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tangy yet delightful posted:I'm on the precipice of the final Corodomir mission (or rather 2 back to back or however it is?), just waiting for my best bae Glitch to heal up. Should I just go to the flashpoint stuff after I finish the storyline? I thought you couldn't do flashpoints until after the campaign is over. Do you have a mod installed that lets you access them earlier? However, the answer to your question is: play career mode instead. Well over half the flashpoints are too easy if you have SDLF everything from the main campaign.
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# ? May 17, 2019 00:19 |
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# ? May 31, 2024 09:08 |
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rocketrobot posted:I thought you couldn't do flashpoints until after the campaign is over. Do you have a mod installed that lets you access them earlier? That's what I meant, accessing the flash points after I finish the campaign. I'll check out career mode, thanks.
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# ? May 17, 2019 01:04 |
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rocketrobot posted:I'd be pretty excited for some post Helm Memory Core action. If I recall correctly, that took place in Marik space. GDL was pretty reduced in size after that though. Personally I'd love to try and make sure that the Core never gets found. If only to see what kind of hilarious things that would mess up in the timeline. Oh, and on a side note, almost at 2000 MRB rating now. I'm sure that will mean something to someone at some point.
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# ? May 20, 2019 10:51 |
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About to finish up my career playing with XLRP and while it was interesting at first I've come to realize I don't really care for the MechEngineer additions, but maybe that is because I'm not using roguetech as ~intended~. The addition of engines is just frustrating because I never quiet feel like I have the right stuff for the mechs, and I've resorted to just putting in whatever the default is removing a the whole point of the mod (I think). The removal of the natural-CASE but XLRP makes battles much quicker and more lethal if anything is using something that has ammo, since the ammo goes up so quickly and instantly blows up the entire mech. While it is pretty funny to one shot a heavy with my catapult's missile storm of bullshit, it has removed the long drawn out slug match feeling where both sides are just slowly dismantling each other. I feel like with XLRP it has become simply a matter of who has more long distance fire support and who strikes first. I don't think I'll play urban warfare immediately because I'm a bit burnt out from this career but I'll def play it without XLRP.
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# ? May 21, 2019 14:47 |
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I hadn't done a playthrough since doing two back to back at launch, so I just recently dived in to a new with XLRP and all the suggested mods on it's page. I'm playing with normal economic/sim game settings, hard enemy forces, and 4 parts needed per mech to salvage instead of the base 3. Things I like so far are the balance of rare gear availability- It exists enough to see it more than once in a blue moon, but when it shows up in shops it's priced high enough to not just be an easy buy, and salvage opportunities keep things rare enough to be a carrot, but not easy enough to make collecting a set of XL engines trivial. (I'm at ~450 days remaining in the timed career mode and have a total of two XL engines, one DHS kit, two FF armor kits, and one Star League Griffin/CPLT-C1b (Both come with fixed upgrades you can't yank off). The mech variety also really goes a long long way. Both in changing up encounters and your own lance composition, and in stretching out the mech acquisition phase making it last long enough that you can't just instantly salvage up a new machine every mission you take. The only place I feel it falls down a little is in the weapon variety. There's a lot of variants that in the end don't really do anything relevant. No one will ever notice or care that you're using a medium laser with +1 base damage and -2 damage variance over a stock one or over one with -2 heat and -2 damage. The larger pool does make the really really good weapons stand out more though. The only super relevant weapons are the ones with range mods, bonus accuracy or evasive pip ignores. I do super like the variety in arm/leg mods, cockpit mods, etc though. The ammo choices for autocannons are also excellent and go a super long way to making them a ton more useful than in base. As far as MechEngineer goes with engine choices, I thing it's mixed- You can't really effectively make MWO style super optimized builds, because you're rarely going to have a completely expansive range of engines available. But, I think it is a good thing overall, and would not want to go back to playing stock without it. It means I can easily make use mechs I just like or that I think look cool, but which come with poor stock engine choices. Or if I just plain have very few mechs, at least I can bump an engine up or down as I may need to fit either a fast brawler or a slow fire support role.
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# ? May 21, 2019 15:53 |
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So, I'm nearing the end of my career run, and I'm at the edge of the scoring boundary between veteran and elite. If I complete my mech collection it'll tip me over, and I'm only three mechs away from that goal: the Catapult-K2, the Crab (not the King Crab), and the Urbanmech (I have 2/3 parts). Along those lines, does the Big Steel Claw count as a Crab for chasis completion purposes? Also, does anyone know a guaranteed store location for K2 and Urbie parts, or are they just random drops with higher or lower chances based on planet tags? I'm enemies with the Cappelans, so I can't shop in their space, unfortunately.
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# ? May 21, 2019 17:18 |
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evilmiera posted:Personally I'd love to try and make sure that the Core never gets found. If only to see what kind of hilarious things that would mess up in the timeline. Basically, if the Helm Memory Core doesn't get found, Clans Win.
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# ? May 21, 2019 17:33 |
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Sky Shadowing posted:Basically, if the Helm Memory Core doesn't get found, Clans Win. The best case scenario imo
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# ? May 21, 2019 17:57 |
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Ew, a clan fan.
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# ? May 21, 2019 18:36 |
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Didnt the smallest great house military outnumber the entirety of every clans touman by 3-4x? The clans couldnt have won even without the helm core recovery. As soon as the houses stopped using half their strength to guard their borders against the other houses the clans were done
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# ? May 21, 2019 18:55 |
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Artificer posted:Ew, a clan fan. My kingdom for a Kodiak
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# ? May 21, 2019 19:15 |
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Stravag posted:As soon as the houses stopped using half their strength to guard their borders against the other houses the clans were done I think you mean CommStar saved the inner sphere. Pay your phone bills
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# ? May 21, 2019 22:05 |
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Stravag posted:Didnt the smallest great house military outnumber the entirety of every clans touman by 3-4x? The clans couldnt have won even without the helm core recovery. As soon as the houses stopped using half their strength to guard their borders against the other houses the clans were done "You put away your knife and I'll put away mine" Also a lot of those house forces are regional groups or, even worse, belong to supposedly loyal vassals. And then there's the logistics of moving around that many forces.
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# ? May 21, 2019 23:11 |
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True but eventually the clan would get worn away. Half the invading clans had partial loads on every unit in the third phase or so
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# ? May 21, 2019 23:18 |
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Sky Shadowing posted:Basically, if the Helm Memory Core doesn't get found, Clans Win. Possibly. But as I have stated elsewhere that would be hilarious, given they have No idea how to govern.
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# ? May 22, 2019 02:52 |
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To butcher fury road quote:if you cant supply line how are you going to war
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# ? May 22, 2019 02:57 |
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evilmiera posted:Possibly. But as I have stated elsewhere that would be hilarious, given they have No idea how to govern. Allow me to correct myself; even if the Helm Memory Core went undiscovered, the Clans probably wouldn't win long term. But their odds of taking Terra dramatically go up. Without the Helm Memory Core, no copy of it ever makes its way to the New Avalon Institute of Science, and ComStar doesn't make their false-flag attack under the auspices of the Liao Death Commandos to level the place. Therefore, ComStar's duplicity goes undiscovered for longer, if at all, and the Federated Commonwealth quite possibly doesn't take the measures necessary to protect themselves against Operation Scorpion. Also, without this happening, there's a chance that the much-hated Myndo Waterly does not gain the political clout necessary to replace her predecessor and institute her plan to formally "create" (the long-existing but previously secret) ComGuards, meaning that Anastasius Focht is leading untested troops against the Clans. In addition without LosTech the Clans basically roll through Lyran Space and Draconis Space, and quite possibly win at Luthien, utterly shattering the Draconis Combine into a dozen feuding successor states (of a successor state, even) that Clan Smoke Jaguar overruns with impunity, meaning that they proceed on their invasion corridor until they reach Terra, and the Trial of Possession happens there, rather than at Tukayyid. If Clan Wolf takes Terra, they halt the invasion and make peace with the Inner Sphere nations. But even if a Crusader Clan (Jade Falcon or Smoke Jaguar) take Terra, all that happens is that they send a message to the Inner Sphere saying "we won, bend the knee" and the Inner Sphere says "no." The only way the Clans can cow the Inner Sphere into submission then is through their basically unchallenged superiority in WarShips, by taking the gloves off and blowing the hell out of any city, planet, or nation that resists.
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# ? May 22, 2019 03:13 |
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Sky Shadowing posted:The only way the Clans can cow the Inner Sphere into submission then is through their basically unchallenged superiority in WarShips, by taking the gloves off and blowing the hell out of any city, planet, or nation that resists. And really, they could have done this even in the canon timeline and didn't. So in addition to their utter failure to logistics, the Clans unwillingness to wage total war also doomed them.
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# ? May 22, 2019 03:23 |
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Even then tyra showed a single aerofighter can trump a warship and the inner sphere has enough aeros that are close enough to the clan fighters in kill ratios but also have wayyyyyyy more hanging around. Also the IS had assault drops which the clans didnt have an equivalent to. How many assault drops dumped by a single star lord or invader can a nightlord take if they focus on the same arc? How many times can they do it the same day? Or coupled with assault drops and carriers boosting from the back of a moon with aeros? I feel the clan aeros would get depleted pretty quick and then the warships would be decently vulnerable. They only have so many frontline warships before they have to rely on old mothballed ships that have no point defense because they were meant to operate in full fleets of dozens or hundreds of ships
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# ? May 22, 2019 03:27 |
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If I recall, Tyra's kamikaze was framed as a million to one occurrence. The flotilla she was escorting just happened to jump onto the same point as the Dire Wolf and both fleets were caught out at knight-fight range. Usually, stuff like fighters and assault dropships would struggle to even enter combat range before a War Ship's larger naval class weapons tore them to shreds. Either way, I think it's commonly agreed even if things had gone differently and even if the Clans seized Terra, their dream of fully subjugating the Inner Sphere was always unachievable. Skippy McPants fucked around with this message at 03:41 on May 22, 2019 |
# ? May 22, 2019 03:38 |
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Sky Shadowing posted:
I'm not so sure. I think the real threat of potential unchecked clan superiority is one of resources and transplantation: The pentagon worlds are supposed to be fairly barren/less useful, but the inhabited planets are. The danger is when the clans take planets which have Factories, production, industrial centers and then start tooling out clanspec weapons and their more dangerous non-omni/second line battlemechs. Basically, tech advantage and a chance to consolidate into long term stability as/after the invasion peters out. Its not about what they can do with what they have, its what they can do with time and territory gained. If an organized clan is able to hold an industrial base for, say, half a year to a year, they have a lot greater chance of sticking around long term.
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# ? May 22, 2019 03:53 |
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TheParadigm posted:If an organized clan is able to hold an industrial base for, say, half a year to a year, they have a lot greater chance of sticking around long term. This is more or less what happens in the canon where the successful Clans settle into being additional factions and bricker with all the old guard houses. What it really boils down to is that no single monolithic power can control the entire Sphere because it's just too loving vast given the limits of FTL in the setting. The reason humanity stopped expanding in the first place was almost entirely down to the administrative burdens of empire.
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# ? May 22, 2019 04:01 |
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The Clans have a lot of trouble holding an industrial base because all the people required to make it work loving hate them.
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# ? May 22, 2019 04:24 |
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How is that any different than (some of the/ the worst off) the great houses?
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# ? May 22, 2019 06:05 |
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Most great houses dont routinely kill 10% of the workforce because a child threw a can at their elemental bodyguard. Also clans are more likely to kill a laborer for using a contraction. Usually the IS workers aren't actively sabotaging EVERYTHING they can, usually its only what they can hide
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# ? May 22, 2019 06:24 |
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Well, the clanners are a new and scary group whereas the Houses are old and scary. They are the devils the IS knows.
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# ? May 22, 2019 14:13 |
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Generally the Inner Sphere houses go with the tried and true methods of taxation, class systems, racism and sexism, rampant corruption, and the other fun features of intergalactic feudalism. Oh and occasionally Capitalism Gone Wild.
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# ? May 22, 2019 14:40 |
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The Clans are Weird and Different, and if there's anything the people of the Successor States at large have in common it's xenophobia.
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# ? May 22, 2019 16:32 |
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Taerkar posted:Generally the Inner Sphere houses go with the tried and true methods of taxation, class systems, racism and sexism, rampant corruption, and the other fun features of intergalactic feudalism. To be fair to them, racism is only really an issue in the border regions of the Federated Suns (and only towards Asians because their chief enemies are the Chinese-based Capellans and the Japanese-based Kuritans), and sexism and religion is only really an issue in the Draconis Combine (you might get a little bit of a boost for being ethnically Japanese but so long as you're culturally Japanese you're just fine, and even they're known to allow exceptions). Otherwise nobody really gives a drat what color your skin is, what gods you pray to (or what gods you don't pray to), what your sex is, your gender is, or really anything about you. The only mentions of homosexuality in Battletech fiction are a few off-hand mentions that are "hmmm can we frame this guy as being gay, and if we did, would anyone care?" that are just products of the 80s era this was written in and aren't overtly homophobic. My personal headcanon is that outside of nobility, homosexuality is completely irrelevant and nobody gives a drat, and nobility only cares because they don't want you marrying for love or marriage, they want you marrying for familial advancement and advantage, like you in your CK2 game marrying your homosexual daughter to the son of the King of France, not because you're against homosexuality but because that alliance is too sweet...
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# ? May 23, 2019 00:03 |
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I don't know how many people still even use it but has anyone else had issues with the Roguetech mod having absurdly long load times? I have the game on an SSD and unmodded they're maybe 30 seconds, but with Roguetech every single one of them is between 5-10 minutes. It takes almost 30 minutes of loading just to get to the character creation screen for a new campaign. I want to try it but it did this back when it first came out and it still does with the most recent version and the correct version of the game (which is the non-beta 1.5 version on Steam) edit: Nevermind it has logs I can figure out from here Modtek is cool. For what it's worth it seems to be that Roguetech just hasn't been updated for steam version 1.5.1 deep dish peat moss fucked around with this message at 00:23 on May 23, 2019 |
# ? May 23, 2019 00:10 |
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Sky Shadowing posted:The only mentions of homosexuality in Battletech fiction are a few off-hand mentions that are "hmmm can we frame this guy as being gay, and if we did, would anyone care?" that are just products of the 80s era this was written in and aren't overtly homophobic. My personal headcanon is that outside of nobility, homosexuality is completely irrelevant and nobody gives a drat, and nobility only cares because they don't want you marrying for love or marriage, they want you marrying for familial advancement and advantage, like you in your CK2 game marrying your homosexual daughter to the son of the King of France, not because you're against homosexuality but because that alliance is too sweet... I think that given the relative dearth of any kind of same sex relationships in BattleTech fiction on all fronts it's just indicative of the demographic
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# ? May 23, 2019 04:47 |
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deep dish peat moss posted:I don't know how many people still even use it but has anyone else had issues with the Roguetech mod having absurdly long load times? I have the game on an SSD and unmodded they're maybe 30 seconds, but with Roguetech every single one of them is between 5-10 minutes. It takes almost 30 minutes of loading just to get to the character creation screen for a new campaign. RT has its own discord now and they use that for troubleshooting: https://discord.gg/93kxWQZ
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# ? May 23, 2019 08:11 |
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When is urban combat coming out? What’s the news on that on what changes the game?
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# ? May 23, 2019 17:16 |
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What we've seen so far is urban environment maps and the possibility of having missions with a third side involved. And maybe some more stuff I can't recall right now.
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# ? May 23, 2019 18:41 |
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Are there any details on how ECM/electronic warfare is going to work?
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# ? May 23, 2019 21:10 |
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Other than "It messes with indirect fire and LoS somehow" no. We'll get a Raven/ECM stream eventually, but the last one was about the new mission type and the next one is about the art side of the city maps I believe.
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# ? May 24, 2019 13:46 |
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Anyone run in to a problem where the UI tab for your store choices on planets just stop showing up entirely? Like the spot where you can pick between looking at the normal store, the faction store, and the black market. For whatever reason that just vanished in my career game, and neither restarting nor loading a much earlier save brought it back. It's completely baffling to me.
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# ? May 26, 2019 06:48 |
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I guess the game was just telling me to go to sleep and log off. Got up, restarted steam this morning, and it was back to working fine. It is a mystery.
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# ? May 26, 2019 19:29 |
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I know I'm late to the party on this, but what's the advice on pilot talents? I'm playing the campaign for the first time, and I have three mechwarriors with Gunnery 5 and Guts 5, and one with Piloting 5 and Tactics 5. The latter is my light mech scout, currently in a Jenner but I am working on a CC Firestarter for him. What are some good ability combos I should be aiming for? I have one pilot that is 4/4/4/4, so I have lots of flexibility on how to set him up. Piloting and Guts seem to be antagonistic, unless I'm reading that wrong. I'm thinking Gunnery/Piloting for a brawler who can alpha and then get in there and crack some skulls, though I'm not sure how great that will work in practice. The Tactics ability that lets you move at a higher initiative seems rad, but Sensor Lock is hard to justify on more than one pilot. JerikTelorian fucked around with this message at 00:48 on May 27, 2019 |
# ? May 27, 2019 00:45 |
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# ? May 31, 2024 09:08 |
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My personal favorite generalist takes sure footing and coolant vent. It is a very defensive setup, but it is pretty much always useful. Coolent vent is instant, and it does net you some heat loss in the end. It equals out to having a couple more tons of heatsink on your mech. Sure footing means the potential for extra evasion, which is always handy. Master tactician is very strong for taking double turns, but it also depends on what you are fighting. Since you can't reserve down below initiative 1, it loses some value once the enemies are also in assaults. It also loses some value if you are using any improved AI mods, as the enemy will also reserve turns.
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# ? May 27, 2019 00:55 |