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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
Correct. It's always been on the shop lists, but it's not part of the RNG contracts opfor.

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Horace Kinch
Aug 15, 2007

Wish HBS would just buff the Urbie to regular levels of movement. I know it's supposed to peak at like 30kph in the fluff making it slow as gently caress but throw us a bone here.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

And Tyler Too! posted:

Wish HBS would just buff the Urbie to regular levels of movement. I know it's supposed to peak at like 30kph in the fluff making it slow as gently caress but throw us a bone here.

It's the price you pay for getting to use a 60 foot replica of R2-D2.

Now, making Crabs faster than King Crabs wouldn't go amiss.

Organ Fiend
May 21, 2007

custom title

And Tyler Too! posted:

Wish HBS would just buff the Urbie to regular levels of movement. I know it's supposed to peak at like 30kph in the fluff making it slow as gently caress but throw us a bone here.

There is no way, using 3025 tech, to make a 30 tonner carry that big an autocannon and not be that slow.

Introduce weight saving tech early, or change build rules across the board, but don't make special exceptions because "my urbie so kawaii <3". That's some :pgi: poo poo.

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

And Tyler Too! posted:

Wish HBS would just buff the Urbie to regular levels of movement. I know it's supposed to peak at like 30kph in the fluff making it slow as gently caress but throw us a bone here.

It is buffed. If it followed the guidelines of other mechs then its movement would be 60 and be allowed to mount 2 jump jets max, but it actually moves 95 (like a Stalker/Atlas) and can equip 4 JJs like the 120m mechs.

Organ Fiend
May 21, 2007

custom title

Conspiratiorist posted:

It is buffed. If it followed the guidelines of other mechs then its movement would be 60 and be allowed to mount 2 jump jets max, but it actually moves 95 (like a Stalker/Atlas) and can equip 4 JJs like the 120m mechs.

Lol really? That's probably the real reason it's not in the ai lists.

I hate the urbie.

ded
Oct 27, 2005

Kooler than Jesus

Organ Fiend posted:

Lol really? That's probably the real reason it's not in the ai lists.

I hate the urbie.

Ash1138
Sep 29, 2001

Get up, chief. We're just gettin' started.

Klyith posted:

The maps are big and most missions only use parts of them, so they really don't need new maps that use existing biomes. Just more missions would be enough, you can do a lot by moving the mission zone and rotating it so you're coming from a different side.

Unfortunately missions are also one of the least modable parts of the game. Changing up the text is definitely possible, and I think it wouldn't be hard to make more variations of existing missions with altered difficulty. But I think that won't really fix the problem of "I've played this game for 500 hours and have memorized multiple missions".


Personally I think one problem is that there should be more planets that push the lunar or martian missions. I've only played a handful of each when not counting story, because there aren't as many locations they show up.

edit: alternately, try out the Mission Control mod for random extra units added to your battles.
More possible mission zones on a given map is what I'm looking for then.

So they don't have it set up like each mission type (battle, assassination, recovery, etc.) has a list of possible mission briefings they can pull from that can be added to easily? Bummer.

The Dipshit
Dec 21, 2005

by FactsAreUseless

... I'd buy that.

Horace Kinch
Aug 15, 2007

Organ Fiend posted:

"my urbie so kawaii <3". That's some :pgi: poo poo.

Broken clocks are right twice a day. Urbies deserve love and affection.

ded
Oct 27, 2005

Kooler than Jesus

The Dipshit posted:

... I'd buy that.

It was off a GIS for urbanmech. Apparently only 7 sold

https://teespring.com/shop/evolution-of-the-urbanmech

Amechwarrior
Jan 29, 2007

Ash1138 posted:

More possible mission zones on a given map is what I'm looking for then.

So they don't have it set up like each mission type (battle, assassination, recovery, etc.) has a list of possible mission briefings they can pull from that can be added to easily? Bummer.

The game does do this, but not for every type of contract. Battles for example can have up 4 random encounters on the same map but all the other contract types don't. I'm working on a FP reference sheet and one of the sheets is a list of every map+contracts EncounterLayerID. It's almost ready, if anyone wants to take a look here is a link to the encounter layer page:

FP Reference Sheets

I'm about 50% or so done with my FP and every step is way more time consuming than you'd think. Even something like changing the dialog on a mission to make the same mission but with different fluff take longer than you expect. If anyone wants a combat preview I've posted a zip in the good discord. Right now the missions are about done minus the dialog, out of combat convos are placeholders but the FP choices all work. This makes it almost entirely spoiler free for the actual plot. If anyone gives it a try, I'm trying to see if this is too hard for a maxed out Argo with many All-10 pilots and 2+ Lances of assault meta builds and some SRM bomber mediums. The rewards should be worth it, but are not yet implemented. It also shouldn't be costing you so much gear that you don't come out ahead in the end.

Skippy McPants
Mar 19, 2009

And Tyler Too! posted:

Wish HBS would just buff the Urbie to regular levels of movement. I know it's supposed to peak at like 30kph in the fluff making it slow as gently caress but throw us a bone here.

There's a reason its so slow; it has 21.5 tons of pod space. The other 30-ton mech in the game, the Spider, has 9.5.

The Urbie isn't bad, it's just that none of the maps in the game play to its strengths.

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
Urbies are pretty legit in skirms, since the naked chassis is a bargain 1.9 mil and has 21.5 tons of room to play with. You can fit them with two Large Lasers and jets and still have room to fully armor up plus sinks and small lasers.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Organ Fiend posted:

There is no way, using 3025 tech, to make a 30 tonner carry that big an autocannon and not be that slow.

Introduce weight saving tech early, or change build rules across the board, but don't make special exceptions because "my urbie so kawaii <3". That's some :pgi: poo poo.

Just say they attached a solid rocket booster to its rear end

Narsham
Jun 5, 2008

Amechwarrior posted:

So I've been screwing around with 4x 55t Lances vs assaults spam. Turns out missions like Convoy Assaults on Lunar are far easier with the Evasion crew and while I'm not wiping the entire OPFOR, I don't have to like when I'm too slow to escape. This is with forced max difficulty OPFOR and I also fixed a bug that makes the AI wig out when you gain 7 Pips.

High evasion can work at max difficulty contracts, but not nearly as many as just Bulwark Assaults. Also, completing those contracts nets less salvage as I'm not trying to wipe the field clean. So while it is a good tactical option, it's a worse strategic one in that it's less profitable.

Strangely, the mission types people don't like playing work better with a mixed mech loadout (includes convoy missions on either end as well as base defenses). Base defense, in particular, calls for one heavy multi-shot missile platform to draw aggro and at least one, probably two, faster mechs to intercept attackers. Running away from the base to get attackers to follow is actually an effective tactic!

I think the main issue on the convoy missions is the game's habit of spawning the evac point on the other side of the enemies. It works much better if you can run away, or "sideways" away. Having to cross through is punishing and in the worst instance of that phenomenon (that one flashpoint target acquisition where there's eventually three enemy lances and you evac through them all) I had two mechs cored before they could escape. A stern chase would have been just as suspenseful without being so punishing.

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

Narsham posted:

Strangely, the mission types people don't like playing work better with a mixed mech loadout (includes convoy missions on either end as well as base defenses). Base defense, in particular, calls for one heavy multi-shot missile platform to draw aggro and at least one, probably two, faster mechs to intercept attackers. Running away from the base to get attackers to follow is actually an effective tactic!

I think the main issue on the convoy missions is the game's habit of spawning the evac point on the other side of the enemies. It works much better if you can run away, or "sideways" away. Having to cross through is punishing and in the worst instance of that phenomenon (that one flashpoint target acquisition where there's eventually three enemy lances and you evac through them all) I had two mechs cored before they could escape. A stern chase would have been just as suspenseful without being so punishing.

a theoretical expansion would do well to allow you to spend money/resources to, say, pick where your evac zone will be, or allow you to employ a lance of vehicles to serve as a blocking force

Organ Fiend
May 21, 2007

custom title

RBA Starblade posted:

Just say they attached a solid rocket booster to its rear end

I'd be ok with this if there were rear end booster rules that applied to all mechs, not just the urbanmech. See my comments about changing the build rules.

Anything else is stupid :pgi: poo poo.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Organ Fiend posted:

I'd be ok with this if there were rear end booster rules that applied to all mechs, not just the urbanmech. See my comments about changing the build rules.

Anything else is stupid :pgi: poo poo.

I don't know what that means, but if you can't use mechs because the rules make that impossible you should probably change the rules a bit

Ersatz
Sep 17, 2005

So it's a bit odd, but I swear that the heavier opfor option actually makes career mode easier. The climb up the tonnage ladder is just so much faster when your little lance is constantly outclassed.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Ersatz posted:

So it's a bit odd, but I swear that the heavier opfor option actually makes career mode easier. The climb up the tonnage ladder is just so much faster when your little lance is constantly outclassed.

Yeah, I was thinking that. The first few missions are super rough when heavies show up but once you get those heavies, you're good to go.

Ersatz
Sep 17, 2005

RBA Starblade posted:

Yeah, I was thinking that. The first few missions are super rough when heavies show up but once you get those heavies, you're good to go.
Yep. I picked up a disco hunchback on my first mission, and then DFA'd a thunderbolt in the head on my second mission. Lol.

Wrr
Aug 8, 2010


Narsham posted:

I think the main issue on the convoy missions is the game's habit of spawning the evac point on the other side of the enemies. It works much better if you can run away, or "sideways" away. Having to cross through is punishing and in the worst instance of that phenomenon (that one flashpoint target acquisition where there's eventually three enemy lances and you evac through them all) I had two mechs cored before they could escape. A stern chase would have been just as suspenseful without being so punishing.

One time I won a convoy mission by running away with only a single mech in the evac slot, and all the others just ejecting. The escort lance was going to kill us all if I had to wait for the others tow addle to safety. It worked out pretty well tbh

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Ersatz posted:

Yep. I picked up a disco hunchback on my first mission, and then DFA'd a thunderbolt in the head on my second mission. Lol.

I can't seem to find any 4.5 or five-skull missions though, and all the 3.5-4s have are Thunderbolts and Orions. I've only actually seen a handful of assaults. I did get a Zeus which seems like garbage :haw:

Organ Fiend
May 21, 2007

custom title

RBA Starblade posted:

I don't know what that means, but if you can't use mechs because the rules make that impossible you should probably change the rules a bit

If there were rules to get whatever free movement boost or tonnage the urban gets on any other mech, that would be fine. If it's just something that the urban gets because it's a shity design that some people have become attached to, then that's bad.

In any game where you can build your character, there will be shity builds. The urban is a shity build and there's no reason it has to be oe should be usable.

Ersatz
Sep 17, 2005

RBA Starblade posted:

I can't seem to find any 4.5 or five-skull missions though, and all the 3.5-4s have are Thunderbolts and Orions. I've only actually seen a handful of assaults. I did get a Zeus which seems like garbage :haw:
Yeah, I was prioritizing low-skull assassination missions. Of course, I lost a couple of light mechs in the process, along with a pilot (the stock disco hunchback is no joke for a light lance), but my company's looking pretty good at the moment.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Organ Fiend posted:

If there were rules to get whatever free movement boost or tonnage the urban gets on any other mech, that would be fine. If it's just something that the urban gets because it's a shity design that some people have become attached to, then that's bad.

In any game where you can build your character, there will be shity builds. The urban is a shity build and there's no reason it has to be oe should be usable.

I think there's a difference between "this is a piece of poo poo on purpose" and "this is a piece of poo poo because the rules and the ai do not work". My concern is number two there.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule
does anyone actually use DFAs as even an occasional strategy? they seem too risky on a number of different levels

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I did once or twice as a hail Mary but other than that no

Pornographic Memory
Dec 17, 2008
If you have CT destruction on having your mech go down from getting both legs destroyed looks better by comparison but I usually just eject when my mechs are seriously in danger of destruction anyway.

Amechwarrior
Jan 29, 2007

Pattonesque posted:

does anyone actually use DFAs as even an occasional strategy? they seem too risky on a number of different levels

In the mid game before I can wipe a Schrek or Demolisher in a turn, I will judiciously use DFA from a 55t 'Mech to open up or outright end them before they can move. I also use it at the ends of matches where I know I have the armor to make it past the jump and finish off the contract in style.

Ardlen
Sep 30, 2005
WoT



Is there an option (or easy file change) to make CT destruction just give 2 pilot hits instead of killing them?

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

RBA Starblade posted:

I did get a Zeus which seems like garbage :haw:

I mean, I'd use almost every heavy mech in the game except the Dragon or the Quickdraw instead, so... yeah.

Ersatz
Sep 17, 2005

Pattonesque posted:

does anyone actually use DFAs as even an occasional strategy? they seem too risky on a number of different levels
Almost every mission, but also only when the opposition is down to a final lance. It's a quick way to bring things to a close, and is especially handy for killing pilots and salvaging their mechs. Either by getting super lucky and destroying the head outright, or through repeated knockdowns and machine gun spam.

MGs are amazing in general for pilot kills, btw. Especially on mechs that also have solid potential for SRM spam. Call the head and at least some sliver of the damage will often find its way there.

binge crotching
Apr 2, 2010

Pattonesque posted:

does anyone actually use DFAs as even an occasional strategy? they seem too risky on a number of different levels

I use them when I can't quite run over and stomp on a tank, but when I have enough jump range to do so. It doesn't seem like you take much/any damage from stomping on tanks with DFA.

School Nickname
Apr 23, 2010

*fffffff-fffaaaaaaarrrtt*
:ussr:
Any good builds for the HGN-732B in the base game? My 3x PPC++ (150 stability damage), SRM 10 build runs like dogshit in comparison to my HGN-733P's 4x LL+++, SRM10 build. 50 less damage, for 43 more heat and a range advantage. God PPCs are such poo poo. I won't even speak about the ER PPC.

School Nickname fucked around with this message at 20:57 on Jan 25, 2019

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

School Nickname posted:

Any good builds for the HGN-732B in the base game? My 3x PPC++ (150 stability damage), SRM 10 build runs like dogshit in comparison to my HGN-733P's 4x LL+++, SRM10 build. 50 less damage, for 43 more heat and a range advantage. God PPCs such poo poo. I won't even speak about the ER PPC.

The 732B is the only mech that I basically just use the stock loadout on. All I do is add a cockpit mod and swap in +++ versions of ML/LRM/SRM as I get them. Maybe wedge in a gyro?

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

School Nickname posted:

Any good builds for the HGN-732B in the base game? My 3x PPC++ (150 stability damage), SRM 10 build runs like dogshit in comparison to my HGN-733P's 4x LL+++, SRM10 build. 50 less damage, for 43 more heat and a range advantage. God PPCs are such poo poo. I won't even speak about the ER PPC.

I put the er ppc on my Zeus just to say I used it and lol

Horace Kinch
Aug 15, 2007

Pattonesque posted:

does anyone actually use DFAs as even an occasional strategy? they seem too risky on a number of different levels

I use the poo poo out of DFA if I need to cover ground and squish something at the same time, it's why I allow the occasional Highlander into my King Crab parades. Also because the rule of cool is always in effect, and nothing is cooler than goomba stomping another mech, leg mods take the edge off.

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Fraction Jackson
Oct 27, 2007

Able to harness the awesome power of fractions

sean10mm posted:

The 732B is the only mech that I basically just use the stock loadout on. All I do is add a cockpit mod and swap in +++ versions of ML/LRM/SRM as I get them. Maybe wedge in a gyro?

Yeah the stock 732B is perfectly fine. Tons of damage, enough weapons to have good odds at a headshot when you're using precision strike, good stability damage, runs fairly cool. There might be some benefit towards trying to run either all LRMs or all SRMs, but mostly it's just a good generalist that does dumb damage in all situations.

Now that I think about it, it might be the only mech in the game that I'd intentionally run stock even if I had the opportunity and parts to switch things out. Even the other royals are better off with some tweaks.

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