZ's Consolidated Company Commander then, a ton of good changes without the crazy and keeps it to 3025'ish tech. I've dealt with the curator and he's been sane and reasonable. He's even made a few of those mods included whole cloth, I'm most interested in his Pilot Quirks one that makes all those pilot tags meaningful outside of Argo events. Thirding this. It's really, REALLY good. If you think Rogue Tech is a bit much this is where it's at.
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# ? Oct 18, 2018 21:52 |
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Yeah, thanks for posting about the Season Pass. Slammed buy so hard.
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# ? Oct 18, 2018 21:56 |
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Urban environments will be a fantastic expansion just for the maps alone. If you're ever played skirmish on the mars city map it gives just a hint of how it would be. And that's a pretty crap city.Mordja posted:I haven't really been following it, does the upcoming DLC come with any new weapons or just mechs? Does the hatchet on the hatchetman count? Otherwise, nothing has been shown. Flashpoints can have rare weapon rewards -- possibly they're adding more lostech like the UAC or LBX for that, but haven't shown it because spoilers. But really, battletech just doesn't have a ton of weapon variety. Even the stuff that isn't in the game is just more of the same, really. That's why I think the Clan era (and by extension RT) is dumb, it's just bigger numbers. Streak SRMs would be cool if they went with some of the tweaks that make evasion better, and the streak bonus was ignoring evasion. Cyrano4747 posted:I'm usually the first person railing against pre-orders but I've followed the development of this game since the beginning and they've been transparent and reasonable the whole way through. Yup, I'll pre-order / kickstart for indie devs that I like enough that if something bad happened I would feel worse about the bad thing than my $40. HBS is on that list.
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# ? Oct 18, 2018 22:21 |
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Klyith posted:But really, battletech just doesn't have a ton of weapon variety. Even the stuff that isn't in the game is just more of the same, really. That's why I think the Clan era (and by extension RT) is dumb, it's just bigger numbers. Wow, extremely false! Yeah, there's a lot of 'light X, heavy Y' but there are also quite a few new mechanics and niches explored. Plasma rifles are ammo-fed energy weapons that can add heat to mechs and really gently caress up vehicles and infantry; HAGs do LRM-style cluster damage from a direct fire weapon; MMLs and ATMs () let you swap between different missile types at launch; PPC Capacitors reward you for not firing your PPC every turn. Heavy Lasers let light mechs punch really hard if they're piloted well. C3 and ECM creates a bunch of positioning gameplay and counterplay. Pulse lasers obviously add a 'super accurate' niche but pulse lasers were a mistake. Even something as vanilla as the Light PPC adds a long-range, low-damage option that doesn't really exist in 3025 tech. And that's just getting into weapons, never mind new ways to build mechs.
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# ? Oct 18, 2018 23:39 |
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I"m not quite sure that most people would describe the light PPC as "vanilla." That was what, TRO 3068? I think I remember it coming around about the same time as the protomechs, which is when everything started getting weird.
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# ? Oct 18, 2018 23:47 |
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It comes fairly late in the timeline but it's basically 'a PPC that does 5 damage instead of 10' so it's not exactly a dramatic piece of gameplay design. It does, however, open up a bunch of new interesting builds (as well as put the final nail in the coffin of the ill-fated AC/5).
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# ? Oct 19, 2018 00:58 |
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I hope Urban warfare means easier access to Urbanmechs. I have never seen them for sale in the shops, and I want my K-9.
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# ? Oct 19, 2018 01:00 |
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And Tyler Too! posted:I hope Urban warfare means easier access to Urbanmechs. I have never seen them for sale in the shops, and I want my K-9. Klyith posted:Urban environments will be a fantastic expansion just for the maps alone. If you're ever played skirmish on the mars city map it gives just a hint of how it would be. And that's a pretty crap city.
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# ? Oct 19, 2018 01:25 |
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Buildings should have weight thresholds so if a mech is too heavy and hops on top of a building it collapses like a wet cardboard box. Ditto for bridges.
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# ? Oct 19, 2018 01:35 |
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RIP Dekker, again Destroyed by a basement
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# ? Oct 19, 2018 02:00 |
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cKnoor posted:As far as I know we rarely change the price of a Season Pass. Or rather, if there was to be a lower price it would probably be when all the expansions are out, not before. But also, I do not work with the sales prcing so take my word with a grain of salt. The Dipshit posted:*checks 200+ hours on game* Season Pass Sale ENDS OCT 26! Not Dec 2nd as I originally posted, that's the end of the Flashpoint DLC sale. If your paycheck lands after the 26th, it will be too late and you would have to pay the full $50 price for the pass. You got about 1 week. I edited my post to reflect the correct dates. isildur posted:all-Urbie expansion... New Mission Type - Beat Patrol - Can only be completed by a Lance of Urbies! Xarbala posted:RIP Dekker, again
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# ? Oct 19, 2018 02:24 |
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Honestly, the mission I wanted to play in the campaign was taking light mechs through the tunnels and chambers of the SLDF facility while I was holding down the fort outside.
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# ? Oct 19, 2018 02:24 |
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isildur posted:The free 1.3 update will get you more Urbies. Although I pushed pretty hard for all the marketing materials for Urban Warfare to make it look like an all-Urbie expansion... A 'urban' map made up of nothing but different sized statues of urbies.
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# ? Oct 19, 2018 02:35 |
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Taerkar posted:A 'urban' map made up of nothing but different sized statues of urbies. Urbanmap, naturally
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# ? Oct 19, 2018 05:20 |
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Give me an urban map in which missed shots have a chance of hitting buildings and forcing me to consider whether taking that 75% shot is worth the 25% chance of collateral damage, a reputation hit for warcrimes, and a financial contract penalty
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# ? Oct 19, 2018 05:35 |
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Pattonesque posted:Give me an urban map in which missed shots have a chance of hitting buildings and forcing me to consider whether taking that 75% shot is worth the 25% chance of collateral damage, a reputation hit for warcrimes, and a financial contract penalty Same, but also the ability to Target buildings to crush enemy mechs in rubble because I never stopped being a pirate.
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# ? Oct 19, 2018 05:55 |
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isildur posted:We've been having technical planning meetings for it all week and lemme tell you, you have no idea. aaaaaaaaaaahhh you can't say things like that when the xpack doesn't come out until next summer! Taerkar posted:A 'urban' map made up of nothing but different sized statues of urbies. the secret cow level but it's 100 urbies all charging towards you ... very slowly
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# ? Oct 19, 2018 07:02 |
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Pattonesque posted:Give me an urban map in which missed shots have a chance of hitting buildings and forcing me to consider whether taking that 75% shot is worth the 25% chance of collateral damage, a reputation hit for warcrimes, and a financial contract penalty Klyith posted:aaaaaaaaaaahhh you can't say things like that when the xpack doesn't come out until next summer!
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# ? Oct 19, 2018 07:34 |
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isildur posted:
Reducing a building's hit points below the total tonnage of the units standing on it causing it to collapse, in conjunction with watching someone use their Jenner to perch on a 10 story building that I could easily hit, resulted in me seeing a spectacular table flip irl and would be a cool mechanic to include. Just saying.
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# ? Oct 19, 2018 08:26 |
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I buy season pass. Give me more Battletechs.
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# ? Oct 19, 2018 08:30 |
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Me get cash money I laser you urbie.
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# ? Oct 19, 2018 08:37 |
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I love this game so much. I started playing as soon as this came out, but had to move across the country and didn't get my gaming rig set up again until recently. I am spoiled as hell with all the expansions coming out just as I am getting super into it. I am only a handful of missions in, and have been doing a lot of reading. These are my first two builds ever, and I wanted to get some thoughts on them: CN9-A SHD-2H Also, any opinions on what order to get the dropship upgrades? I feel like the mech maintenance ones are the most useful early on before having a ton of mechs, but I don't want to blow out my monthly expenses.
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# ? Oct 19, 2018 14:23 |
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The Centurion LRM boat doesn't need jump jets, or even all that much armor - usually when you use an LRM boat you have it behind your other mechs unable to be fired on, and you'll almost never need JJs to get in a firing position for LRMs. You could fit at least another two tons of ammo (or, alternatively, heat sinks) by stripping JJs and armor. Also, generally you don't want ammo in the arms because they're easy to shoot off. In a LRM boat that won't get shot anyway that's pretty irrelevant, but for a mech that'll actually be taking hits, having arms with nothing in them lets you use them to shield the rest of the mech by intentionally facing the arms toward the enemy instead of facing enemies straight on. Plus if you lose a torso, you lose the arm, so not being able to fire your missiles or guns because their ammo got destroyed kind of sucks. For the Shadowhawk, taking two of those JJs off for another SRM in the head wouldn't be a bad idea. And, again, ammo in the arms isn't the best - the legs are usually a good place for ammo, though. Other than that though it's a pretty good build, and leaving the JJs as they are or swapping them for more gun is a matter of preference.
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# ? Oct 19, 2018 14:41 |
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BIG HEADLINE posted:Honestly, the mission I wanted to play in the campaign was taking light mechs through the tunnels and chambers of the SLDF facility while I was holding down the fort outside. VVV yes, also cool idea. pangstrom fucked around with this message at 15:08 on Oct 19, 2018 |
# ? Oct 19, 2018 14:51 |
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pangstrom posted:Tunnels / indoor stuff would be a great "only lights can get through here"/"only mediums can get through here" etc. way to keep them relevant in some later game missions. Cool idea. They could also build it into the urban expansion with weight limits on structures. If the bridge over that chasm has a 90 ton limit do you bum rush 3 lights or walk 3 heavies across one at a time? Either way your king crab has ton stay at home.
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# ? Oct 19, 2018 14:59 |
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Xarbala posted:RIP Dekker, again Dekker vs A Deck
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# ? Oct 19, 2018 15:13 |
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Pornographic Memory posted:The Centurion LRM boat doesn't need jump jets, or even all that much armor - usually when you use an LRM boat you have it behind your other mechs unable to be fired on, and you'll almost never need JJs to get in a firing position for LRMs. You could fit at least another two tons of ammo (or, alternatively, heat sinks) by stripping JJs and armor. Also, generally you don't want ammo in the arms because they're easy to shoot off. In a LRM boat that won't get shot anyway that's pretty irrelevant, but for a mech that'll actually be taking hits, having arms with nothing in them lets you use them to shield the rest of the mech by intentionally facing the arms toward the enemy instead of facing enemies straight on. Plus if you lose a torso, you lose the arm, so not being able to fire your missiles or guns because their ammo got destroyed kind of sucks. Huh, thanks! I thought the idea was to always put JJs in everything because you can go farther with heavier mechs than a move, and can face wherever you want (plus the mad evasion pips). Also I had read that ammo in the torso is a Bad Idea, because of the collateral damage caused to the CT when it explodes. I guess these things are way less important for a LRM boat though, which ought to be way in the back. Ammo in the legs sounds like a good compromise, by the time you lost your legs, you're in trouble.
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# ? Oct 19, 2018 15:25 |
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Rectovagitron posted:I love this game so much. I started playing as soon as this came out, but had to move across the country and didn't get my gaming rig set up again until recently. I am spoiled as hell with all the expansions coming out just as I am getting super into it. Put ammo in the legs, not the arms. The arms are the easiest sections to blow off, while legs are some of the toughest. Doing this also lets you save on armor weight for the arms if you're not otherwise using them for anything - they become purely ablative HP, essentially. Both designs are rather undergunned - LRM Cent is fine in concept, but the power of a long range fire platform is that it can engage without taking return fire. Drop rear armors and the right arm to 5, shave off as much as you need from the rest, pack 3xLRM15 with 5 tons of ammo. SHD: put a SRM4 on the head, drop rear armor to 25, 2 tons of SRM ammo is enough (your goal should be 12~14 turns of continuous firing). All jump jets. Rectovagitron posted:Huh, thanks! I thought the idea was to always put JJs in everything because you can go farther with heavier mechs than a move, and can face wherever you want (plus the mad evasion pips). Always put JJs in everything.
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# ? Oct 19, 2018 15:31 |
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Yeah. The maps tend to have areas that you can get stuck on or have issues circumnavigating if you can't go vertical. At least 1-2 JJs on everything is a modest weight penalty for a HUGE amount of movement flexibility. I tend to put JJs in the center torso if there's room (sides if not) so if I lose a leg I can still hop around. Ammo never goes in arms. As mentioned, arms are easy to hit and will also be lost if the torso goes. Better to stick ammo in legs. If you're building an LRM support mech, think "glass cannon"--keep the center torso, LRM torso, and legs decently armored and go light everywhere else so you can stick on enough ammo to fire for 12-15 rounds. This mech will be kept waaaay back from the front lines and shouldn't see direct combat.
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# ? Oct 19, 2018 16:35 |
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# ? Jun 4, 2024 13:27 |
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Rectovagitron posted:Also I had read that ammo in the torso is a Bad Idea, because of the collateral damage caused to the CT when it explodes There is no collateral damage. All sections have CASE built in - the ammo explosion destroys the bodypart it happened in but doesn't go inwards (so you do lose the attached arm if a side-torso blows up).
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# ? Oct 19, 2018 16:36 |