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sean10mm posted:Career mode was added to the base game, but it's quite a bit better with the Flashpoint DLC. There's just more to do. Do I still need to edit some files to fix the camera lingering times in battles? Did they fix the fact that you cannot target legs and arms when doing Called Shots to the rear? Anything else I need to know? Where can I read up on the skill changes I have seen bits and pieces of since I started following this thread again a few pages ago? I understand that they fixed that the game was encouraging you to be a turret simulator so you could Bulwark or whatever it was every round of combat?
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# ? Feb 12, 2019 17:01 |
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# ? Jun 3, 2024 22:27 |
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They made it so if you have bulwark and have forests its an even better turret simulator because you bulwark in the forest and get a 75% damage reduction
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# ? Feb 12, 2019 17:17 |
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AAAAA! Real Muenster posted:Good to know - I just bought Flashpoint since I decided to reinstall. While I'm at it... You can google what the new abilities do, but here is my take on them FWIW Multi Target and Breaching Shot are situationally useful, especially on a mech with high damage weapons like an AC/20... but most of the time you want to concentrate your fire, not spread it around. I like having someone with multi-target on escort/base defense missions so 1 mech can draw multiple enemies away from what I'm defending. Bulwark is almost mandatory because it's just passive damage resistance that makes cover more valuable. Coolant Vent is just really handy for going OH poo poo DUMP HEAT SHOOT MOAR Sure Footing is another nice passive defensive buff. Ace Pilot gives you flexibility with how you move & shoot, but I kind of never give a poo poo about it. Sensor Lock is EXTREMELY handy when you're fighting lots of light mechs with huge evasion, and for targeting turrets out of their detection range. Master Tactician becomes really useful when you want to use lots of assault mechs but don't want to act last all the goddamn time. The most fool-proof combinations IMO are Coolant Vent + Sure Footing and Master Tactician + Bulwark. At least based on how I usually play. I also like to have 1 guy with either Breaching Shot + Bulwark or Coolant Vent + Multi-Target. sean10mm fucked around with this message at 17:31 on Feb 12, 2019 |
# ? Feb 12, 2019 17:29 |
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Master Tactician and a Cyclops-Z means moving at phase 3 instead of phase 1, which is hilarious and busts the game.
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# ? Feb 12, 2019 17:46 |
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RBA Starblade posted:Master Tactician and a Cyclops-Z means moving at phase 3 instead of phase 1, which is hilarious and busts the game. I have two Master Tacs and a Cyclops Z in my regular lance, and one of the MTs pilots my LRM boat. Firing 80x4 and 70x6 at a mech tends to have positive results, assuming you don't want to keep it. That MT also has Multi-Shot, so what more often happens is two mechs in open ground get hit with 40 tubes of +2 stab each.
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# ? Feb 12, 2019 17:59 |
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sean10mm posted:You can google what the new abilities do, but here is my take on them FWIW
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# ? Feb 12, 2019 18:27 |
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Ash1138 posted:So I started a new career mode using cFixes and the AI mod and it's actually kind of easier? Lights and vehicles will just sprint into the woods and out of sight for no reason and just not fire that turn? Even when I took on a 2-skull mission when I still had the starter mechs and only half of them were refitted and I was definitely in over my head and things were going pear-shaped, the AI decided to not press the attack or try to kill my Commando after it lost a ST and I managed to win without losing anyone or any mechs. Thanks for letting me know. I'm still balancing between suicidal units and cowardly ones. In general, they check their armor against your firepower and say "Screw this!" But it ends up not being fun to chase them and they don't know when to push the attack when fresh. There is no Lance Commander AI, do each one is acting individually. They do consider others in their Lance, but not quite at the level needed.
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# ? Feb 12, 2019 20:35 |
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Is there something that's Roguetech but without the crazy new tech and 6k reskinned spiders or whatever? I like what they did with the crit system, positional effects on combat and other mechanical tweaks (sans starting battles that are 4v8 light mechs missing each other forever) but I find the newer tech stuff just drowns out the focus on working with the early mechs' quirks and stuff. Likewise, Seeing a not-panther shooting a 'plasma rifle' doesn't do much for me since it just looks like a loving commando shooting a ppc.
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# ? Feb 13, 2019 08:25 |
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Other than gauss rifles, are ANY of the lostech weapons any good? I just got a large pulse laser + as a mission award that... looked worse than the LL+++ I already had?
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# ? Feb 13, 2019 17:43 |
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sean10mm posted:Other than gauss rifles, are ANY of the lostech weapons any good? I just got a large pulse laser + as a mission award that... looked worse than the LL+++ I already had? Not really, no. Some of the + versions are alright though since they shave a ton off.
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# ? Feb 13, 2019 17:48 |
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RBA Starblade posted:Not really, no. Some of the + versions are alright though since they shave a ton off. Oh well. At least the reduced weight gauss rifle is delightful!
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# ? Feb 13, 2019 17:55 |
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sean10mm posted:Other than gauss rifles, are ANY of the lostech weapons any good? I just got a large pulse laser + as a mission award that... looked worse than the LL+++ I already had? They're supposed to be lore wise, but in terms of gameplay the Gauss Rifle is the only thing that really stands out. Pulse lasers need a damage increase to be worth taking over regular lasers. .json fuckery is always recommended when a weapon just doesn't measure up.
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# ? Feb 13, 2019 20:20 |
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Pretty much all of them need a boost in damage to make them line up with the ++/+++ versions.
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# ? Feb 13, 2019 20:54 |
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Inner sphere pulse lasers were only good on point blank range infighters, especially jumping ones, because of their accuracy bonus. Their range was pathetic (IS lpl was worthless compared to the mpl), and their damage per ton was vastly outclassed by normal lasers. In BATTLETECH, their accuracy bonus is trivial for a variety of reasons, therefore they are worthless. Clan pulse lasers on the other hand ...
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# ? Feb 13, 2019 21:51 |
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Do they have the lostech autocannons or the streak SRM2? Or is it just Gausses and lostech lasers?
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# ? Feb 14, 2019 00:14 |
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Just gauss and lasers erppcs and dhs. The pulses dont have better accuracy than regulars unless they did something after i did my json edits for ignoring evasion pips. The er lasers are worth bringing just to let you push out further with ers and erm.
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# ? Feb 14, 2019 00:22 |
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The ER PPC seems to be the most useless of them, since it just has more heat and the extended range isn't useful at all in the game's engagements. So of course it's the only Lostech reward I've gotten. I also got a complete Banshee given to me! The one that can only mount like two actual weapons! Hooray for this piece of poo poo!
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# ? Feb 14, 2019 00:26 |
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My erpps do 65+ damage with 50+ stab for 50 heat and even then i can just bring an erl which is almost same damage for half the heat but no stab
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# ? Feb 14, 2019 00:37 |
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Grand Fromage posted:The ER PPC seems to be the most useless of them, since it just has more heat and the extended range isn't useful at all in the game's engagements. Well that seems like a match made in heaven! Banshee with an ER PPC on it! Over-engined and undergunned but you can ALWAYS stay at max range!
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# ? Feb 14, 2019 01:07 |
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Grand Fromage posted:The ER PPC seems to be the most useless of them, since it just has more heat and the extended range isn't useful at all in the game's engagements. You can still make good mechs out of the Banshees. This is especially true if you have a pilot with coolant flush. The way to think of it is as a TDR with way more armor, double the melee attack, GHR level support slots, no JJs (there's no room for them) and one less initiative. They trick is to make the run really hot and count on the fact that you'll be meleeing/coolant flushing frequently. I'm assuming you got the BNC-3E. For the 3E, go with near max armor (~75 in the back, shave armor in other locations to even out fractions), AC20 + 2 tons ammo (you'll be meleeing so you don't need 3+ tons), 2xML and 3xSL or 3xMGun. You may have to go with less armor than that, I don't remember. You certainly can get more than an Orion on there. Then its a choice between a coolant flush/evasive pilot for maximum DPS, or a MT pilot for initiative. Your choice. If you got the 3M, you can go with the near max armor, 7xML, and 6xMGun. Rest is HS. If you have any ++ melee mods with at least 40 damage in them, drop a ML and HS to fit them. I ran one with 2x ++ 60 damage melee mods with the 6xML/6xMG config. It murdered things even in the late game.
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# ? Feb 14, 2019 01:22 |
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Technowolf posted:Do they have the lostech autocannons or the streak SRM2? Or is it just Gausses and lostech lasers? DHS too. Don't forget the DHS.
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# ? Feb 14, 2019 01:23 |
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LosTech weapons make sense if you're using DHS (both in-engine and external), since with 60 base heat dissipation their damage:heat ratio ceases mattering and you just want to cram as much firepower as you can. But mechs in this game don't, so the weapons are almost all garbage.
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# ? Feb 14, 2019 01:36 |
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Conspiratiorist posted:LosTech weapons make sense if you're using DHS (both in-engine and external), since with 60 base heat dissipation their damage:heat ratio ceases mattering and you just want to cram as much firepower as you can. I think in CBT, even with DHS, the inner sphere LPL and SPL were completely worthless. MPLs had a role on jumpy infighters since they almost negated self movement penalties even though they were vastly inferior to MLs in terms of damage per weight/heat (especially with DHS). The nerfed range on IS PLs was also a big problem, as it negated the accuracy bonuses except at point blank range. I don't know, was there a point to LPLs? I just cant see a use for them in CBT. Once again though ... clan pulse lasers were obscene.
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# ? Feb 14, 2019 01:48 |
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Grand Fromage posted:The ER PPC seems to be the most useless of them, since it just has more heat and the extended range isn't useful at all in the game's engagements. Speaking of - does anyone know why ER PPCs don't seem to impair enemy sensors the way regular PPCs do? Just a dev oversight? Not that it really seems to make any noticeable difference in the AI's hit chance, but it kinda bugs me.
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# ? Feb 14, 2019 04:48 |
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They forgot to put that line in the json. Its in the cfixes
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# ? Feb 14, 2019 05:06 |
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What is CBT?
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# ? Feb 14, 2019 14:36 |
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The tabletop was rebranded Classic BattleTech when the MechWarrior Dark Age click game came out. The classic part was dropped at some point after the latter died off, but it's still reflexively used a lot.
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# ? Feb 14, 2019 14:50 |
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DeepThrobble posted:The tabletop was rebranded Classic BattleTech when the MechWarrior Dark Age click game came out. The classic part was dropped at some point after the latter died off, but it's still reflexively used a lot. Ahh makes sense, especially because I ignore that the clicker version ever existed.
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# ? Feb 14, 2019 15:20 |
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Organ Fiend posted:You can still make good mechs out of the Banshees. This is especially true if you have a pilot with coolant flush. The way to think of it is as a TDR with way more armor, double the melee attack, GHR level support slots, no JJs (there's no room for them) and one less initiative. They trick is to make the run really hot and count on the fact that you'll be meleeing/coolant flushing frequently. My favorite banshee build is 5 small lasers, 2 +60 melee damage mods, jump jets and a cockpit injury mod. The rest of the tonnage goes straight to armor. Its whole job is to not only punch other mechs in the face, but also to serve as an LRM spotter and draw fire away from my nice shiny double Gauss rifle King Crab. I don't want the paint scratched on that one!
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# ? Feb 14, 2019 16:05 |
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AAAAA! Real Muenster posted:What is CBT? a psychotherapy that focused on breaking self-destructive patterns of thought and behavior
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# ? Feb 14, 2019 18:19 |
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gettin yer nuts crunched by the BIG. STEEL CLAW.
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# ? Feb 14, 2019 18:39 |
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So it took literally rebuilding all of a Clantech Atlas-II from scratch, easily over 15 million c-bills in parts and expenses, a trek around the northern chunk of the galaxy, and a godawful number of enemy mechwarriors being slaughtered like animals by my upgunned lances to raid areas for prototype parts but i've finally proven that the Steiner Scout Lance is a real thing that can be terrifyingly effective. That's my proof of concept/prototype run of upgrading a next gen Atlas into an assault mech that can move and dodge like a light mech. And like in all good mecha series the prototype is overpowered as hell. It can sprint upwards of 14 tiles per turn and still fire with pinpoint accuracy on the same turn, can output a maximum of 400 damage per turn by spamming alpha strikes, is essentially immune to energy weapon fire due to a special prototype armor coating I looted from a research facility raid, projects an ECM field that scrambles any outgoing enemy fire directed beyond visual range so that it has a hard time hitting, and can get 9 evasion pips depending on the skill of the pilot. An ace pilot can get as many as 11 evasion pips too. The thing is a nightmare in every respect. Especially in costs. Every fight where it takes real damage puts it in the mechbay forever (when most assault mechs at this point take a day or three to repair even with heavy damage) and racks up insane costs. But then, it pretty much takes luck (Or a few gauss rifle equipped mechs with a spotter that can transmit visual data to them.) to hit the damned thing in the first place. The only time it fails is if it's fielded in desert climes. The heat sinking loss combined with the top tier parts that generate their own heat per turn means the thing quickly overheats and detonates from all the volatile ammo and parts in it if I try to do more than one alpha strike per 2 turns. Edit: Actually, the scary part is that I still can't beat Smooth Stones with it. I need to start putting higher end AMS in my mechs. Archonex fucked around with this message at 23:02 on Feb 14, 2019 |
# ? Feb 14, 2019 22:10 |
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I think now is a good time to point out that the Atlas IIC is the official canon name of the widely-hated spiky Atlas from the Mechwarrior Dark Age clicky miniature game.
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# ? Feb 14, 2019 22:36 |
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Cease to Hope posted:I think now is a good time to point out that the Atlas IIC is the official canon name of the widely-hated spiky Atlas from the Mechwarrior Dark Age clicky miniature game. I like its second decoy skull
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# ? Feb 14, 2019 22:41 |
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Cease to Hope posted:I think now is a good time to point out that the Atlas IIC is the official canon name of the widely-hated spiky Atlas from the Mechwarrior Dark Age clicky miniature game. Sadly I couldn't find a better Atlas model than that. But yeah. It's pretty goddamn ugly.
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# ? Feb 14, 2019 22:58 |
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Cease to Hope posted:I think now is a good time to point out that the Atlas IIC is the official canon name of the widely-hated spiky Atlas from the Mechwarrior Dark Age clicky miniature game. So XTREME bro!
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# ? Feb 14, 2019 23:12 |
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I still can't figure out if that's actually supposed to be another skull on it's shoulder or some sort of weird mechanical tumor that the eye of sauron has decided to slum it in so it can ride a giant edgelord killbot.
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# ? Feb 14, 2019 23:18 |
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for what it's worth, later versions of the same unit in clicky Mechwarrior ditched the spikes and the kneeskull. when it finally appeared in a tabletop Battletech book six years later, it looked like this: i suspect it was more than a little inspiration for the Atlas design by Flyingdebris that is in both MWO and BT. there's also a second Atlas from clickytech, the Atlas III, or hockey goalie atlas. it's a 32nd century design, so it probably won't appear in BT at any point.
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# ? Feb 14, 2019 23:20 |
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Organ Fiend posted:I think in CBT, even with DHS, the inner sphere LPL and SPL were completely worthless. Not completely, Large Pulse Lasers were useful on heavy- and assault-weight jumping ambushers like the Sagitaire, because the pulse laser bonuses offset their own jumping penalties and the range increase was useful even if it wasn't huge. Small Pulse Lasers are useful anti-infantry weapons, they're about comparable with flamers but have an easier time hitting BattleArmor (and can't be completely neutered by fire resistant BattleArmor like Salamanders). Both are vastly preferable to tabletop machine guns, because they don't require a ton of the most explosive substance in tabletop: machine gun ammo.
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# ? Feb 14, 2019 23:22 |
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# ? Jun 3, 2024 22:27 |
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Cease to Hope posted:for what it's worth, later versions of the same unit in clicky Mechwarrior ditched the spikes and the kneeskull. when it finally appeared in a tabletop Battletech book six years later, it looked like this: That looks a bit more like what the in game version looks like. Not even sure what the gently caress is going on with the figurine up there. Now i'm trying to remember where the frig I even got the Atlas at, given the year date it shows up at. It was probably one of the "hunt down this prototype mech" missions since i've yet to see another one like it out on the field.
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# ? Feb 14, 2019 23:26 |