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Correct. It's always been on the shop lists, but it's not part of the RNG contracts opfor.
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# ? Jan 25, 2019 01:56 |
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# ? May 28, 2024 09:17 |
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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.
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# ? Jan 25, 2019 02:12 |
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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.
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# ? Jan 25, 2019 02:16 |
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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 poo poo.
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# ? Jan 25, 2019 02:25 |
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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.
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# ? Jan 25, 2019 02:26 |
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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.
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# ? Jan 25, 2019 02:28 |
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Organ Fiend posted:Lol really? That's probably the real reason it's not in the ai lists.
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# ? Jan 25, 2019 02:51 |
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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. 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.
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# ? Jan 25, 2019 02:55 |
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... I'd buy that.
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# ? Jan 25, 2019 03:32 |
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Organ Fiend posted:"my urbie so kawaii <3". That's some poo poo. Broken clocks are right twice a day. Urbies deserve love and affection.
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# ? Jan 25, 2019 03:35 |
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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
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# ? Jan 25, 2019 05:43 |
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Ash1138 posted:More possible mission zones on a given map is what I'm looking for then. 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.
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# ? Jan 25, 2019 06:38 |
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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.
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# ? Jan 25, 2019 08:30 |
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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.
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# ? Jan 25, 2019 08:44 |
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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. Just say they attached a solid rocket booster to its rear end
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# ? Jan 25, 2019 15:16 |
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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. 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.
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# ? Jan 25, 2019 17:47 |
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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! 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
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# ? Jan 25, 2019 17:49 |
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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 poo poo.
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# ? Jan 25, 2019 17:52 |
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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. 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
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# ? Jan 25, 2019 17:54 |
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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.
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# ? Jan 25, 2019 17:55 |
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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.
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# ? Jan 25, 2019 17:57 |
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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.
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# ? Jan 25, 2019 18:10 |
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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
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# ? Jan 25, 2019 18:20 |
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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
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# ? Jan 25, 2019 18:24 |
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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.
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# ? Jan 25, 2019 18:31 |
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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
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# ? Jan 25, 2019 18:35 |
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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. 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.
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# ? Jan 25, 2019 18:37 |
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does anyone actually use DFAs as even an occasional strategy? they seem too risky on a number of different levels
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# ? Jan 25, 2019 18:53 |
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I did once or twice as a hail Mary but other than that no
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# ? Jan 25, 2019 18:54 |
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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.
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# ? Jan 25, 2019 18:59 |
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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.
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# ? Jan 25, 2019 19:15 |
Is there an option (or easy file change) to make CT destruction just give 2 pilot hits instead of killing them?
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# ? Jan 25, 2019 19:17 |
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RBA Starblade posted:I did get a Zeus which seems like garbage I mean, I'd use almost every heavy mech in the game except the Dragon or the Quickdraw instead, so... yeah.
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# ? Jan 25, 2019 19:37 |
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Pattonesque posted:does anyone actually use DFAs as even an occasional strategy? they seem too risky on a number of different levels 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.
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# ? Jan 25, 2019 19:38 |
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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.
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# ? Jan 25, 2019 19:45 |
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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 |
# ? Jan 25, 2019 20:55 |
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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?
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# ? Jan 25, 2019 21:04 |
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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
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# ? Jan 25, 2019 21:41 |
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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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# ? Jan 25, 2019 22:09 |
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# ? May 28, 2024 09:17 |
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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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# ? Jan 26, 2019 02:21 |