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spacetoaster posted:How come they didn't put in an AI option to eject, or surrender? Oddly enough, when there is only one remaining 'Mech in a Lance, it gets forced in to a behavior mode called "LastManStanding" and will act as you might expect. This is a pretty hard rule in the dynamic Lance role system and in assassination missions, the target is almost always in a solo Lance and thus always fights under LastManStanding behaviors.
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# ? Dec 6, 2018 02:07 |
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# ? May 28, 2024 12:10 |
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revwinnebago posted:HBS is a little too obsessed with lore for lore's sake, in the wrong spots. It's kinda fine in the tabletop since the lore helps explain away incredibly stupid decisions (1 ton of ammo in an empty torso). But they also used it to make the hardpoint limitations, which are overly severe by any measure. The support hardpoints aren't in the lore or even the Mechwarrior online game.
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# ? Dec 6, 2018 03:33 |
Gobblecoque posted:Alright, this should finally be my last post about the Joint Venture flashpoint, I'm sure you're all tired of my all bitching on the subject. That's what changed! I picked Option Two on the first run through and Option One the second. Now it makes much more sense.
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# ? Dec 6, 2018 03:39 |
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OXBALLS DOT COM posted:The support hardpoints aren't in the lore or even the Mechwarrior online game. IMO the support slots are a bad idea. I would like to mount Small Lasers/Flamers in Energy hardpoints and MG's in Ballistics. I'm sure there's already a mod for it but this is one of those things that should really be baseline.
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# ? Dec 6, 2018 04:06 |
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Is there any way to tell if you have completed all the Flashpoint content? I am not seeing any new Flashpoint contracts on the navigation map.
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# ? Dec 6, 2018 04:08 |
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BadAstronaut posted:Is there any way to tell if you have completed all the Flashpoint content? I am not seeing any new Flashpoint contracts on the navigation map. afaik some require you to be allied with the relevant faction.
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# ? Dec 6, 2018 04:10 |
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SpaceViking posted:I thought about this too and i bet it's so it doesn't break the salvage economy one way or the other. If you got full salvage from enemies punching out, then the amount of salvage increases drastically. If you make it so ejecting only gives one salvage, it makes legging/headshotting mechs carefully an exercise in futility. Could make it so they only do it when a mech is a stick. It's not a huge thing, but it just sticks out that every fight is total destruction every time. Amechwarrior posted:Oddly enough, when there is only one remaining 'Mech in a Lance, it gets forced in to a behavior mode called "LastManStanding" and will act as you might expect. This is a pretty hard rule in the dynamic Lance role system and in assassination missions, the target is almost always in a solo Lance and thus always fights under LastManStanding behaviors. You'd think mercs would be a little bit more into saving their hide.
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# ? Dec 6, 2018 04:26 |
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Unormal posted:Just ending base destruction missions (and a couple other types) when the opfor is defeated would be a great qol improvement. they patched that in, you might want to buy a copy of the game
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# ? Dec 6, 2018 04:26 |
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sensor lock seems to be useful but not so useful that it's worth giving up 25% of your shooting mans hot take: sensor lock should be a free action like a morale-less vigilance
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# ? Dec 6, 2018 04:28 |
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Grognan posted:they patched that in, you might want to buy a copy of the game Idk if it's a bug but I've definitely had to sit there blowing up buildinfs even in career mode
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# ? Dec 6, 2018 04:30 |
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OXBALLS DOT COM posted:Idk if it's a bug but I've definitely had to sit there blowing up buildinfs even in career mode yeah same
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# ? Dec 6, 2018 04:37 |
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Pattonesque posted:sensor lock seems to be useful but not so useful that it's worth giving up 25% of your shooting mans This is an amazingly terrible idea. Not only would it make a unit beyond vision range shootable for all of your units and any ally ai units, and strip them of as much evasion as several of your units shooting them, and degrade their accuracy more than a single ppc hit but you would be doing it for free.
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# ? Dec 6, 2018 04:51 |
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mods changed my name posted:yeah same Yep you still have to kill the base, no matter what.
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# ? Dec 6, 2018 04:59 |
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I still don't understand why they bothered with the recoil penalty on guns. Isn't the extremely limited ammo supply already enough to stop you from shooting every turn? Don't ACs already suck enough compared to lasers and missiles?
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# ? Dec 6, 2018 05:08 |
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Stravag posted:This is an amazingly terrible idea. Not only would it make a unit beyond vision range shootable for all of your units and any ally ai units, and strip them of as much evasion as several of your units shooting them, and degrade their accuracy more than a single ppc hit but you would be doing it for free. well, two of your units shooting them howsabout this: free action on a cooldown
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# ? Dec 6, 2018 05:25 |
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Kiva, how much to bring MECHA-SHIVA antics from MWO to here? https://twitter.com/Eck314/status/1070384675644997632 There is also a gif of it in action but can't figure out how to embed it right. It's a imgur .gifv. http://i.imgur.com/QvwfKL9.gifv
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# ? Dec 6, 2018 05:36 |
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Just make it eat up morale like a called shot or whatever that defensive skill is.
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# ? Dec 6, 2018 05:37 |
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Cyrano4747 posted:Just make it eat up morale like a called shot or whatever that defensive skill is. yeah it's a cool skill idea in theory but right now there seems to be very little reason to use it outside of the first round or two upon contact with the enemy I like eWar stuff and want it to be nuanced and useful
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# ? Dec 6, 2018 05:48 |
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It's an alternative to Guard for venting heat.
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# ? Dec 6, 2018 05:50 |
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Sensor lock is at least useful for clowning on turrets where they can't fire back. Not the most useful niche but on flashpoints with multiple deployments it's a good way to minimize risk. Really though it's on the tree before master tac so super situational is good enough tbh.
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# ? Dec 6, 2018 05:51 |
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Sensor Lock is great when you are playing an 8 part salvage game. You end up way out gunned very early and I've taken up bringing two on missions like Assassination. I can use my JR7s to run hot and jump in for side arc shots, then jump away and lock so the enemy HBK can't land that AC/20 on my VND when it gets to act. Then my JR7s have cooled and I can do it again. It loses its power as difficulty goes up, but also as the number of enemies does too. Then again, my pet theory is all the tier one skills lose effectiveness as # of enemies goes up except for Bulwark, which is why it is so strong. You can't can't rely on anything but flat damage reductions on 4v8+ if you end up in one.
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# ? Dec 6, 2018 06:00 |
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Amechwarrior posted:Sensor Lock is great when you are playing an 8 part salvage game. You end up way out gunned very early and I've taken up bringing two on missions like Assassination. I can use my JR7s to run hot and jump in for side arc shots, then jump away and lock so the enemy HBK can't land that AC/20 on my VND when it gets to act. Then my JR7s have cooled and I can do it again. It loses its power as difficulty goes up, but also as the number of enemies does too. Then again, my pet theory is all the tier one skills lose effectiveness as # of enemies goes up except for Bulwark, which is why it is so strong. You can't can't rely on anything but flat damage reductions on 4v8+ if you end up in one. multishot retains some utility when you need to keep enemies occupied so they don't blow up buildings or APCs but that's a limited utility. I do like it quite a bit when you have one mech with like 4 HP on its CT and you want to split fire between that and a fresh target. but yes, in general, the tier 1 skills do get significantly less useful when there's heavy-assault levels of firepower and armor stomping around
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# ? Dec 6, 2018 06:08 |
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quote:MECHA-SHIVA MECHA-SHIVA IS NOT A CRIME
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# ? Dec 6, 2018 06:20 |
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Pattonesque posted:multishot retains some utility when you need to keep enemies occupied so they don't blow up buildings or APCs but that's a limited utility. I do like it quite a bit when you have one mech with like 4 HP on its CT and you want to split fire between that and a fresh target. My atlas II does 459 damage a round. Mulrishot is one of the most useful skills late game so you can finish off that crippled zeus, topple a unsteady banshee and core out a dragon all in the same round from one mech instead of gaving to do that with 3. And thats before the targets are silly enough to stand in a spore field
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# ? Dec 6, 2018 06:28 |
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deathbagel posted:I had to really try hard not to make a BJ comment, I'm glad I'm not the only one who's mind immediately went there! I was gonna make a joke about paying too much for a BJ but thought it was too low hanging fruit
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# ? Dec 6, 2018 06:54 |
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The Star League Griffin owns extremely hard. Like, take the regular Griffin SRM Bomber build but max out the armor and JJs and add one more SRM6
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# ? Dec 6, 2018 06:57 |
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Pattonesque posted:The Star League Griffin owns extremely hard. Like, take the regular Griffin SRM Bomber build but max out the armor and JJs and add one more SRM6 Yeah it's sweet. I'm firmly in the heavy mech phase of the game but it always finds a place in my lance.
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# ? Dec 6, 2018 07:33 |
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Gobblecoque posted:Yeah it's sweet. I'm firmly in the heavy mech phase of the game but it always finds a place in my lance. I mean even the stock ERPPC/2SRM6 build is pretty good one thing I hope they address in future iterations of this game is how the extreme range of things like ER LL and ERPPCs doesn't really come into play, so what you end up with are lostech weapons that do less damage than their regular +++ equivalents in exchange for a huge amount of extra heat.
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# ? Dec 6, 2018 07:39 |
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I'm at the point where it doesn't make sense to do almost anything other than send in four maxed out Assault mechs, and the strategy rarely varies (although I did use a Hatchetman with a small AC in that flashpoint where you fight that guy and win his unique mech). Would be cool to get more missions where a varied lance is needed.
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# ? Dec 6, 2018 10:34 |
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There’s another flashpoint where you fight the devs RP session game group lance and it has a tonnage limit if 210 iirc. Honestly the tonnage limits need to be used way more and expanded out to regular contracts. It’s clear they have the variable there What would be even sexier is make it a slider on the negotiations. Lots of salvage, lots of cash, lots of tonnage: pick two.
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# ? Dec 6, 2018 12:39 |
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Nah, the solution is to have a linear campaign with set mission loadouts and scripted encounters. If that's what you want. You can either control the player experience so that they get an amount of limited but high quality bespoke encounters, or you can go down the road of player freedom and psuedo-random encounters. But you have to go all the way on one of them. You can't build a game where the premise is that the player is free to scrap and scrape and build up a force they can call their own and then turn around and say "Actually gently caress you, you can't bring it all". At best tonnage limits just take you into a place where players are forced into cookie cutter optimal builds, which defeats the core premise of the strategic game.
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# ? Dec 6, 2018 13:45 |
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I agree that tonnage limits in general are silly. If I have 400 tons of mech to bring to a fight, why would I bring 300? Unless there's a financial or tactical motivation there's no compelling reason to do it. That said I think there are ways to make it more interesting: 1. Make the battle computer an option for scout mechs, but have it only work on medium or larger vehicles. Now you've done something that actually represents the scouting influence of a scout mech. 2. Incorporate more varied missions that actually require something other than an assault lance to complete. Right now the game compels you to bring as much firepower as possible because that "assassination" mission could easily have another EIGHT loving MECHS NOT AT ALL BITTER ABOUT THAT HBS that makes life hell. More missions that encourage a diverse range of play, such as chasing after an escaping mech/vehicle or scouting a region without being detected, would be more interesting. 3. Give the player more information about what to expect so they can tailor their force to address it instead of just assuming they'll have to murder everything with overwhelming firepower. 4. Consider adding a deployment cost, balanced out with increased payments.
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# ? Dec 6, 2018 14:59 |
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Something like making convoys move faster but have lighter opposition for their skill rating would encourage lighter and faster mechs. The "stand here by X round" missions already seem to do this so it could be extended out.
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# ? Dec 6, 2018 15:19 |
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Introducing terrain that hinders heavier mechs would also be helpful. Marshy terrain that bogs down heavier units but not lighter ones, ice that can crack and break under heavier units, bridges with weight support limits, etc...
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# ? Dec 6, 2018 15:27 |
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Beer4TheBeerGod posted:
This is probably the way to go. There’s a mod that does this and it’s really good about making it uneconomical to the point of losing money to take 4 assaults on a 3 skull. On the other hand if you really need cash and think you can swing that 4 skull with four pimped to hell mediums . . .
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# ? Dec 6, 2018 15:31 |
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Taerkar posted:Introducing terrain that hinders heavier mechs would also be helpful. Marshy terrain that bogs down heavier units but not lighter ones, ice that can crack and break under heavier units, bridges with weight support limits, etc... Cyrano4747 posted:This is probably the way to go. Theres a mod that does this and its really good about making it uneconomical to the point of losing money to take 4 assaults on a 3 skull. On the other hand if you really need cash and think you can swing that 4 skull with four pimped to hell mediums . . . These two things are pretty close to why IRL we don't just use 70 ton M1A2 tanks to do everything. Super heavy vehicles are impractical on a lot of terrain and have huge logistical requirements.
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# ? Dec 6, 2018 15:36 |
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Deployment costs are just a really unfun way of giving the player toys and then telling them they can't use them. You've got to give players positive reasons to want not to bring 4 assaults, not punish them because they did. I think the real problem is that assault mechs exist at all. They should all be retconned out of existence and the game should always be about lances of medium mechs jousting, with the occasional light or heavy to add flavour.
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# ? Dec 6, 2018 16:39 |
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We need a Brigador total conversion mod to solve these problems
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# ? Dec 6, 2018 16:52 |
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Alchenar posted:Deployment costs are just a really unfun way of giving the player toys and then telling them they can't use them. You've got to give players positive reasons to want not to bring 4 assaults, not punish them because they did. The positive reason to not bring 4 assaults are that you get more money from not eating the deployment fee, you're being kind of weird about this, which I don't mean as an insult so much as, I'm having a hard time really understanding your thinking here because an extension of it is 'why do I have to pay my crew, why do I have to pay upkeep on my mechs, why does upgrading the argo cost money'. Give and take is the core of a management game. If deployment costs become part of your business choices then in theory it adds an extra layer of management to the game which is totally in keeping with the themes of the game along with adding an extra risk-reward element alongside a reason to keep smaller or oddly-weighted mechs. If, like with travel costs, a certain weight in drops was provided for free by the employer then it would be a player choice to go over that to lower the risk but eat into their running costs and it's so in keeping with the rest of the game that I'm surprised that it isn't already a feature.
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# ? Dec 6, 2018 16:59 |
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# ? May 28, 2024 12:10 |
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Mechwarrior 4 Mercenaries had the reason be that you're paying for your own space gas down to the planet, I thought that was fine but also largely meaningless.
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# ? Dec 6, 2018 17:08 |