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Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




ditty bout my clitty posted:

I’d kill to get my hands on a demolisher. A Hunchback G without the G just isn’t the same.

I'd love to have vehicles in general. Maybe in an "auxiliary" role? Like, you've got your main lance of 'mechs but you can also bring one or two extra things. Maybe a couple vehicles (LRM carrier + Demolisher), or maybe an aerospace to strafe poo poo or artillery to bomb poo poo every other turn, or an extra 'reinforcement' 'mech. Some more pieces to work with than four 'mechs of varying tonnage.

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RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I want one of the ten billion helicopters from MW4 that died in one shot from anything. Dekker can have it :v:

pangstrom
Jan 25, 2003

Wedge Regret
I want to stop having so much work and errands etc. to do so I could play battletech.

Gwaihir
Dec 8, 2009
Hair Elf

sean10mm posted:

Well the base game went on sale in Steam, so I bought it you bastards. :argh:

Any good tips for complete noobs? I don't think I've played anything Battletech related since MechWarrior 2. :corsair:

I think the most important thing to learn as a new player is how to properly abuse the Initiative system to minimize damage or shots you might take. Especially when you're in lights and mediums at the start of the game, judicious use of reserving your units actions is going to be key to survival, especially for that bone stock Spider you start with. Reserve until after a heavier (Medium+) enemy unit has moved, jump in, shoot, next turn rolls around and you can get out without the enemy having any chance to hit you at all.

This somewhat unravels at the very end of the game when you're rolling full assaults and so is the enemy, but by that point you should be well enough off to just be able to bull through.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Be very careful about placing light mechs close to larger opponents that are still going to act in that turn, because all the evasion in the world won't stop a Medium from trundling forward and kicking your legs off.

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




sean10mm posted:

Well the base game went on sale in Steam, so I bought it you bastards. :argh:

Any good tips for complete noobs? I don't think I've played anything Battletech related since MechWarrior 2. :corsair:

Don't be afraid to just roll up and punch poo poo. Especially in the early game where you've got mediocre gunnery and are fighting a lot of vehicles and evasive light 'mechs, and especially with your Shadowhawk which is one of the best punchbots in the game.

Spend a little time in the 'mechlab and specialize your 'mechs. The default Shadowhawk, for example, is some kind of schizophrenic every-range loadout but if you do something so simple as replace the LRMs with SRMs (or the SRMs with LRMs) it becomes pretty solid. There's room for improvement in almost every stock loadout, so just ask yourself "what do I want this 'mech to do" and build towards that.

Attack from the sides whenever you can, especially with missiles. The valid locations for damage scattering and hit locations are based on facing, so you get a lot more mileage out of your missile barrage if it's focused on three hit locations rather than seven. Conversely, rotate your damaged sides away from the enemy, especially if they're down into structure.

Get your hands on a Centurion, Hunchback, Trebuchet and/or Griffon if you can. They're all solid medium 'mechs that will last you a while. Keep your eyes out for a Jenner or Firestarter as well, they're both top-shelf light 'mechs.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I wish flashpoints took their length into account and weighted their rewards. If the short Flashpoints offer you a chance at any piece of LosTech, but the longer ones were limited to the ER Large Laser, Large Pulse, ER PPC, and Gauss Rifle that'd at least be a 1:4 chance of getting the only good LosTech weapon. Or a 1:5 if one of the rewards is a handful of Double Heatsinks.


I did the Marik plotline one a few days ago for a Lostech reward. Four missions, forcing you to a 50 ton drop limit for the first two-mission consecutive deployment, with a choice at the half-way mark to either keep running at 50 tons or to stop tying your arms behind your back and up your weight to assault-class. The last mission was the "mark the base" mission from the short Marik flashpoint, right down to the time limit and the "escape or lose instantly" requirement. I had to eject my Grasshopper and Stalker, the Grasshopper for legitimate reasons (it was dead because it was the 'Mech I sent to suicide into the northern hellpit to get that beacon location) and the Stalker because it didn't have Jump Jets and crossing the ocean at 3 squares/turn at a full sprint it never could've made it to the escape zone. So it was a 4v12 on a tight time limit against mixed heavy and assault 'Mechs without the random mercenary lance to soak hits for you while you sprint your forces into suicidal positions to complete the mission. Brutally difficult but definitely achievable.

I got a Small Pulse Laser+ as a reward.

It was funny when the Kurita guy gave me a small pulse after I spent ~30 minutes making him look like a jackass, but this one was closer to 2 hours of work (since I crashed mid-way through the first deployment and had to redo the entire first mission) for an employer that theoretically actually likes me. It's no wonder House Marik could never keep any good Mercenary units.

I know it's random and that I've just gotten unlucky (two Flashpoints with Lostech, 2 Small Pulse Lasers :confuoot: ), but there's nothing more disheartening than putting in a lot of effort and getting handed a sack full of garbage for your efforts.

PoptartsNinja fucked around with this message at 19:53 on Dec 7, 2018

Cyrano4747
Sep 25, 2006

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

If you’re not doing iron man just save towards the end of the mission and save scum the rewards.

Acinonyx
Oct 21, 2005
If you're not doing iron man, re-evaluate what you are doing with your life.

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




If you're not doing iron man, just dip yourself in molten iron.

OXBALLS DOT COM
Sep 11, 2005

by FactsAreUseless
Young Orc

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.

Movement modifiers for both the attacker and the defender were a lot more critical and a lot more strategic under that system.

Also the range brackets were far more punishing which means jockeying for position was more important which makes mobility more important.

Organ Fiend
May 21, 2007

custom title

ditty bout my clitty posted:

I’d kill to get my hands on a demolisher. A Hunchback G without the G just isn’t the same.

The HBK-P, with a pilot that has coolant flush is a horrifying beast machine. I can't wait to do the same with a GHR or BNC-E, whenever I finally get one.

ditty bout my clitty
May 28, 2011

by FactsAreUseless
Fun Shoe

Organ Fiend posted:

The HBK-P, with a pilot that has coolant flush is a horrifying beast machine. I can't wait to do the same with a GHR or BNC-E, whenever I finally get one.

I finally found the final piece of a HBK-P locked behind a suicide mission. Two skulls, eight mediums and two lights simultaneously, fully armored. I wish they didn't bethesda the reinforcement bug into a feature.

Cyrano4747
Sep 25, 2006

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

OXBALLS DOT COM posted:

Also the range brackets were far more punishing which means jockeying for position was more important which makes mobility more important.

Seriously. The number one fix I would make is ditching how tactics shortens min ranges and expands the short range sweet zone. Early game when you’re trying to find that sliver of ideal range between SRM and PPC is by far the most dynamic for movement, even with slow poo poo like Panthers.

Gwaihir
Dec 8, 2009
Hair Elf

OXBALLS DOT COM posted:

Also the range brackets were far more punishing which means jockeying for position was more important which makes mobility more important.

Range brackets themselves aren't really different in this, it's just that +2 difficulty to hit in TT meant a lot more of a swing than +2 difficulty to hit here. Especially since we have pilot skills and TTSes to remove those range penalties entirely.

Organ Fiend
May 21, 2007

custom title

sean10mm posted:

Well the base game went on sale in Steam, so I bought it you bastards. :argh:

Any good tips for complete noobs? I don't think I've played anything Battletech related since MechWarrior 2. :corsair:

The simplest, best, modification you can make early on (campaign or career, since you start with it in both) is to take VND, drop the LRM5 and lasers, and replace it with a a LRM10. With one relatively cheap modification that should finish within transit to your next planet, you now have a solid FS machine that will last though the light and medium (.5 to 2.5 skull) missions.

Another simple modification that applies to both campaign and career is to drop 2 JJs from the spider and put that into armor. Get at least 25 in each rear torso section, and 50 in each front torso section. Also max out the head. The spider is worthless once you get to ~2 skulls, but this modification will save you some pilot deaths and repair bills early on. The nice thing about this modification is that, if I remember correctly, it takes 0 time because you're not adding anything, so you can do it right from the start with no delay.

For the campaign, drop the LRM5 on the SHD and get 6 SRMs (any combination of launchers). Drop a heatsink or two for more armor/JJs. You now have a solid infighter/melee mech that will last for a while with no modifications. The mech is supposed to run hot: the idea is to move in, fire a few times, then punch something.


Overall, try to configure your mechs with range brackets that are close if not identical, unless you're running a multi-target pilot. Early game, focus on mechs with massed MLs/SRMs with one or two mechs with LLs, LRMs, AC5s or PPCs for FS. Late game, add AC20s to your ML/SRM spam infighters. You'll also want a LRM boat (40+ LRMs) for stability damage. Make sure your other mechs have stability damage weapons to give that last push. Rest of your mechs can be short/long range to taste. The only weapon that completely sucks is the AC2 (never use it).

Organ Fiend
May 21, 2007

custom title

ditty bout my clitty posted:

I finally found the final piece of a HBK-P locked behind a suicide mission. Two skulls, eight mediums and two lights simultaneously, fully armored. I wish they didn't bethesda the reinforcement bug into a feature.

Near max armor, 8xML, 3xSL, and a coolant flush pilot (especially with tactics 6). You'll be thanking them for the bethesda reinforcement bug once you get this thing rolling.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Reinforcement bug?

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

PoptartsNinja posted:


I did the Marik plotline one a few days ago for a Lostech reward. Four missions, forcing you to a 50 ton drop limit for the first two-mission consecutive deployment, with a choice at the half-way mark to either keep running at 50 tons or to stop tying your arms behind your back and up your weight to assault-class. The last mission was the "mark the base" mission from the short Marik flashpoint, right down to the time limit and the "escape or lose instantly" requirement. I had to eject my Grasshopper and Stalker, the Grasshopper for legitimate reasons (it was dead because it was the 'Mech I sent to suicide into the northern hellpit to get that beacon location) and the Stalker because it didn't have Jump Jets and crossing the ocean at 3 squares/turn at a full sprint it never could've made it to the escape zone. So it was a 4v12 on a tight time limit against mixed heavy and assault 'Mechs without the random mercenary lance to soak hits for you while you sprint your forces into suicidal positions to complete the mission. Brutally difficult but definitely achievable.


I'm doing this right now and I got two bits of feedback:

1. 50 tons instead of 55 tons as a weight limit is very limiting. Hunchbacks and Centurions are good but not nearly as good as Shadow Hawks and Griffins

2. "Good job commander, head to the LZ for pickup" -- save some weird extenuating circumstances the LZ should always be AWAY from the enemy, never through. You should be between the enemy and your LZ. The LZ for the convoy destruction part of this mission literally had two Cyclopes standing on top of it.

Internet Explorer
Jun 1, 2005





Breetai posted:

Reinforcement bug?

IIRC, the game often will dump reinforcements on you pretty much as soon as the map loads. So you end up fighting 2 full lances at a time instead of say, 2 mechs that are still in the battle with the next 4 coming your way in a few rounds.

I just had it happen in my first career game. I had the starting mechs and ran into a full lance of Commando, Commando, Spider, Panther. Then the "reinforcements" came pretty much as soon as I got in sensor range and were about a turn's distance away. Consisted of a Jenner, Spider, Locust, Griffin.

Yeah, they all had damaged armor but that's pretty much an impossible fight. Had to withdraw. Even after a few significant hits against the enemy, I just couldn't do enough. The Martian biome and high heat didn't help either.

Ardlen
Sep 30, 2005
WoT



It isn't all bad. I once had the reinforcements spawn just off the edge of the map. They just stood there, giving me free salvage.

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

Pattonesque posted:

I'm doing this right now and I got two bits of feedback:

1. 50 tons instead of 55 tons as a weight limit is very limiting. Hunchbacks and Centurions are good but not nearly as good as Shadow Hawks and Griffins

2. "Good job commander, head to the LZ for pickup" -- save some weird extenuating circumstances the LZ should always be AWAY from the enemy, never through. You should be between the enemy and your LZ. The LZ for the convoy destruction part of this mission literally had two Cyclopes standing on top of it.

Centurions are actually the best medium mechs in the game. The extra 3.5 tons give them room for a lot of firepower.

spacetoaster
Feb 10, 2014

Cyrano4747 posted:

You know you can sell stuff right ?

Not if you've got the bug I've got. All stores are empty and the sell option is no longer there.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I put two LLs on my Vindicator and every time both fire one misses. :negative:

OXBALLS DOT COM
Sep 11, 2005

by FactsAreUseless
Young Orc
Also reinforcements seem to always be a full lance. Why can't reinforcements ever mean a single mech

Cyrano4747
Sep 25, 2006

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

OXBALLS DOT COM posted:

Also reinforcements seem to always be a full lance. Why can't reinforcements ever mean a single mech

I think it's by weight. I've seen less than 4 but heavier than you'd expect.

Which is awesome when you're mid-game and get a chance at salvaging a chunk of a heavy or even a lovely assault.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

OXBALLS DOT COM posted:

Also reinforcements seem to always be a full lance. Why can't reinforcements ever mean a single mech

I've seen it be three a few times, but the starting lance was five so

OXBALLS DOT COM
Sep 11, 2005

by FactsAreUseless
Young Orc
Not every mission has to be a balls-out 8v4 throwdown but that's what it seems like

Alchenar
Apr 9, 2008

Cyrano4747 posted:

Seriously. The number one fix I would make is ditching how tactics shortens min ranges and expands the short range sweet zone. Early game when you’re trying to find that sliver of ideal range between SRM and PPC is by far the most dynamic for movement, even with slow poo poo like Panthers.

Aside from 'no assault mechs, mediums are where the game is most fun', I think I've also come around to the view that all the pilot skills are bad for the game because gameplay is at its most interesting when you haven't maxed out accuracy or skilled away your heat threshold or minimum weapon ranges.

OXBALLS DOT COM
Sep 11, 2005

by FactsAreUseless
Young Orc
Multiplayer sounds fun since it has point limits anf preset pilots but I've never actually played it because I don't have a group and nobody just does pubs

spiritual bypass
Feb 19, 2008

Grimey Drawer
This game is great in multiplayer! Someone (not me) should start another tournament

Koorisch
Mar 29, 2009
Has anyone had a 4v12 yet?

I had one in a moon Defence map, no turrets to help either, wasn't able to get the bonus since at turn two, twin Jenners decided to show up and blow up one of the targets before I could even do anything.

Then I killed them and their Locust buddies just to see not one but TWO dropships drop about 7(!) Panthers and a Commando at me.

I did manage to get out of that mess by sheer luck and the fact I managed to salvage a lucky Orion on a earlier Assassination mission for more firepower!

I was pretty drat lucky all those lights decided to fire mostly on the buildings so I could get at a good angle to blow off those right arms on the Panthers, didn't even get an armor breach on any of my mechs but it was pretty close.

Gobblecoque
Sep 6, 2011

RBA Starblade posted:

I just don't play escort or base defenses. If that's all that's on a planet I leave. :v:

Unfortunate thing is that at least one of the devs must have a real hardon for escort and base defense because they show up all the loving time in flashpoints.

Conspiratiorist posted:

Centurions are actually the best medium mechs in the game. The extra 3.5 tons give them room for a lot of firepower.

Yep, Hunchbacks have that extra weight too which makes them so good. 55 tonners have a bit more speed but when it comes to mounting weapons the 50 tonners can't be beat in their class. A tip for those who don't know: when you get a new mech, strip the equipment and armor to see what the actual available tonnage is because it is not a simple matter of heavier mechs having more tonnage.

Amechwarrior
Jan 29, 2007

Saw this on r/battletechgame:



I can't think of a better combination of callsigns and events.

Pornographic Memory
Dec 17, 2008

RBA Starblade posted:

I put two LLs on my Vindicator and every time both fire one misses. :negative:

Pffft, put three on, it can handle it.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

Conspiratiorist posted:

Centurions are actually the best medium mechs in the game. The extra 3.5 tons give them room for a lot of firepower.

I usually play mediums as fast jumpy missile bombers and the SHD/GRF are kings there. My commander in my first playthrough did use a Centurion with a +++ AC/10 and that thing owned bones

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Koorisch posted:

Has anyone had a 4v12 yet?

I've had several. Nearly every mission in the Marik loyalty flashpoint is a 4v12

Nasgate
Jun 7, 2011

sean10mm posted:

Well the base game went on sale in Steam, so I bought it you bastards. :argh:

Any good tips for complete noobs? I don't think I've played anything Battletech related since MechWarrior 2. :corsair:

Put points in gunnery. Even if you don't plan on it being the main skill for a pilot, get it a little over halfway advanced before you finish your chosen lines.

Customize and specialize your mechs. The difference between even a suboptimal custom build and a default build is almost always very large. This is especially true for things like the starting Shadowhawk that tries to be a jack of all trades.

There's a blue circle outside of visual range when you have a mech selected, this is sensor range. Using sensor lock on a unit in this area lets you snipe them while they can't see you. This is extremely strong at all periods of the game, and makes base capture/destruction missions waaaaaay easier.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

sean10mm posted:

Well the base game went on sale in Steam, so I bought it you bastards. :argh:

Any good tips for complete noobs? I don't think I've played anything Battletech related since MechWarrior 2. :corsair:

lots of default mechs have ammo in very bad places. One Thunderbolt and Shadow Hawk and the Hatchetman all have them in the center torso. If you do nothing else, move them to legs or side torsos, but CT ammo means every hit after your CT armor opens up is a potential kill-shot

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deathbagel
Jun 10, 2008

PoptartsNinja posted:

I've had several. Nearly every mission in the Marik loyalty flashpoint is a 4v12

But at least you got a sweet small pulse laser out of it!

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