Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Do the different "ordinary" mechs have different spawn rates? Is it just luck that I always salvage Orions long before I get Grashoppers and Cataphracts, and Jagermechs and Catapaults long before I ever sniff a Thunderbolt? Is there some other logic the game uses?

Adbot
ADBOT LOVES YOU

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I think it chooses mechs to be "common" for that game because I had never even seen a Victor, Stalker, or Cataphract until this third run.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

If I remember correctly, Mechs have a weighting in the files that sets how often they are likely to appear.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
So I just tried Roguetech and holy poo poo do I have to gush from it. This is amazing. Not just from a game play standpoint but from a technical standpoint too.

Way back at release I went through the files and posted that it looks like it was possible to code a proper wargame out of it. Then it looks like someone made a mod that did just that that got rolled into Roguetech.

But they didn't stop there. The war game sim is fully online and calculates the actions of every player company with Roguetech installed while playing online outside of the default mode. Which means they turned Battletech into a galaxy-wide tabletop war game MMO without all the bullshit of MMO's attached.


Then they added in the full star map that has everything from all the Inner Sphere houses, to the Clans and their space, to stupid poo poo like the various fringe nations that run on what's essentially diesel tech.

Then they gave all those nations their own unique mech loadouts, model types, store content, faction unique traits, etc, etc, etc. Basically, if it existed in Battletech (Still looking for the space bird planet that the goons on Mechwarrior used to roleplay as to annoy other players. Hell, i'm still looking for Terra since there are apparently thousands of systems you can go to all with their own traits that affect gameplay at multiple levels.) you can do it there. Hell, I just went on what was essentially an archaelogical expedition to dig up lostech before realizing --- Oh yeah, i'm in Clan space. I've got the new and improved SLDF model of everything one cockpit shot away.

And then I went up against Clan Storm Viper or whatever they're called as hired help for Clan Wolf and promptly realized why the Clan's are so feared in setting and loved by the player base. A single tank had what was essentially a jury rigged rotary gauss cannon on it that nuked one of my mech's arms in a single salvo. Thank gently caress they seemed determined to 1v1 me in that mission. Though maybe that was an AI fluke of the moment.

Also, barring some planets clearly intended for leveling up a character that starts as a Clanner (You can choose which start you have too.) most of their planets are top difficulty if you chose the option for difficulty to be set to the map and not your company as well.



TL;DR: Pick it up. It's loving rad and you'll love it. Hell, there should probably be a separate thread on it since it's basically it's own game expanding from what the devs did from what I can tell.

Ersatz
Sep 17, 2005

AAAAA! Real Muenster posted:

If I remember correctly, Mechs have a weighting in the files that sets how often they are likely to appear.
I thought that it also had something to do with opfor. So, if you're always fighting against the same people, you'll likely run into the same types of mechs over and over again. I could be wrong.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

edit: oops

AAAAA! Real Muenster fucked around with this message at 17:11 on Feb 7, 2019

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Ersatz posted:

I thought that it also had something to do with opfor. So, if you're always fighting against the same people, you'll likely run into the same types of mechs over and over again. I could be wrong.
The weighting is based on the faction, yes. Therefore Capellans are more like to have the Cataphract because it is their design.

Archonex posted:

Roguetech gushing
I have not followed HBS:BT since two or three months after the original release and Roguetech was this crazy mod that added all sorts of dumb tech and was overall pretty zany and way out of my interest because it went so far off the rails. Based on what you are saying that in the past year or whatever they have added the Whole loving Inner Sphere, changed how the player starts, and added all sorts of new mechanics and stuff?!?

SirFozzie
Mar 28, 2004
Goombatta!
Yup. It adds all tech (up to 3145), all mechs, and radically reworks the hit system (until you get trained, you're going to be getting like 18% to hit normally)

Stravag
Jun 7, 2009

Yeah roguetech started using the full map mod and wartech mod at some point and then gating off their poo poo so others cant canabalize the stuff they like the way RT does.

sean10mm
Jun 29, 2005

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

SirFozzie posted:

Yup. It adds all tech (up to 3145), all mechs, and radically reworks the hit system (until you get trained, you're going to be getting like 18% to hit normally)

That sounds unbelievably tedious.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

AAAAA! Real Muenster posted:

The weighting is based on the faction, yes. Therefore Capellans are more like to have the Cataphract because it is their design.

I have not followed HBS:BT since two or three months after the original release and Roguetech was this crazy mod that added all sorts of dumb tech and was overall pretty zany and way out of my interest because it went so far off the rails. Based on what you are saying that in the past year or whatever they have added the Whole loving Inner Sphere, changed how the player starts, and added all sorts of new mechanics and stuff?!?

Yeah. All the dumb tech was probably because they went and put every nation and faction in as states that can make war on each other (and will hire you to do that). So my guess was that they had to accommodate for all the crazier bullshit.

The fact that they took a largely single player game and turned it into a massively multiplayer universe that shifts according to player action is by itself something that should be head-lining in gaming magazines though. I've never seen that before outside of the really rough implementation in Mount and Blade. Here it's all done from a in-game professional standpoint that'd make you think it was intended to be there in the first place.


I'll post a bit about my experiences, I guess. Gonna be lots of :words: though.

I've almost never seen anything too wild. Most of the weapon types that are a bit over the top at first glance have some serious drawbacks if you don't accommodate for them. They're also explicitly listed as specialist weapons in the faction that designed them and have entries on the wiki. Which means that the modders just put something in that already existed.

The catch is the Pirate faction. Which is kind of a global sub faction that lets you buy into their black market for special parts and mechs (and you can piss off if you take missions against them. Still not sure how to get it back up.) and field mechs and troops that are about as slapdash as what you'd expect a bunch of drunken idiots, actual pirates, and neer-do-wells that couldn't make it as a merc to have. Expect lots of stuff you'd expect from drunken idiots too. And looted gear with a description like "This was a perfectly good mech, once. Then some idiot got into it and broke the radar system.". Or stuff that has your mech techs saying "Holy poo poo. They put spikes on that? Why?" from everything from practical stuff you'd want to hurt more like arms to a frigging PPC.

Incidentally, I said that there was almost no wild stuff because of one incident where I got blind-sided by an agricultural mech named "Bessie" that was hiding behind a hill while I was routing the main company of mechs. Bessie was an agromech, which means that it was used to herd cattle and farm with. Was being the operative word since it was modded by the pirates to be covered in spikes.

And i'm not even slightly joking about that. Seriously. Even the frigging thresher that was originally used for farming had spikes on it. Ditto for the chassis too, which had special pirate faction only loot items like "We welded a bunch of building sized spikes onto it's knees!" that could be looted and equipped. I'd say they were Warhammer 40K-esque Orks if I didn't look it up on the wiki and figure out that all this was canon. Also, i'd say it if I didn't keep running into a rare pirate-only light mech that sports two snub-nosed PPC's called the "Erinya'". Half the time the pilot blows the drat mech up (It has capacitors that can detonate.) due to him/her firing it full auto. The other half of the time it just wrecks a chunk of my deployed lance before we can burn it down.

The description for the mech called the guy who ruined it either a "drunken idiot" or a "demented genius". I'm gonna settle for the latter, since it went HAM on a top of the line Clanner mech and ripped it's arm off (Literally millions of credits lost there. :stonk:) before the entire lance burned the thing down. Turns out it was a rare mech, and the next turn I think I got an opportunity to hire the guy who made it via a special event.

Archonex fucked around with this message at 18:15 on Feb 7, 2019

Ash1138
Sep 29, 2001

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

sean10mm posted:

Do the different "ordinary" mechs have different spawn rates? Is it just luck that I always salvage Orions long before I get Grashoppers and Cataphracts, and Jagermechs and Catapaults long before I ever sniff a Thunderbolt? Is there some other logic the game uses?
If you want Thunderbolts, you've come to the right place. Ash1138's Thunderbolt Emporium has the right Thunderbolt for you at the right price. 5S, 5SS, 5SE, we've got them all.

I mean all of them. Don't even bother with headshots anymore, just core 'em and move on.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

SirFozzie posted:

Yup. It adds all tech (up to 3145), all mechs, and radically reworks the hit system (until you get trained, you're going to be getting like 18% to hit normally)

sean10mm posted:

That sounds unbelievably tedious.

This isn't actually true. You need to add some sensors to a mech and their accuracy jumps up to above normal. Best part is, it works both ways. If you have proper ECM going the other team won't be able to hit you. Ditto for stealth armor and warfare suites that boost evasion pips. This also only applies if you fight against a high tech faction. If you're operating in lower tech areas of the game world you don't typically see that.

I thought it was bullshit as well until I realized they added in the sensor package mod at some point. At which point I slapped some UAV's, a proper radar, cockpit, and electronic warfare systems on all my mechs and started just mulching everything since ECM is a thing now that also can work against the AI.

The big problem is that it's not really advertised anywhere that canonically high tech/powerful factions are going to...Well, be high tech and powerful.
So, depending on where you start though the game can be extremely brutal.

To give an example of what I mean, I made the mistake of starting in Clan space since that gives a single mid-game tier Clan mech that can nuke the crap out of things and hoooly gently caress was it hard since everyone except for the pirates and planetary factions are running top of the line tech. Which meant that if I made the mistake of doing missions against them they were next to impossible to hit without knowing how to build a mech. Which meant I spent a fair bit of time singling out the planetary and pirate missions before jumping systems.

Granted, once you win a few of the Clan battles this changes due to getting their salvage. But don't start up north in Clan territory (Or in House territory) if you don't want an uphill fight for some iffy gains.


Edit: Didn't know about the gating thing. That's really lovely.

Archonex fucked around with this message at 18:49 on Feb 7, 2019

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky
I was ambivalent about Roguetech until they started gating off mods, so no one else can build off of some of the mods included the way Roguetech itself did when it first started.

Ash1138
Sep 29, 2001

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

Archonex posted:

This isn't actually true. You need to add some sensors to a mech and their accuracy jumps up to above normal. Best part is, it works both ways. If you have proper ECM going the other team won't be able to hit you. Ditto for stealth armor and warfare suites that boost evasion pips. This also only applies if you fight against a high tech faction. If you're operating in lower tech areas of the game world you don't typically see that.

I thought it was bullshit as well until I realized they added in the sensor package mod at some point. At which point I slapped some UAV's, a proper radar, cockpit, and electronic warfare systems on all my mechs and started just mulching everything since ECM is a thing now that also can work against the AI.

The big problem is that it's not really advertised anywhere that canonically high tech/powerful factions are going to...Well, be high tech and powerful.
So, depending on where you start though the game can be extremely brutal.

To give an example of what I mean, I made the mistake of starting in Clan space since that gives a single mid-game tier Clan mech that can nuke the crap out of things and hoooly gently caress was it hard since everyone except for the pirates and planetary factions are running top of the line tech. Which meant that if I made the mistake of doing missions against them they were next to impossible to hit without knowing how to build a mech. Which meant I spent a fair bit of time singling out the planetary and pirate missions before jumping systems.

Granted, once you win a few of the Clan battles this changes due to getting their salvage. But don't start up north in Clan territory (Or in House territory) if you don't want an uphill fight for some iffy gains.


Edit: Didn't know about the gating thing. That's really lovely.

do mechs get more slots to put equipment in or something? things can get pretty crowded when big weapons, double heatsinks, TTS, gyros, etc. all start coming into play.

Horace Kinch
Aug 15, 2007

SirFozzie posted:

Yup. It adds all tech (up to 3145), all mechs, and radically reworks the hit system (until you get trained, you're going to be getting like 18% to hit normally)

This right here is why I have zero interest in roguetech. I don't want to have to jump through a bunch of hoops to increase the abysmal to-hit chance by tracking down and trying to farm TAG, NARC, sensors, etc. I just want to dive in and start blasting poo poo, immediately, as soon as I deploy.

binge crotching
Apr 2, 2010

And Tyler Too! posted:

This right here is why I have zero interest in roguetech. I don't want to have to jump through a bunch of hoops to increase the abysmal to-hit chance by tracking down and trying to farm TAG, NARC, sensors, etc. I just want to dive in and start blasting poo poo, immediately, as soon as I deploy.

:same:

It's basically Xcom Long War for Battletech, which was also full of tedious poo poo that got in the way of just running around blowing up things.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Ash1138 posted:

do mechs get more slots to put equipment in or something? things can get pretty crowded when big weapons, double heatsinks, TTS, gyros, etc. all start coming into play.

Gonna be a lot more :words:. Fair warning.

Sort of. The way it works is that the core slots are, barring like 2-4 slots, dedicated to "vital" stuff. Basically, if we were talking about a car it'd be where the engine, radiator, radio, gps, etc, etc, is. Only in this case you're given "empty" presets that you fill representing the fusion core, the engine, e-cooling, the cooling kit, the material structure (IE: What it's made of.) of the mech, the armor type of the mech, etc, etc.

These gear slots are filled up with a blank gear "item" that you can put stuff into. Though the only thing you absolutely need to fill is the fusion core slot. Barring the fusion core the default slots basically represent the default stuff a given mech chassis comes with. However, each of those things I mentioned if filled confers special properties onto the mech. A structure setup focused around, say, lowering the weight for instance means that you can fit more stuff onto the other slots. Meaning you can put a godawful number of weapons on a mech and pull off some pretty incredible stuff if you know what you're doing.

Likewise, the cooling kit determines the type of heat sinks you can slot. IE: If you slot a dual heat sink kit you convert the radiator to a DHS setup. Or if you slot the unique Clanner ver you can slot the clan version. Or you can just run with single heat sinks instead of slotting anything. Also, it and the fusion core also can provide incredible heat sinking capabilities by themselves.

What this means is that while the central slot (and technically the head, which has a unique cockpit gear slot you can put stuff into along with one free slot that can upgrade certain cockpit types even further) are taken up by gear properly building the central slots ensures that the rest can stack an enormous amount of weapons, any extra heat sinks, auxiliary systems that are too big to fit into the core, etc, etc. So it's not really a drawback at all once you figure out how it works and get some gear.


Basically, what all this means is that instead of getting pre-built setups like in the base game you're actually building your own mech using a given chassis. Which when you factor in how advanced some of the tech can get compared to vanilla (Vanilla Battletech's campaign isn't even that modern tech-wise.) means that you can get some really powerful builds going once you figure out what you're doing in the game world. It's grognardy as heck, but works great once you figure out how the heck everything works.

Being able to build a mech from the ground up like this also gives you a hell of a lot more customization and tactical opportunities than the base game allows. You can create builds that literally weren't possible in the base game.

For instance, during a few really lucky hauls I ended up building a Shadowhawk with a Lostech/SLDF era SLIC-suit blackops cockpit whose structure is a special old prototype SLDF stealth armor. Both of these things not only make it harder to even see the mech to begin with, but also make it harder to hit. And they're top tier gear to boot. With the ECM system I picked up from a skirmish with the Clan this thing gets like 7-9 evasion pips per jump jet movement and didn't even show up on the map until it sprinted up behind a mech to core it.

However, the first time I took it out for a test drive I noticed that it was severely under-gunned in stand up fights against mechs approaching or above it's weight limit. So I upgraded the structure of the mech from it's "default" (ie: What all mechs have unless they're a custom job like my example.) empty slot using the structure items I had salvaged to something that would take the weight off any weapons slotted in the arms. Then I upgraded to better actuators in the hands to improve the mech's aim for more reliable shots. Then I traded out a small laser and a bit of armor for an improved targeting computer upgrade for the SLIC suit and a large pulse laser of the clan variety. At which point it turned into a mid-range killing machine that could fall back out of sensor radius to invisibly snipe mechs at or above it's tonnage unless there was a light mech loaded up with sensor equipment on the field.


Now, the catch to all this means that you have to actually build your mechs. Which means that it's more expensive to rebuild a salvaged or destroyed mech than it is in the base game. Plus, some of the core parts are really loving expensive. Especially anything to do with SLDF or next generation tech from the Houses. Especially early on when margins are tight. So you have to make some decisions about putting your mechs and pilots at risk to get that sweet loot or going for quicker destruction of a given enemy.


Edit: Also, that guy who said everyone has 18% chance to hit literally does not know what he's talking about. I explained why up above. On top of that, I think it's new the game has an increased number of difficulty settings and modifiers that let you tune it to be as hard or easy as you like.

Archonex fucked around with this message at 21:15 on Feb 7, 2019

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
How hard is it to get stuff like double heat sinks, gauss rifles, and SLDF mech variants in career mode with Flaspoint DLC installed? So far my Flashpoint rewards have been a standard Atlas part, STEEL KRABBBBBB and some random ++ gear, but the hardest one I've done is like 3.5 skulls so I wasn't really expecting anything nuts.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

sean10mm posted:

How hard is it to get stuff like double heat sinks, gauss rifles, and SLDF mech variants in career mode with Flaspoint DLC installed? So far my Flashpoint rewards have been a standard Atlas part, STEEL KRABBBBBB and some random ++ gear, but the hardest one I've done is like 3.5 skulls so I wasn't really expecting anything nuts.

It depends on the choices you make in them; having finished all the non-alliance ones I have an ER PPC, ER LL, ERLL+ (weighs one less ton!), medium pulse laser, SLDF Griffin, six-ish double heat sinks (four of which came from the SLDF Griffin, two from an event), two gauss rifles and ammo boxes (the game said it only gave me one but I guess it was lying), and a part of the SLDF Black Knight that will never be completed. I've never seen any of the SLDF Highlander or Atlas II anywhere.

Depending on choices made you change your rewards; one FP said I'd get lostech, but because I sided with the enemy instead of the client I just got the typical mech parts. Basically all my assaults have lostech now which makes torso or leg damage constantly terrifying.

Stravag
Jun 7, 2009

sean10mm posted:

How hard is it to get stuff like double heat sinks, gauss rifles, and SLDF mech variants in career mode with Flaspoint DLC installed? So far my Flashpoint rewards have been a standard Atlas part, STEEL KRABBBBBB and some random ++ gear, but the hardest one I've done is like 3.5 skulls so I wasn't really expecting anything nuts.

Pretty easy. I have gausses on half my main post campaign mechs, 2 atlas IIs, 3 royal landers, 2 royal griffins and 2/3 royalknight parts

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Stravag posted:

Pretty easy. I have gausses on half my main post campaign mechs, 2 atlas IIs, 3 royal landers, 2 royal griffins and 2/3 royalknight parts

Where are you getting all those rifles and highlanders and atlii I'd like to visit

e: Oh did they come from the royal highlanders? I turned off equipment on newly built mechs

sean10mm
Jun 29, 2005

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

Stravag posted:

Pretty easy. I have gausses on half my main post campaign mechs, 2 atlas IIs, 3 royal landers, 2 royal griffins and 2/3 royalknight parts

Goddamn how did you do that? Visit Former Star League worlds a lot, or just get it all in :signings: from flashpoints?

Stravag
Jun 7, 2009

Black market and got lucky in my flashpoints. One gave me a full royal lander in the random stuff at the bottom, one griffin was the key reward they give you way up top

ditty bout my clitty
May 28, 2011

by FactsAreUseless
Fun Shoe
The most valuable thing I got all career was double hatsinks. Rest was all Srm4+++, pulse lasers, assorted regular crap and urbies.

Oh, and an ammo-less gauss rifle.

I loving hate ironman.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

binge crotching posted:

:same:

It's basically Xcom Long War for Battletech, which was also full of tedious poo poo that got in the way of just running around blowing up things.

That's unfair. To Long War. Long War had a clear design goal and the people that made it understood game design and balance.

Stravag
Jun 7, 2009

Long war also responded to bug reports with something other than "this log file my mod creates shows me nothing you useless gently caress banned for wasting my time"

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

DatonKallandor posted:

That's unfair. To Long War. Long War had a clear design goal and the people that made it understood game design and balance.

RT implements things because they look cool and if you don't like it then gently caress you stop bullying the dev you jealous nerd.

Ash1138
Sep 29, 2001

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

Archonex posted:

Gonna be a lot more :words:. Fair warning.

Sort of. The way it works is that the core slots are, barring like 2-4 slots, dedicated to "vital" stuff. Basically, if we were talking about a car it'd be where the engine, radiator, radio, gps, etc, etc, is. Only in this case you're given "empty" presets that you fill representing the fusion core, the engine, e-cooling, the cooling kit, the material structure (IE: What it's made of.) of the mech, the armor type of the mech, etc, etc.

These gear slots are filled up with a blank gear "item" that you can put stuff into. Though the only thing you absolutely need to fill is the fusion core slot. Barring the fusion core the default slots basically represent the default stuff a given mech chassis comes with. However, each of those things I mentioned if filled confers special properties onto the mech. A structure setup focused around, say, lowering the weight for instance means that you can fit more stuff onto the other slots. Meaning you can put a godawful number of weapons on a mech and pull off some pretty incredible stuff if you know what you're doing.

Likewise, the cooling kit determines the type of heat sinks you can slot. IE: If you slot a dual heat sink kit you convert the radiator to a DHS setup. Or if you slot the unique Clanner ver you can slot the clan version. Or you can just run with single heat sinks instead of slotting anything. Also, it and the fusion core also can provide incredible heat sinking capabilities by themselves.

What this means is that while the central slot (and technically the head, which has a unique cockpit gear slot you can put stuff into along with one free slot that can upgrade certain cockpit types even further) are taken up by gear properly building the central slots ensures that the rest can stack an enormous amount of weapons, any extra heat sinks, auxiliary systems that are too big to fit into the core, etc, etc. So it's not really a drawback at all once you figure out how it works and get some gear.


Basically, what all this means is that instead of getting pre-built setups like in the base game you're actually building your own mech using a given chassis. Which when you factor in how advanced some of the tech can get compared to vanilla (Vanilla Battletech's campaign isn't even that modern tech-wise.) means that you can get some really powerful builds going once you figure out what you're doing in the game world. It's grognardy as heck, but works great once you figure out how the heck everything works.

Being able to build a mech from the ground up like this also gives you a hell of a lot more customization and tactical opportunities than the base game allows. You can create builds that literally weren't possible in the base game.

For instance, during a few really lucky hauls I ended up building a Shadowhawk with a Lostech/SLDF era SLIC-suit blackops cockpit whose structure is a special old prototype SLDF stealth armor. Both of these things not only make it harder to even see the mech to begin with, but also make it harder to hit. And they're top tier gear to boot. With the ECM system I picked up from a skirmish with the Clan this thing gets like 7-9 evasion pips per jump jet movement and didn't even show up on the map until it sprinted up behind a mech to core it.

However, the first time I took it out for a test drive I noticed that it was severely under-gunned in stand up fights against mechs approaching or above it's weight limit. So I upgraded the structure of the mech from it's "default" (ie: What all mechs have unless they're a custom job like my example.) empty slot using the structure items I had salvaged to something that would take the weight off any weapons slotted in the arms. Then I upgraded to better actuators in the hands to improve the mech's aim for more reliable shots. Then I traded out a small laser and a bit of armor for an improved targeting computer upgrade for the SLIC suit and a large pulse laser of the clan variety. At which point it turned into a mid-range killing machine that could fall back out of sensor radius to invisibly snipe mechs at or above it's tonnage unless there was a light mech loaded up with sensor equipment on the field.


Now, the catch to all this means that you have to actually build your mechs. Which means that it's more expensive to rebuild a salvaged or destroyed mech than it is in the base game. Plus, some of the core parts are really loving expensive. Especially anything to do with SLDF or next generation tech from the Houses. Especially early on when margins are tight. So you have to make some decisions about putting your mechs and pilots at risk to get that sweet loot or going for quicker destruction of a given enemy.


Edit: Also, that guy who said everyone has 18% chance to hit literally does not know what he's talking about. I explained why up above. On top of that, I think it's new the game has an increased number of difficulty settings and modifiers that let you tune it to be as hard or easy as you like.
that sounds like it could be right up my alley, thanks for the writeup!

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe

Archonex posted:

Edit: Also, that guy who said everyone has 18% chance to hit literally does not know what he's talking about. I explained why up above. On top of that, I think it's new the game has an increased number of difficulty settings and modifiers that let you tune it to be as hard or easy as you like.

Yeah, you don't have 18% chances to hit if you're playing correctly. The chances are lower than vanilla, but vanilla you just hit with every weapon with every alphastrike and take aimed shots to headcap every shot and it's very not interesting past the light/medium stage. Roguetech rewards not always moving as fast as you can, getting height advantage, getting side/rear flanks, putting on higher accuracy weapons/weapon mounts/targeting systems/etc. Vanilla is just incredibly shallow in comparison. It's not perfectly balanced, but lol neither is vanilla, and it's far more challenging than vanilla, especially in brutal mode where there are things like equitable crit chances across both players and enemies.

Endymion FRS MK1
Oct 29, 2011

I don't know what this thing is, and I don't care. I'm just tired of seeing your stupid newbie av from 2011.
I'm getting ready to replay this in career mode for the first time since I beat the campaign at launch. Are there any bugfix mods or QoL mods I should try out? I'm not looking for anything at all like RogueTech

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

Endymion FRS MK1 posted:

I'm getting ready to replay this in career mode for the first time since I beat the campaign at launch. Are there any bugfix mods or QoL mods I should try out? I'm not looking for anything at all like RogueTech

cFixes

Also betterAI if you want to allow the SP opfor to reserve.

Endymion FRS MK1
Oct 29, 2011

I don't know what this thing is, and I don't care. I'm just tired of seeing your stupid newbie av from 2011.

Conspiratiorist posted:

cFixes

Also betterAI if you want to allow the SP opfor to reserve.

Ah, that sounds perfect

Amechwarrior
Jan 29, 2007

Cynic Jester posted:

I was ambivalent about Roguetech until they started gating off mods, so no one else can build off of some of the mods included the way Roguetech itself did when it first started.

So in good news on this, Lady A has started an initiative to bring all of the RT only mechs out of RT and in to a generic content pack that would be used by RT and then by other packs that pile on the new units. This is good.

Conspiratiorist posted:

cFixes

Also betterAI if you want to allow the SP opfor to reserve.


Endymion FRS MK1 posted:

Ah, that sounds perfect

As the maker of Better AI and one of the initial modders for cFixes I'd also add on these QoL mods:

https://github.com/janxious/BTMLColorLOSMod/releases
https://github.com/BattletechModders/SkipIntro/releases
https://github.com/BattletechModders/NavigationComputer/releases
https://github.com/BattletechModders/QuickCam/releases

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Amechwarrior posted:

So in good news on this, Lady A has started an initiative to bring all of the RT only mechs out of RT and in to a generic content pack that would be used by RT and then by other packs that pile on the new units. This is good.
That's great and all, but there's more than just mechs that are completely either off-limits or unavailable because the mods are tied directly to RT. Inner Sphere Map, WarTech, and a lot of other interesting mods, that got co-opted early and now cannot be separated, and authors who feel pressured to make sure that they update for RT only or get left out of the club.

Here are a couple of mods that I use as well that aren't too invasive/gimmicky:

https://www.nexusmods.com/battletech/mods/209
https://www.nexusmods.com/battletech/mods/242

Omar_Comin fucked around with this message at 05:13 on Feb 8, 2019

Cease to Hope
Dec 12, 2011
RT includes every terrible idea from tabletop Battletech without doing anything about the fact that tabletop sucks

Stravag
Jun 7, 2009

Banned for bullying.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Endymion FRS MK1 posted:

I'm getting ready to replay this in career mode for the first time since I beat the campaign at launch. Are there any bugfix mods or QoL mods I should try out? I'm not looking for anything at all like RogueTech

Also I strongly recommend these very good changes.

Amechwarrior
Jan 29, 2007

If you wanted all the modded 'Mechs in one spot it's up on Nexus:

https://www.nexusmods.com/battletech/mods/393/

They just went live and the page is really basic, but it's everything, from everyone and even a goddamn Union Dropship "Turret" you could screw around with.

Adbot
ADBOT LOVES YOU

Horace Kinch
Aug 15, 2007

That is a thing of beauty and is a great example of why I wish more BT stuff would move away from the who cares era and focus on the clan invasion, just for the sheer mech variety. It actually gives me hope that modders will be able to save MechWarrior 5 when it inevitably disappoints us.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply