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Well that was a fast campaign. A 1.5 star mission had an unknown mech with LRM40 (what the gently caress) on the starting planet which nuked the Blackjack, a medium laser hit the Commando in the core which somehow blew it up (it had 46 structure and took 25, dying - the ammo had been moved out so who knows what happened here), and no one felt like aiming so all the mechs are dead. The urbanmech landed one shot ever. e: I went ahead and played it out - the hard config spawned a Trebuchet that just fired forever from behind a mountain. The urbanmech kicked it to death after it ran out of missiles. Anyway I forgot that you don't take 1.5 skull missions until you have at least a lance of mediums on hard because it'll spawn way more than you can handle with two RBA Starblade fucked around with this message at 00:15 on Jun 6, 2019 |
# ? Jun 6, 2019 00:05 |
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# ? Jun 3, 2024 21:46 |
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might have been a CPLT-C4, it's one of the new variants they put in 1.6
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# ? Jun 6, 2019 00:16 |
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I R SMART LIKE ROCK posted:might have been a CPLT-C4, it's one of the new variants they put in 1.6 I played it out, it was a Trebuchet after all - surprisingly one guy survived but since repair times would've been 40 days I just started over lol I still don't know how a single ML shot murdered the Commando though e: Wow the urban maps butcher the framerate RBA Starblade fucked around with this message at 00:30 on Jun 6, 2019 |
# ? Jun 6, 2019 00:25 |
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Commandoes dont have dick for armor. An ml can head shot one at its normal armor levels i think.
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# ? Jun 6, 2019 00:26 |
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Stravag posted:Commandoes dont have dick for armor. An ml can head shot one at its normal armor levels i think. Maybe it got headshot and the display hosed up then? My new campaign I got a firestarter to start with and then KO'd a second one so this one is promising also. I'm deciding whether or not to have one be flamers or both be backstabbing gunners
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# ? Jun 6, 2019 01:07 |
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I've got Urban Warfare installed, and have some mods installed as well. What's the easiest way to go back to the base game without having to delete the mods in case I want to return to them later? Do I just rename the /Mods folder or is there something else I need to run? Thanks.
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# ? Jun 6, 2019 02:31 |
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So, none of the extended mods are working with 1.6, because apparently HBS has changed the way mod mech asset bundles are optimized, it says something for how cynical I've gotten that my first thought (before I realized that HBS are not that kind of company) that this was an attempt to make the DLC more attractive (after all, if you have Archers, Longbows, etcetera from say, Extended 3025, then you don't need it as part of their $20 DLC)
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# ? Jun 6, 2019 04:00 |
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Which is more useful; Sure Footing or Bulwark?
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# ? Jun 6, 2019 04:30 |
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Bulwark, by a landslide.
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# ? Jun 6, 2019 04:36 |
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Do any mods either remove refitting as a thing, or make it so the AI has randomized refitted loadouts at times? I hate playing a completely different game than the ai
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# ? Jun 6, 2019 04:51 |
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Yeah I haven't played this in a few months but it felt super unfair to be able to fit extra armor and heat sinks against the AI, let alone optimized [bracket] builds and +++ weapons or whatever. AI fielding templates of your own mech designs (even from previous campaigns) or semi-random load-outs would add a lot of variety, even if it is cannon that your plucky merc lance can optimize and take out multiple waves of factory-layout mechs. e: don't get me wrong, this game is amazing and works very well. I think an option or mod that allows facing non-stock mechs would be pretty cool; not just scripted encounters but random mechs you encounter. maybe more random generation is a bad fit though and I respect the design decisions that went into Battletech. let the modders take a swing at it Asimov fucked around with this message at 07:10 on Jun 6, 2019 |
# ? Jun 6, 2019 06:21 |
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SirFozzie posted:So, none of the extended mods are working with 1.6, because apparently HBS has changed the way mod mech asset bundles are optimized, From the modders discords (which now has many HBS Devs chiming in during their free time) it was an assetbundle restructuring for preformance gains. Mod units will need to be restructured and it's all hands on deck for the modellers. There is a new BT Performance Fix preview that allows both 1.6 and 1.5 assetbundles to load but it doesn't seem to work 100% of the time. It will probably take a few days for the brains to figure out what needs to be done and then have other modders help with the workload.
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# ? Jun 6, 2019 07:27 |
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Why don't escort missions end when you kill all the enemies? I had to wait like 14 turns for an APC that got stuck to travel across the map.
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# ? Jun 6, 2019 14:53 |
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Bubbacub posted:Why don't escort missions end when you kill all the enemies? I had to wait like 14 turns for an APC that got stuck to travel across the map. They seem to pay a lot precisely because they're always annoying.
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# ? Jun 6, 2019 15:03 |
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sean10mm posted:They seem to pay a lot precisely because they're always annoying. I had an escort mission with the opfor being a single locust, and reinforcements being another locust. It wasn't worth it.
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# ? Jun 6, 2019 15:07 |
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sean10mm posted:They seem to pay a lot precisely because they're always annoying. That was literally Kiva's justification, quite possibly in this thread.
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# ? Jun 6, 2019 15:47 |
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I just had a 1.5 star base defense mission where my squad of 2 mediums and 2 lights had to tangle with four lights. While we were still taking them on two lights and two vehicles popped in on one flank, and then two lights and two mediums popped in behind us. Suffice to say we lost.
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# ? Jun 6, 2019 15:53 |
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Reinforcement spawns during defense missions are bullshit. Essepically early on when you don't have the spare firepower or survivability to run around tagging everything to keep aggro off the buildings. Probably the closest any missions in the game come to feeling unwinnable.
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# ? Jun 6, 2019 16:00 |
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Beer4TheBeerGod posted:I just had a 1.5 star base defense mission where my squad of 2 mediums and 2 lights had to tangle with four lights. While we were still taking them on two lights and two vehicles popped in on one flank, and then two lights and two mediums popped in behind us.
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# ? Jun 6, 2019 16:11 |
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I hammered a Locust to near death, then focused down his buddy standing next to him. In the process, an SRM went wild and killed the first 'Mech at the same time the rest of the salvo killed the targeted one. Fast forward a half dozen missions, a Javelin hammers an APC I'm escorting. Only one of his 4 MLAS hits... the other 3 nail my LRM Locust standing next to it, instantly kill him. Wild shots giveths and takeths away.
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# ? Jun 6, 2019 16:19 |
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Paingod556 posted:I hammered a Locust to near death, then focused down his buddy standing next to him. In the process, an SRM went wild and killed the first 'Mech at the same time the rest of the salvo killed the targeted one. I just leveled a city block with LRM stray shot spam because a blackjack was on top of a power station. Framerate bad. Expansion Good RBA Starblade fucked around with this message at 16:58 on Jun 6, 2019 |
# ? Jun 6, 2019 16:48 |
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AAAAA! Real Muenster posted:I havent played in a while but uh yeah even back in like 1.0 days Base Defense was just never worth doing. its always stupid unfun bullshit. They're fine once you have enough tonnage to alpha down priority targets, but early on they can be hell. I tend to avoid them until I have at least a couple of decent heavies.
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# ? Jun 6, 2019 16:51 |
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I haven't seen any electronic warfare stuff at all yet though, has anyone else?
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# ? Jun 6, 2019 16:58 |
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I'm running into some in the new Flashpoints, but I haven't encountered it in proc-gen missions or found stuff in any stores so far. It's pretty powerful. ECM provides indirect fire immunity and even blocks direct fire weapons because Enemy mechs under ECM "bubble" only show up as sensor contacts until one of your mechs enters the bubble which is roughly at short range. Active Probe gives up a firing turn to Sensor Lock every mech in range. Def. worth having one of each in your lance, and Probe might be good enough to make Sensor Lock pilots obsolete.
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# ? Jun 6, 2019 17:04 |
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yeah but you have to get sensor lock on the way to master tactician
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# ? Jun 6, 2019 17:13 |
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Eh, I could do without MT. I keep one pilot with it around, but most of the time he ends up reserving to 5 with everyone else while the AI wastes its time firing into Bulwark.
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# ? Jun 6, 2019 17:17 |
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ECM is honestly the slight buff the Master Tactician path needed since the advent of Coolant Vent.
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# ? Jun 6, 2019 17:18 |
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Oh nooo the difficulty modifier isn't retroactive my campaign score is ruined since it's being halved
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# ? Jun 6, 2019 17:25 |
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RBA Starblade posted:I haven't seen any electronic warfare stuff at all yet though, has anyone else? In theory enemy lances can have Ravens or one of the new vehicles that mount ECM/AP. I haven't seen any of that yet, though.
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# ? Jun 6, 2019 17:28 |
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Emong posted:In theory enemy lances can have Ravens or one of the new vehicles that mount ECM/AP. I haven't seen any of that yet, though. It seems like a pretty big oversight, to be honest. The ability to mount ECM/BAP is a big boost to the strength of the player's lance which the AI can't match since it's limited to default loadouts.
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# ? Jun 6, 2019 17:46 |
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Skippy McPants posted:I'm running into some in the new Flashpoints, but I haven't encountered it in proc-gen missions or found stuff in any stores so far. I always looked at Sensor Lock as a gateway to Master Tactician anyway.
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# ? Jun 6, 2019 17:47 |
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Skippy McPants posted:They're fine once you have enough tonnage to alpha down priority targets, but early on they can be hell. I tend to avoid them until I have at least a couple of decent heavies.
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# ? Jun 6, 2019 17:50 |
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I fight defense missions to be difficult sometimes if you're going for the perfect score payout, but otherwise aren't a big deal.
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# ? Jun 6, 2019 17:53 |
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AAAAA! Real Muenster posted:Each of the ones I tried through my first (and only) campaign always ended in defeat because as my mechs got better so did the attacking mechs/vehicles. I would always lose to something that I never saw before that is out of my sight firing a massive volley of LRMs or PPCs or something and leveling the a building before I ever go again. I tried at least a dozen times. Its just really poor design and if I ever play a Battletech game again (doubtful) I will still never do them unless I have overwhelming evidence that they have been fixed. One crucial thing about defense missions which the game doesn't explicitly outline is the concept of "tagging." If you fire on an enemy it will stop shooting at the buildings and focus on your lance. One of those situations where Multishot is really useful since that pilot can tag a whole group of enemies in a single turn.
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# ? Jun 6, 2019 18:07 |
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Skippy McPants posted:One crucial thing about defense missions which the game doesn't explicitly outline is the concept of "tagging." If you fire on an enemy it will stop shooting at the buildings and focus on your lance. One of those situations where Multishot is really useful since that pilot can tag a whole group of enemies in a single turn. AAAAA! Real Muenster posted:Its just really poor design edit for actual content: Something like "tagging" an enemy should not be necessary. Its a defense mission, defending a static installation that has enough military value to be attacked... are you telling me that there are no cameras/sensors/radar that could detect additional enemies coming from other angles? Or a satellite overhead (or my loving dropship) that could do this? I should not have to have one mech at each of the cardinal directions just to "tag" enemy assets to get them shooting at me rather than the base, because thats horseshit too. If they have a difficult shot on a mech or an easy shot on their target they would still shoot the mech?
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# ? Jun 6, 2019 18:13 |
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AAAAA! Real Muenster posted:edit for actual content: Something like "tagging" an enemy should not be necessary. Its a defense mission, defending a static installation that has enough military value to be attacked... are you telling me that there are no cameras/sensors/radar that could detect additional enemies coming from other angles? Or a satellite overhead (or my loving dropship) that could do this? I should not have to have one mech at each of the cardinal directions just to "tag" enemy assets to get them shooting at me rather than the base, because thats horseshit too. If they have a difficult shot on a mech or an easy shot on their target they would still shoot the mech? Eh, once you go down that road you realize you landed in a spaceship that makes solar-system spanning trips and repeated direct ascent and reentry trivial, you live in a society with FTL transportation, and oh yeah the walking fusion engines, which means sats or drones should be cheap enough that you have one over your squad 24/7 and surprise or not seeing the enemy should never be a thing in any circumstances. At least mech-sized enemies. That said, you can kind of technobabble around it like how we do with how armor works (someone find that write-up that basically says what we understand as armor HP is an abstraction of much more in depth stuff - it's head cannon BS but it works). Personally I just think of it like this: if we have walking fusion engines than every mech already has a degree of ECM that would be loving insanely stealth poo poo by today's standards, and also an insane suite of sensors to try and penetrate the enemy's ECM cloud. That also explains why mechs aren't shooting each other from multiple miles away. The in-game ECM isn't a totally new package, just a massively better one that works even more effectively. Kind of like the difference between the nose-mounted radar on a fighter and what's on an AWACs. Of course this is all hand-wave bullshit. The real answer is that the game is using a mix of feudal knights and WW2 armor battles to imagine a paradoxically resource scarce and intersteller society. Battletech has always been just a hornet's next of contradictions and and ultimately it's like stopping to ponder the physics behind the magical abilities in Big Trouble in Little China. Ultimately you just roll with it because Trucker Ninja Kurt Russel is cool and John Carpenter sure could tell an entertaining, if batshit nuts, story.
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# ? Jun 6, 2019 18:29 |
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Skippy McPants posted:It's pretty powerful. ECM provides indirect fire immunity and even blocks direct fire weapons because Enemy mechs under ECM "bubble" only show up as sensor contacts until one of your mechs enters the bubble which is roughly at short range. Active Probe gives up a firing turn to Sensor Lock every mech in range. Wait ,what? I don't have UW yet, so I obviously can't test this myself, but are you saying that ECM prevents LOS? So say I'm in open terrain, daylight, and I can't get LOS to a target until I'm within 250m? That is so stupid. ECM should prevent sensor contacts, but not visual LOS. Please tell me that BAP nullifies this effect. ... Wait a minute. Do any stock mechs other than the Raven carry ECM or BAP? If not, this means that you will have a short range invulnerability bubble that the AI doesn't have access to or the ability to counter. As if MLs/SRMs weren't already the best weapons in the game and long range weapons needed another nerf.
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# ? Jun 6, 2019 18:41 |
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Organ Fiend posted:Wait ,what? Sensor Lock and AP both nullify it. The AI gets some vehicles with ECM, but as far as mechs go they have to luck into a Raven, yeah. E: you also lose the effect once you fire until the next time the ECM carrier's turn comes around. Emong fucked around with this message at 18:47 on Jun 6, 2019 |
# ? Jun 6, 2019 18:44 |
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Like the post above says, it does have limitations but yeah it is also stupid powerful. Doubly so because the AI rarely mounts it and doesn't fully grasp how to counteract it.
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# ? Jun 6, 2019 18:50 |
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# ? Jun 3, 2024 21:46 |
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I had my first three-way fight and goddamn that was FUN.
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# ? Jun 6, 2019 20:30 |