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What if the limitation was based on top speed of the unit instead of tonnage? This would "justify" the need for speed without actually limiting you by tonnage, only top speed. You might actually need to field an over-engined unit if you didn't have anything better or really wanted to tank something. Yea, 5/8s would get dominated by 55t and 4/6 by 75t but the 6/9+ category gets interesting.
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# ? Dec 7, 2018 03:22 |
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# ? May 31, 2024 11:52 |
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While I too think it'd be cool to have reasons to keep anything but assaults, I don't think there's a single thing you can do to change that. The game mechanics themselves just flatly make assaults the best option at all times. Evasion is not balanced to make faster mechs more evasive, and the single pip extra they might get doesn't mean much. The initiative phases barely matter, and as a player, later phases are typically better anyway. More powerful and more quantities of weapons is always better. Ambush Convoy always pays poorly, so you don't even want to do them, the only mission type that favors speed. More armor is more cost effective.
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# ? Dec 7, 2018 03:26 |
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Another issue with movement in this game is that it is based on adding and subtracting percentages rather than in the original tabletop game where everything was based on the distribution of dice rolls. Movement modifiers for both the attacker and the defender were a lot more critical and a lot more strategic under that system.
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# ? Dec 7, 2018 04:22 |
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A.o.D. posted:My kingdom for a developer that can incorporate melee into a Mechwarrior game. There's always Heavy Gear, but not even GoG has that up for grabs.
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# ? Dec 7, 2018 04:59 |
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My full medium lance is now a long and close range Vindicator, close range Griffin, and poorly equipped Trebuchet I uparmored because I don't have lrm15s and the 20s are too heavy. Surprisingly effective!
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# ? Dec 7, 2018 06:08 |
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229MB patch today, anything significant?
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# ? Dec 7, 2018 06:09 |
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I am so mad right now. Just got my double AC20+++ king crab and my campaign ends abruptly due to low funds. I had over a million in the bank, I just had to choose something other than extravagant. Damnit.
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# ? Dec 7, 2018 06:32 |
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Still an excellent game though. I'll be back come urban warfare to spend another 40 hours.
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# ? Dec 7, 2018 06:32 |
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RBA Starblade posted:Yes to both questions Thanks friend!
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# ? Dec 7, 2018 06:49 |
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Amechwarrior posted:What if the limitation was based on top speed of the unit instead of tonnage? Well, most relevantly, in this specific game the equipment that makes faster stuff work just largely isn't present. Without the space versus weight trade-off from X(X)L engines, Endo, FF, or (plentiful) DHS, you're just hugely constrained. Breetai posted:Another issue with movement in this game is that it is based on adding and subtracting percentages rather than in the original tabletop game where everything was based on the distribution of dice rolls. And that combines poorly with this factor- I certainly don't think TT armor an be structure is exactly on point, but as a light, you're typically balanced around only getting hit at a rate of 27% of the time or less. The linear shot difficulty scaling from movement is a different beast than the classic 2d6 probability distribution. That's not to say there's anything wrong with it, because I think a more linear simplified % to hit is absolutely the better choice for a video game. But that also just means you have to re-scale the relative armor and structure points of the light vs assault classes. Even then, that's an entirely different beast when playing in a balanced even numbers matchup vs always being outnumbered 2 to 1 or more. There's no one size fits all solution, but I think there flexibility from initiative in HBS-land is by far the best balance factor TT style battletech has seen.
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# ? Dec 7, 2018 06:51 |
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Beer4TheBeerGod posted: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. Really like these suggestions. There are two basic mission types... escort, and murder. Even base capture is basically just murder, as is defend base. And of course battle and assassinate. Tactics for them are almost identical. Escort is basically murder but make sure you're in the right place in relation to those vehicles.
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# ? Dec 7, 2018 07:43 |
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Organ Fiend posted:the fact that the imagination of was so shallow that they couldn't figure out a way to give the K2 mguns without allowing it to replace them with GRs is to their eternal shame. The point at which they actively supported that choice was the point when I knew that they were bad at game design.
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# ? Dec 7, 2018 11:14 |
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Azathoth256 posted:I am so mad right now. Just got my double AC20+++ king crab and my campaign ends abruptly due to low funds. I had over a million in the bank, I just had to choose something other than extravagant. Damnit. You know you can sell stuff right ?
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# ? Dec 7, 2018 12:33 |
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Cyrano4747 posted:You know you can sell stuff right ? Yes, but it ended in transit between systems and I didn't get the chance.
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# ? Dec 7, 2018 14:07 |
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I always thought the voice lines saying "hey we literally don't have enough money for payroll this month, if you're not doing any missions before then you better sell some stuff" were just annoying and pointless, but apparently there do exist players that actually need those reminders?
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# ? Dec 7, 2018 14:16 |
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BadAstronaut posted:Really like these suggestions. There are two basic mission types... escort, and murder. Even base capture is basically just murder, as is defend base. And of course battle and assassinate. Tactics for them are almost identical. Escort is basically murder but make sure you're in the right place in relation to those vehicles. The new Target Acquisition mission type requires some level of speed.
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# ? Dec 7, 2018 14:21 |
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Piell posted:The new Target Acquisition mission type requires some level of speed. Actually, thinking about it a bit more, adding a target acquisition element to regular missions could help. Have a point way off in the corner of the map, and if you can get to it by round X you unlock turrets or prevent enemy reinforcements or whatever, to encourage bring a scout mech sometimes. Sure, you might only have 3 assaults instead of 4, but you're also preventing a wave of another 4 assaults coming later.
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# ? Dec 7, 2018 15:23 |
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Jabor posted:I always thought the voice lines saying "hey we literally don't have enough money for payroll this month, if you're not doing any missions before then you better sell some stuff" were just annoying and pointless, but apparently there do exist players that actually need those reminders? LRMS: $15000 Space gas: $41300 Paint jobs: $14500000 Armor refits: $75000 How do I budget this my company is dying
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# ? Dec 7, 2018 15:30 |
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Azathoth256 posted:Yes, but it ended in transit between systems and I didn't get the chance. You can also scrap stuff, which is an option that exists precisely for this kind of situation.
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# ? Dec 7, 2018 15:51 |
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I was treated to a goddamned fanfic-event in which some "expert gunslinger" took down some evil smugglers that we were engaging for some reason, and wouldn't you know it, that gunslinger was Fatty McLardson, esq. My new favourite pasttime is to recruit backer warriors and send them away on suicide missions in hatchetmen.
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# ? Dec 7, 2018 16:16 |
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ditty bout my clitty posted:I was treated to a goddamned fanfic-event in which some "expert gunslinger" took down some evil smugglers that we were engaging for some reason, and wouldn't you know it, that gunslinger was Fatty McLardson, esq. There is one guy -- War Boar? -- who has an insanely creepy backstory about "oh why does he have to love these women so much if they all BETRAY HIM" and that guy is kill-on-sight
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# ? Dec 7, 2018 16:29 |
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Piell posted:The new Target Acquisition mission type requires some level of speed. I lost this mission on the last turn because I only got to the exit point with 3/4 guys. It sucked
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# ? Dec 7, 2018 16:44 |
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KoldPT posted:I lost this mission on the last turn because I only got to the exit point with 3/4 guys. It sucked One of my mechs got legged and I had to eject the pilot in order to complete in time; I know your pain. That said, I wonder if you can force eject all four pilots and still win the mission.
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# ? Dec 7, 2018 16:54 |
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Pattonesque posted:I wonder if the solution for making lighter mechs viable is to add a kind of layered components to drops. Like, OK, you have your five-skull destroy base mission that you will definitely send the Steiner Scout Lance to level, but oh no, they have Long Toms off-screen that are set up in an area that can really only support mediums because Reasons. And oh gosh, there's a convoy on its way there to provide resupply, and you can only catch it with things that go 86 KPH or more! So you can totally do the destroy base mission, but if you do those other things beforehand it becomes easier. Radio Free Kobold posted:This is probably the way to go about it, and it seems like the flashpoints are a step in that direction. I'm picturing something like the early Command and Conquer (Tiberian Sun?) missions, where occasionally there was an 'optional' side mission offered alongside the main mission that made things easier or unlocked more units or prevented enemy reinforcements from showing up or something I really like this idea. If there's a concern about "suddenly you have to do two missions instead of one" you could even abstract it away by selecting the extra mechs and pilots for the side-mission but not actually having to play the mission. This could be done through a 'slots' system suggested earlier, or through 'total tonnage', or something else. You could even expand the idea further to provide numerous side-missions that compete with each other such that you can only do one/a few of them. You could then choose which ones to attempt based upon their requirements and how they affect the main mission. Or you could not bother, and just shove your four heaviest mechs into the main mission as you do now. One of the rewards for these side/pre-missions could also be much more accurate knowledge about the OpFor on the main mission, even down to the specific units (someone probably already suggested this as well). With some work, this could really provide a richer game experience while still being a light-weight system.
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# ? Dec 7, 2018 17:00 |
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Why make "protect all the buildings/APCs" if on the first turn the enemy destroys a couple of them?
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# ? Dec 7, 2018 17:09 |
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Jabor posted:I always thought the voice lines saying "hey we literally don't have enough money for payroll this month, if you're not doing any missions before then you better sell some stuff" were just annoying and pointless, but apparently there do exist players that actually need those reminders? I seem to recall avoiding missile weapons in the early parts of some MechWarrior/commander games due to the ammo refill costs.
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# ? Dec 7, 2018 17:12 |
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Mech Commander definitely didn't charge anything for ammo/you couldn't even put extra ammo on your mechs as far as I remember. It was limited in mission unless you just turned on unlimited ammo though.
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# ? Dec 7, 2018 17:29 |
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you couldn't turn off weapons so you just really had to play with ranges to conserve ammo and hope your dudes didn't waste all the gauss ammo on a hover car or whatever too, iirc
mods changed my name fucked around with this message at 17:40 on Dec 7, 2018 |
# ? Dec 7, 2018 17:34 |
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Escort's always going to be a chore, but that could be a good use for the prototype Raven's lovely 7-ton ECM: if it rendered NPC units in a Raven's ECM bubble untargetable by the AI. I'm told they're looking into possible replacements for Base Defense. I'm kinda hoping it winds up the reverse of the marker missions, where you have to work to keep the enemy out of capture zones. A "king of the hill" type mission would also be fun and a way to make a lighter unit useful. Start out a distance away, get a unit in the capture bubble ASAP to start racking up victory points, and then drive the enemy out of the bubble to win. Edit: Call it "Take and Hold" and make it a Clan thing. PoptartsNinja fucked around with this message at 17:44 on Dec 7, 2018 |
# ? Dec 7, 2018 17:38 |
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Well the base game went on sale in Steam, so I bought it you bastards. Any good tips for complete noobs? I don't think I've played anything Battletech related since MechWarrior 2.
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# ? Dec 7, 2018 17:53 |
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spacetoaster posted:Why make "protect all the buildings/APCs" if on the first turn the enemy destroys a couple of them? This is what really loving infuriates me about Base Defense missions.
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# ? Dec 7, 2018 18:06 |
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A mission where you have to hold a point, while running mechs out to other points to pick up loot that you're trying to get away with.
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# ? Dec 7, 2018 18:11 |
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I just don't play escort or base defenses. If that's all that's on a planet I leave.
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# ? Dec 7, 2018 18:11 |
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sean10mm posted:Well the base game went on sale in Steam, so I bought it you bastards. Take it slow, don't be afraid to punch things, SRMs are the strongest weapons overall but autocannons and LRMs (except for the LRM-10) are actually good. The Spider is not a front line machine and shouldn't be treated as one, but can be useful for a quick backstab. You'll get the most use out of it by giving the pilot sensor lock and marking targets for the rest of the lance to murder more easily. This is also how you keep Dekker alive.
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# ? Dec 7, 2018 18:13 |
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Dekker's place is being hosed out of a cored Mech.
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# ? Dec 7, 2018 18:16 |
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when the "super heavy mech" you're hunting turns out to be a vehicle
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# ? Dec 7, 2018 18:16 |
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Organ Fiend posted:RE scouting/spotting, I was thinking that one way you could make lighter units better would be to change the mission based on the tonnage you take. I.e. they lighter your lance the "faster" your dropship can get you to the fight (this probably makes no sense from a physics standpoint, but whatever). You can choose to start a Triple-F Burger franchise in the dropship cargo bay. Automatic revenue when you land on a populous planet, but there's only room left for lights and mediums.
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# ? Dec 7, 2018 18:35 |
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sean10mm posted:Well the base game went on sale in Steam, so I bought it you bastards. You want to match up ranges with your weapons. Early on, that means a mech should either have a AC-5/PPC/Large Laser and LRMs for long range, or Medium Lasers and SRMS for short range. Good light mechs to focus salvage on early are Firestarters, Jenners, and Panthers. You'll want at least 4 bars on the heat chart or you'll overheat way too easy unless you're always in water or on a polar map, and lunar/badlands maps will want higher. If you do get close to overheating, then you can always punch something (thus mechs focused on short ranged weapons can be a little easier to handle heat with). Most mechs are underarmored for my taste so you'll generally want to increase it. Always put ammo in the legs, they're less likely to get destroyed and even if they do they won't blow up your weapons (or your entire mech) like they would if they were in the torso. You can get some tips here as well Piell fucked around with this message at 18:56 on Dec 7, 2018 |
# ? Dec 7, 2018 18:47 |
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KoldPT posted:I lost this mission on the last turn because I only got to the exit point with 3/4 guys. It sucked Yeah. Did one of these last night. Got the beacons planted, but couldn't beat the "extract before reinforcements" bit as I thought it'd just mean I'd have to fight through more enemies. Nope entire mission failed.
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# ? Dec 7, 2018 18:57 |
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# ? May 31, 2024 11:52 |
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peer posted:when the "super heavy mech" you're hunting turns out to be a vehicle I’d kill to get my hands on a demolisher. A Hunchback G without the G just isn’t the same.
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# ? Dec 7, 2018 19:05 |