Are small pulses considered support weapons?
|
|
# ? Dec 8, 2018 08:09 |
|
|
# ? May 28, 2024 17:46 |
|
Pattonesque posted: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 Hell, TWO of the campaign starters have them, the BJ-1 and SHD-2H. Moving those area day 1 customization every playthough.
|
# ? Dec 8, 2018 14:36 |
|
Is there something janky with the AI since this last patch? I've been playing this game since launch, and last night I suddenly started seeing a lot of weird behavior with enemy mechs frequently just Bracing (with no visible reason to do so) rather than moving and/or attacking. I noticed this most in the Steel Beast and Bourbon and Beer flashpoints, and it made the battles pretty trivial.
|
# ? Dec 8, 2018 14:39 |
|
deathbagel posted:But at least you got a sweet small pulse laser out of it! Ardlen posted:Are small pulses considered support weapons?
|
# ? Dec 8, 2018 14:59 |
|
I just got my first heavy in my first career run, a Cataphract. Now I can spend my whole working day thinking about what to do with it. Anyone got cool ideas? Also got a Dragon, but, you know :/
|
# ? Dec 9, 2018 00:28 |
|
Hawgh posted:I just got my first heavy in my first career run, a Cataphract. Now I can spend my whole working day thinking about what to do with it. Stock weapon config is probably alright. It's AC/10 + PPC, right? Can't go wrong there. Maybe pull a few of the secondary weapons and refit with jets? For the Dragon, I refitted mine with SRMs, and I think small lasers? It really suffers from only 2 hardpoints of each type as well as awkward tonnage, and having an AC/5 for a main gun (as a heavy 'mech!) really doesn't help the tonnage issue. Radio Free Kobold fucked around with this message at 00:45 on Dec 9, 2018 |
# ? Dec 9, 2018 00:40 |
|
Max armor. Stick in an ac20 and two tons of ammo, a LL, and round it out with ML and heat sinks. Runs a tich hot but that MLs can be shut down easy enough to deal with that. Once you’re fielding heavies the AC20 punch is very welcome.
|
# ? Dec 9, 2018 00:48 |
|
my first heavy in career is a loving quickdraw
|
# ? Dec 9, 2018 01:04 |
|
Breetai posted:Reinforcement bug? It wouldn't bother me so much if I got to, say, deploy more than four mechs to even the odds. It seems like a really stupid hill for the devs to die on. That and the "bad intel, lol" feature.
|
# ? Dec 9, 2018 01:20 |
|
ditty bout my clitty posted:It wouldn't bother me so much if I got to, say, deploy more than four mechs to even the odds. It seems like a really stupid hill for the devs to die on. That and the "bad intel, lol" feature. I just need two things: 1. In that target acquisition mission don't put two zones in places of relative safety and one zone in a crossfire of seven mechs 2. Extraction zones should spawn in sane places and not THROUGH the enemy
|
# ? Dec 9, 2018 01:27 |
|
In what might be a record of some kind, Dekker survived 1100 days in my Roguetech campaign. I'm more upset that I accidentally cored the engine on the AWS-9M, leaving me unable to salvage it, than I am that the AWS-9M put a round from an ER PPC through Dekker's face.
|
# ? Dec 9, 2018 02:22 |
|
is there a way to cheat and win a mission? Flashpoint for Davion IV, where you have to plant the beacons against, what, 12 Assault mechs, in 8 rounds, makes me want to quit, uninstall, complain to the Internet in general, and play something else. gently caress this mission.
|
# ? Dec 9, 2018 02:56 |
|
BadAstronaut posted:is there a way to cheat and win a mission? Flashpoint for Davion IV, where you have to plant the beacons against, what, 12 Assault mechs, in 8 rounds, makes me want to quit, uninstall, complain to the Internet in general, and play something else. gently caress this mission. for those ones I think you need to do the mission where you yoink the Star League Griffin because it's really the only thing that has the survivability to tank two rounds on the hottest beacon and the mobility/jets to GTFO
|
# ? Dec 9, 2018 03:09 |
|
Dekker died to my sheer stupidity. I got hit by a flamer in a jenner. Overheat then proceeded to fire lasers the on next shot and blow up the legs. Then I get targeted by the 3 mechs who call shots. Plus I have cored mechs are destroyed and Dekker died in a scream of agony.
|
# ? Dec 9, 2018 03:16 |
|
Hawgh posted:I just got my first heavy in my first career run, a Cataphract. Now I can spend my whole working day thinking about what to do with it. I ran my cataphract with AC20 and 4-5 medium lasers, but this was pre ML nerf/LL buff, so YMMV.
|
# ? Dec 9, 2018 03:47 |
|
I'm also a fan of AC/20, ML's and JJ's with HS and armor to taste
|
# ? Dec 9, 2018 03:50 |
|
BadAstronaut posted:is there a way to cheat and win a mission? Flashpoint for Davion IV, where you have to plant the beacons against, what, 12 Assault mechs, in 8 rounds, makes me want to quit, uninstall, complain to the Internet in general, and play something else. gently caress this mission. I know there was a BT Debug Mod that made the debug options more user friendly. I did that FP with two BLRs a GRN-1N and a FS9. The BLRs took the open 2 turner, GRF to the center close and the FS9 to the far. The two BLRs got wrecked even when I hot-swapped them in the zone to keep both of them at max evasion. One lost a leg but had the jets in the torso just for this situation. Both of them lost a side torso and one was very, very close to destruction. The GRF ended up having to hot-swap with the FS9 that got its leg clipped by a Demolisher and thus had to spend like 3 turns in the two zones, which mean it was nearly dead. Somehow, all of them made it to the extraction point and I got it on the first try. I killed maybe two units, the Demo and one lucky headshot on something. I lost a ton of +++ SRMs and MLs and the FP rewards were nowhere near replacing it all. I think the problem is that 4 -5 skull Trg.Acks still have 4 - 5 skull OPFOR and the mission format seems build to bring smaller/faster units that have nearly no place in a 4 - 5 skull match where the best option is to just sprint/jump and Brace to minimize incoming damage. If they either gave more turns to complete the main objectives, or lowered the OPFOR a skull or two I think it would work like they suggested on the streams. But right now they are beatable, but not profitable, which leads to all the posts on the PDX forums about how everyone is skipping them as it's not worth it.
|
# ? Dec 9, 2018 04:11 |
|
Thanks - so is this something that needs to be patched to actually be a reasonable battle? I failed it so I'm hoping it comes up again in future. I am allied with Davion and now see zero other Flashpoints on the map at all. When will some new ones come up?
|
# ? Dec 9, 2018 04:46 |
|
So apparently PPCs make enemies less accurate now? Is that a thing or are they still a complete waste of tonnage?
|
# ? Dec 9, 2018 04:58 |
|
Koorisch posted:Has anyone had a 4v12 yet? I had a 4v13 assassination mission. It was bullshit.
|
# ? Dec 9, 2018 05:00 |
|
And Tyler Too! posted:So apparently PPCs make enemies less accurate now? Is that a thing or are they still a complete waste of tonnage? They always did that, but before the game didn't give an indicator that it happened.
|
# ? Dec 9, 2018 05:12 |
|
BadAstronaut posted:Thanks - so is this something that needs to be patched to actually be a reasonable battle? I failed it so I'm hoping it comes up again in future. I am allied with Davion and now see zero other Flashpoints on the map at all. When will some new ones come up? I think it could be done profitably, but you will have to be really good at it and probably build a custom Lance for those alliance Trg.Acks. I think in a week or so, some of the BT youtubers will have it figured out and everyone can copy from them. There is a limit of 5 FPs that can be available at any time, they will eventually cycle through until you complete them if you fail them or let them expire. If you break the alliance, you won't be offered that one until you become allied again at least a year later. Technowolf posted:They always did that, but before the game didn't give an indicator that it happened. The big change from before 1.3 to now is that the PPC effect stacks where it was only good once. Sensor Lock is now worth 2 PPC hits on the enemy too and also stack with regular PPC degradation.
|
# ? Dec 9, 2018 05:34 |
|
deathbagel posted:It is and it definitely changes. The first time I tried it, the first group was a Thunderbolt, a disco-hunchback and a Jenner. Then 4 more mediums spawned on top of the hill then 4 vehicles spawned behind the mountain they blew up the buildings and there was nothing I could do about it. Just cleared it: my force was the provided Hatchetman, plus an LRM Centurion, a Shadowhawk-2D (only hawk I had managed to salvage), and an Orion-1V. I failed to engage the op force on the first turn and they promptly destroyed a building. (Two Shadowhawks, one Wolverine, and a Trebuchet.) I kept the Orion on the ridge, engaged with the Shadowhawk, recklessly engaged with the Hatchetman. It lasted almost three turns taking fire from the first lance. The second dropped right by the Orion: a Cicada, a Hatchetman, and something that died very fast (maybe a Vindicator? It never fired a shot). My Hatchetman had pulled the original lance farther away from the base, and I'd killed the Treb and half-killed the Wolverine. The Orion and Centurion wrecked the Cicada and the other medium, while the enemy Hatchetman decided it wanted to join the first lance instead of doing anything effective. The final lance coming up from the rear had three mechs and a Demolisher. The Demolisher didn't get in range of the base before the scenario ended. The underarmored Centurion ended up distracting the other three mechs, which were mediums (a Griffin, another Wolverine and one mech I forget). Meanwhile, my heavily damaged Shadowhawk was evading and running back to the base. At time-out, my two mediums were both almost dead. The Orion was virtually untouched thanks to the second opforce lance disintegrating so rapidly. So, tactical tip: fire on enemy mechs to draw their attention, and send one of your mechs to draw off a lance if it's too tough to engage and kill quickly. They will happily follow you far enough from the base that they can't get back in time.
|
# ? Dec 9, 2018 06:11 |
|
"the prototype" mech joined my base defense and wouldn't you know, the randomly generated opposing force had one too. That prototype secret did not keep well. Both died from ammo explosions within 3 rounds. Dude after the fight: ah, I wanted to test it in combat conditions. My friend, it did not do well.
|
# ? Dec 9, 2018 08:46 |
|
And Tyler Too! posted:So apparently PPCs make enemies less accurate now? Is that a thing or are they still a complete waste of tonnage? The change to allowing the debuff to stack means early game is a fresh new hellscape because you're always going to have 3+Panthers give or take a pilot or two with sensor lock. Though personally I kinda like it in combination with multishot. It almost makes having multiple ranges of weapons on one mech decent.
|
# ? Dec 9, 2018 09:43 |
|
Should I buy the expansion now or wait till HB fixes the crap missions? Really don't want to deal with some of the BS you guys are talking about.
|
# ? Dec 9, 2018 09:49 |
|
Got an Orion K as my first heavy mech in career. I hadn't even found any AC20s yet so I just slapped three large lasers, two SRMs on it with a little bit of ammo and filled out the rest of the space with heatsinks thinking I'd refit it again when I had an AC20 available. It seems like it's been doing pretty well as-is; large lasers are a lot more solid than I expected.
|
# ? Dec 9, 2018 12:25 |
|
Virulence posted:Got an Orion K as my first heavy mech in career. I hadn't even found any AC20s yet so I just slapped three large lasers, two SRMs on it with a little bit of ammo and filled out the rest of the space with heatsinks thinking I'd refit it again when I had an AC20 available. Damage efficiency: 6 SRMs 5 MLas 4.4 LRM15 4 AC20 3.8 AC5 3.6 LL They're pretty good. They don't deal any stab damage, but they leave more room for heatsinks so your real-world efficiency is higher (better "off" rounds), as well as generally higher damage than advertised due to their inherent accuracy bonus. The LL+++ in particular kicks rear end, delivering 50 damage with a +4 accuracy bonus.
|
# ? Dec 9, 2018 13:26 |
|
I don't know what I am doing yet but blowing poo poo up with robots in this game is deeply satisfying.
|
# ? Dec 9, 2018 15:00 |
|
Raged posted:Should I buy the expansion now or wait till HB fixes the crap missions? Really don't want to deal with some of the BS you guys are talking about. Honestly I haven’t had half the problems some people seem to.
|
# ? Dec 9, 2018 16:11 |
|
Beer4TheBeerGod posted: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: Well, there's still the artificial lance limit. If I have 12 pilots and mechs, I can still only have four deployed. Even if you assume a dropship limitation, some battles you should have had enough time to make multiple drops before going in. I think the best solution is to have some missions that are "multiple lance" missions, either where you have to be able to form multiple lances to conduct them or you get a bonus if you do. Then force the player to actually make up the multiple lances, and either have you play out multiple fights or say "only one lance saw combat" and pick the lance randomly. If you have eight assaults or more, that still doesn't encourage a mixed lance format, but there should be a way to build on the flashpoint structure to do that.
|
# ? Dec 9, 2018 16:12 |
|
Cyrano4747 posted:Honestly I haven’t had half the problems some people seem to. The most recent mission I saw someone complaining about (fairly, for the record, that seems like an impossible mission) was an alliance flashpoint mission, which Kiva deliberately made to be gently caress-you hard. So far none of the flashpoints I've found have been too bad.
|
# ? Dec 9, 2018 16:46 |
|
Nasgate posted:The change to allowing the debuff to stack means early game is a fresh new hellscape because you're always going to have 3+Panthers give or take a pilot or two with sensor lock. The Jenner is the natural predator to the Panther. Known for pouncing to the flanks of the PNT-9R at close range, the JR7-D rips off the right side leaving the PNT defenseless. The JR7s use their impressive jumping distance to close the gaps and prevent injury through speed. Some have even evolved to remove the SRM-4 in place of more armor and in some cases also a Heat Sink.
|
# ? Dec 9, 2018 16:48 |
|
I started a new campaign and just got to the Panzyr Defense mission. I'd forgotten how bad this one is. Nothing about it makes sense. Why is there a full lance of mechs hanging out in the center of your base? Why do you need to stop the APC when the barracks is already overrun with a troop APC sitting a few meters outside the gate? Why are the turrets offline? Why can the turrets only be turned on when APCs are gone especially when half of them are "surprise drops? Why are the APCs able to unload their troops immediately and safely while a hostile mech covered in anti-personnel weapons is standing nearby? I've had to restart it six times now because of bad luck. The APCs move so fast that a single missed attack can bring a failure.
|
# ? Dec 9, 2018 17:04 |
|
Gotta bring a Jenner on that one imo
|
# ? Dec 9, 2018 17:06 |
|
I gave up on defending the barracks after realizing how frustrating it is. Its just that I keep whiffing melee attacks on the APCs. And once the Catapult tanked three full salvos by my Highlander and blew up up my gauss cannon.
|
# ? Dec 9, 2018 17:12 |
|
I imagine your avatar was very apropos in that moment.
|
# ? Dec 9, 2018 17:52 |
|
Is there some sale on shitdraws I don't know about? Every other heavy spawn gives me more of the useless wolverine-a-likes.
|
# ? Dec 9, 2018 19:17 |
|
Amechwarrior posted:Some have even evolved to remove the SRM-4 in place of more armor and in some cases also a Heat Sink. I think I built all my Jenners as M laserx4, Jump Jet x4, max armor. Worked very well in the light mech phase.
|
# ? Dec 9, 2018 19:21 |
|
|
# ? May 28, 2024 17:46 |
|
Is there a bug on target acquisitions or am I playing them wrong? About one out of three times, my turn of standing in the hex isn't counting. One of those times I had two mechs in the hex and I worried the "2/1 mechs for one turn remaining" was a red flag, but once I got skipped for at least one turn standing still. Got a mission failure after spending 4 turns in the last hex.
|
# ? Dec 9, 2018 19:25 |