|
Magnetic North posted:So, after ragequitting the game a year ago, I decided recently that I want to try it again. I haven't played since the first time they changed the skills up, and got probably halfway through the campgaign. Any suggestions / tips for understanding any other weird balancing / changes they may have done in the interim? Well, you've played it before a bunch of patches and rebalancing. So you know the rejiggering of the skills, especially Bulwark. It's still critical to get it, but movement is also important, so usually a strategy of shuffling from one patch cover to another is effective. And since the Urban Warfare DLC came out stray shots are thing. This means "Don't bunch up or get into a line with your Mechs if you can help it." Modifying your mechs are mandatory; the stock loadouts are suboptimal, but can be playable. Pirates now have a faction that offers missions, and getting in good with them will get access to the Black Market in certain systems. Do it. The equipment that they can get their hands on is worth it. Speaking of which: the navigation screen now has filters! Select the difficulty and planetary type of the systems available, but Black Market access is highlighted by default. Generally speaking, the changes have been Cool and Good. Oh, and first thing I do with my Mechs when I get them is shift around the equipment. Heat sinks go into the legs, ammo away from the center torso, and PPCs aren't usually worth the headache of heat management. For raw damage at range vs. heat/weight, the standard Large Laser works. Maybe consider them later on when you come across PPC++ or PPC+++, and even then you'll have to cycle to every other round unless it's on an Awesome or other Assault or Heavy who can lug around the Heat Sinks necessary to make it viable.
|
# ? Jun 9, 2019 21:57 |
|
|
# ? May 30, 2024 22:05 |
|
Heatsinks in the legs don't do anything special in this game BTW.
|
# ? Jun 9, 2019 22:00 |
|
I bought the season pass and booted this up for the first time since it came out. I beat the campaign back then so I started a career mode save with 4 parts per mech, slow exp gain, rare experieced pilots, no leveled up salvage, and the other default options to get the score modifier up to 1x. Those seemed like the easiest extra options to roll with, but I'm kind of wondering if no + or ++ salvage is going to be a mistake. It seems like the career mode is super long, so eventually I imagine I'm not going to have much to salvage if the weapons are all stock, and having to buy everything is probably going to be expensive. Anyone have any insight?
|
# ? Jun 9, 2019 22:02 |
|
Conspiratiorist posted:Heatsinks in the legs don't do anything special in this game BTW. They don't? I thought they'd allow for faster cooling when the mech's in water. Also, I've been using the Battletech wiki at Gamepedia.com. It's a bit out of date, but most of the advice is still sound.
|
# ? Jun 9, 2019 22:06 |
|
All heatsinks benefit from standing in water, regardless of location. They've always functioned like that in this game.
|
# ? Jun 9, 2019 22:09 |
|
Randallteal posted:I bought the season pass and booted this up for the first time since it came out. I beat the campaign back then so I started a career mode save with 4 parts per mech, slow exp gain, rare experieced pilots, no leveled up salvage, and the other default options to get the score modifier up to 1x. Those seemed like the easiest extra options to roll with, but I'm kind of wondering if no + or ++ salvage is going to be a mistake. It seems like the career mode is super long, so eventually I imagine I'm not going to have much to salvage if the weapons are all stock, and having to buy everything is probably going to be expensive. Anyone have any insight? No rare salvage makes variant weapons precious, but on the other hand now there's an incentive to bounce around looking at shops and a sink for all your money.
|
# ? Jun 9, 2019 22:41 |
|
Lars Blitzer posted:Pirates now have a faction that offers missions, and getting in good with them will get access to the Black Market in certain systems. Do it. The equipment that they can get their hands on is worth it. Wish I'd known that sooner. I'm at "hated" with the pirate faction. Uhh, how do I fix that?
|
# ? Jun 9, 2019 22:44 |
|
Deuce posted:Wish I'd known that sooner. I'm at "hated" with the pirate faction. Uhh, how do I fix that? They offer black market access at random times even if they hate you for a large fee.
|
# ? Jun 9, 2019 22:55 |
|
sean10mm posted:They offer black market access at random times even if they hate you for a large fee. It's somewhere in the 10,000,000 FunBux range, but yeah. If you're at least one step above that then the price goes down.
|
# ? Jun 9, 2019 23:01 |
Deuce posted:Wish I'd known that sooner. I'm at "hated" with the pirate faction. Uhh, how do I fix that? Only way is to do jobs for them, which since they hate you won't give the good jobs now, will take awhile. Best bet is to go min cash and min salvage max rep for them. Long term, do as many jobs as you can against the local governments, since their rep doesn't matter. jng2058 fucked around with this message at 00:24 on Jun 10, 2019 |
|
# ? Jun 9, 2019 23:39 |
|
Ooof, losing my Heat Bank++ to a unlucky double AC10 shot to my left torso was a real kicker, that thing let me core so many mechs with my Black Knight without having to worry about heat. Just being able to jump behind anything with called shots and go "oh, you're proper screwed now" is just great, especially against heavies and assaults that you can't afford to let live for long.
|
# ? Jun 9, 2019 23:48 |
|
Just came back to the game after a while away. None of my mods work any more. I've tried reinstalling them with the mod manager, no joy. How do I fix it?
|
# ? Jun 10, 2019 00:23 |
|
Kraftwerk posted:I just got the game for the first time and have no idea what I’m doing. Get enough c-bills to break even, otherwise salvage. Large cash injections (story, flashpoints, etc.) are good for upgrading the ship. Never take less than 2 priority salvage, try and grab 3 priority salvage when you don't have to take a huge paycut for it. Reason being that cash is just paying the bills and the occasional store purchase or new mechwarrior; salvage is getting bigger and better mechs, salvage is your ability to keep going after a bad mission and two 'mechs down for a month, salvage is your payday when you just sell locusts wholesale. Salvage is life. 3 salvage means that, if you run into a 'mech you really want, you can walk away with the whole 'mech if you can manage a pilot kill; failing that, leg it, grab the bits, and if you ever see it again you'll have that 'mech even if you core it out. LRMs are pretty good. Try and have one of your 'mechs as a dedicated LRM boat and use him to soften up targets and, later on, gently caress people up with stability. SRMs are also pretty good. Like others said, you really can't go wrong with medium lasers. Try and have at least one (ideally two) 'mechs with high-damage "holepuncher" weapons like AC/10s or, ideally, an AC/20; use the LRMs to soften him up for lasers and SRMs, and use the autocannon to blow limbs off. Light 'mechs (and later, mediums) are best employed as backstabbers - in an earlygame engagement (ex. Jenner vs Locust), the two can zap at each other from the front all day, but whoever gets a rear shot first is going to core the guy. Later on? A Shadowhawk kitted out for melee will loving dunk on heavy 'mechs if it can melee the back armor, and a Grasshopper will take out assault 'mechs if it can get behind them. Keep your eyes open for a Firestarter and, once you get one, keep the jump jets and refit it with as many small lasers as you can pack on. Get behind a guy and punch him in the CT(R) and just watch the fireworks. Radio Free Kobold fucked around with this message at 00:49 on Jun 10, 2019 |
# ? Jun 10, 2019 00:40 |
|
Jedit posted:Just came back to the game after a while away. None of my mods work any more. I've tried reinstalling them with the mod manager, no joy. How do I fix it? OK, got this solved by myself, but now I have a much worse issue. Mechs can jump, but neither Move nor Sprint does anything any more. Has anyone else had this problem?
|
# ? Jun 10, 2019 01:17 |
|
Came back after a long break the last few days, and finished the campaign - I'd got closer to the end than I realized. I really wish lance size was six rather than four. Four feels small enough that you really can't sacrifice a big fuckoff Assault or Heavy 'Mech for support roles, as you just lose too big a percentage of your firepower and armor. Ah well. Now I'm looking at Career mode and thinkin bout thos mods. RogueTech looks appealing (Once it's updated for 1.6), are there other big overhauls worth investigating?
|
# ? Jun 10, 2019 01:33 |
Conspiratiorist posted:On standard settings, always salvage. Thanks, was just coming back looking for a post like this, hadn't played since release and figure now's a good time to DLC. Is the "meta" still mostly built around de-stabilizing attacks or has that changed? Hieronymous Alloy fucked around with this message at 01:54 on Jun 10, 2019 |
|
# ? Jun 10, 2019 01:44 |
|
Jedit posted:OK, got this solved by myself, but now I have a much worse issue. Mechs can jump, but neither Move nor Sprint does anything any more. Has anyone else had this problem? An expansion just landed. Most mods are hosed until the authors update them.
|
# ? Jun 10, 2019 01:50 |
|
Mod manager stopped working around 1.3 and wasnt updated since which isnt helping. Plus modtek got changed
|
# ? Jun 10, 2019 02:01 |
|
Yeah now that I'm playing again I'm remembering that anything below two skull when you start early on can be crap for salvage, and it's better to hedge your bets than go full in on salvage. You can even run into scenarios where you don't even generate enough salvage compared to the total allotment authorized. After that though all salvage all the time.
|
# ? Jun 10, 2019 02:17 |
|
When you're clearing out the crappy half-skull missions just go full money, they're not gonna have anything worthwhile to salvage. All they've got is light mech parts and probably not even a single + item. Try and obliterate the enemies (destroy all the non-ct bits with weapons, etc.) so that you're more likely to roll the mech pieces, if you care. Once you start seeing mediums you should take at least one bit of priority salvage.
|
# ? Jun 10, 2019 02:24 |
|
RBA Starblade posted:Post the Kelly edit
|
# ? Jun 10, 2019 03:37 |
|
Hieronymous Alloy posted:Thanks, was just coming back looking for a post like this, hadn't played since release and figure now's a good time to DLC. Heavy and Assault mechs have significantly increased stability (plus every so often running into Sure-Footed mechs), and the hilariously overpowered stability damage LRMs got fixed, so while doable still it requires much more effort. BeAuMaN posted:Yeah now that I'm playing again I'm remembering that anything below two skull when you start early on can be crap for salvage, and it's better to hedge your bets than go full in on salvage. You can even run into scenarios where you don't even generate enough salvage compared to the total allotment authorized. After that though all salvage all the time. While this is true, in the very beginning you're trying to accumulate components since it's cheaper than buying them (or impossible in the case of SRM6 and Large Lasers), so salvage is good. Past that point and with your mechs refitted you should be doing 2+ skull missions anyway rather than grinding low diff poo poo contracts. Conspiratiorist fucked around with this message at 03:40 on Jun 10, 2019 |
# ? Jun 10, 2019 03:37 |
|
Now post the completed one.
|
# ? Jun 10, 2019 03:48 |
|
jng2058 posted:Only way is to do jobs for them, which since they hate you won't give the good jobs now, will take awhile. Best bet is to go min cash and min salvage max rep for them. Can't seem to get any mission offers from them anywhere, they wont offer anything above one skull and I've completed the Panzyr campaign mission, so those are hard to come by.
|
# ? Jun 10, 2019 04:03 |
|
Deuce posted:Can't seem to get any mission offers from them anywhere, they wont offer anything above one skull and I've completed the Panzyr campaign mission, so those are hard to come by. Black market (and pirate rep) won't matter much in the campaign run, I'm not even sure if the random black market invite is running in campaign game. Palemdromes posted:8 gb RAM, intel core i5-7200U CPU @ 2.50 ghz 2.70 ghz, video card is uhhh Intel HD graphics 620? I got this for free when my last laptop broke and I mostly use it for paradox map games (which also run pretty slow) and a moba or two every now and then.
|
# ? Jun 10, 2019 04:39 |
|
And now I'm straight up fighting the Restoration on a mission in Marik space. I'm going to say something went wrong with the patch or this is a very sudden heel turn.
|
# ? Jun 10, 2019 05:30 |
Conspiratiorist posted:Heavy and Assault mechs have significantly increased stability (plus every so often running into Sure-Footed mechs), and the hilariously overpowered stability damage LRMs got fixed, so while doable still it requires much more effort. thanks. Any consensus on what the "Best" starting setup is for your "pc" character to get the most use out of him?
|
|
# ? Jun 10, 2019 05:40 |
|
Hieronymous Alloy posted:thanks. It doesn't have much of an impact since attributes 2-4 are cheap buys and you want to get them on everyone, but full optimization would be Gunnery 3/Guts 4 with the aim of getting Bulwark ASAP.
|
# ? Jun 10, 2019 05:43 |
Radio Free Kobold posted:Get enough c-bills to break even, otherwise salvage. Large cash injections (story, flashpoints, etc.) are good for upgrading the ship. Never take less than 2 priority salvage, try and grab 3 priority salvage when you don't have to take a huge paycut for it. Reason being that cash is just paying the bills and the occasional store purchase or new mechwarrior; salvage is getting bigger and better mechs, salvage is your ability to keep going after a bad mission and two 'mechs down for a month, salvage is your payday when you just sell locusts wholesale. Salvage is life. 3 salvage means that, if you run into a 'mech you really want, you can walk away with the whole 'mech if you can manage a pilot kill; failing that, leg it, grab the bits, and if you ever see it again you'll have that 'mech even if you core it out. I just did the Hatchetman flashpoint and wow, that thing hits like a truck. Love 2 watch the hatchetman slicing off mech limbs with an axe.
|
|
# ? Jun 10, 2019 06:38 |
|
Beefeater1980 posted:I just did the Hatchetman flashpoint and wow, that thing hits like a truck. Love 2 watch the hatchetman slicing off mech limbs with an axe. Yes, but the stock Hatchetman will go up like a roman candle if there's a critical hit on the center torso, including the wandering damage from when the side torso gets zeroed. ...You did remember to move the ammo out of the CT, right?
|
# ? Jun 10, 2019 07:13 |
Lars Blitzer posted:Yes, but the stock Hatchetman will go up like a roman candle if there's a critical hit on the center torso, including the wandering damage from when the side torso gets zeroed. I didn’t keep the Hatchetman after observing that exact Roman candle scenario with the free one you get in the mission haha.
|
|
# ? Jun 10, 2019 07:26 |
|
Hieronymous Alloy posted:thanks. Yeah just get Guts 4 so you can get Bulwark ASAP. Rush all your pilots to Bulwark and then just kind of try different things. My take on the abilities FWIW: Multi-Target: Can make life WAY easier on escort and base defense missions to draw enemy fire away from what you're protecting. I always like 1 mech in my lance to have this on any of those missions. Otherwise, it kind of runs against the principle of concentrating your fire. Breach: I almost always regret taking this. When in doubt you're usually better off just concentrating your fire instead of spreading it around. Other than attempting the odd long range headshot on somebody with bulwark in cover I hardly get use out of it, while Coolant Vent is basically great in almost every situation. Sure Footing: Extra evasion + entrenched stacks nicely with Bulwark to make your guy extra tank-y. Ace Pilot: Ehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh I can see how it could be useful situationally, but I don't think it would be as good as Master Tactician or Coolant Vent. Bulwark: Mandatory, no exceptions IMO. Coolant Vent: Very handy on almost every stock mech but the Highlander 732B, and even cooler running custom builds will get excess heat on some biomes, especially if you like to jump around. Sensor Lock: Situationally useful for making high evasion enemies easy to hit, and marking turrets so you can blow them up beyond their line of sight. I always like to have 1 mech in my lance with this, which is easy since it's on the way to... Master Tactician: I really like this one, especially once I'm fielding an assault mech. Stacks with the Cyclops-Z battle computer, so your King Crab can move in the same phase as a Cicada lmao. Plus waiting for everyone else to move before you can do anything is just innately tedious.
|
# ? Jun 10, 2019 15:25 |
|
Lars Blitzer posted:Yes, but the stock Hatchetman will go up like a roman candle if there's a critical hit on the center torso, including the wandering damage from when the side torso gets zeroed. I like the HCT-3X they introduced quite a bit, because now you've got four support slots to play with. Right now I have it with 2 ML, 1 SRM6, 4 MGs, 4 JJs, and a +70 melee damage arm mod, and even though its lack of speed is still an issue, it's much more viable really what Team Banzai should have done was put a hatchet and a bunch of SLs and JJs on one of the fast 55-ton chassis and called it a day, because that seems like a good sweet spot for having enough armor to get in close and enough speed to catch most other robots
|
# ? Jun 10, 2019 15:35 |
|
sean10mm posted:Breach: I almost always regret taking this. When in doubt you're usually better off just concentrating your fire instead of spreading it around. Other than attempting the odd long range headshot on somebody with bulwark in cover I hardly get use out of it, while Coolant Vent is basically great in almost every situation. The key to Breaching Shot is using it with AC20s and LRM20s. Put your BS pilot on a Hunchback, and now its AC20 shots ignore enemy cover & bulwark, giving it concentrated damage numerically comparable to a MLas+SRM brawler fit. Or look at a LRM40 heavy: on stock equipment it deals 160 damage, and vs a Bulwark enemy it deals 96 (40% DR), but if you have Breaching Shot and split fire, you're dealing 80 damage both to that enemy and to a secondary target. It becomes much more damage efficient in what's a very common scenario.
|
# ? Jun 10, 2019 15:46 |
|
Amechwarrior posted:https://github.com/BattletechModders/cFixes/releases/tag/v1.6.1.1 Are you guys aware of (maybe it finally got fixed in 1.6?) the bug where the game generates contracts that are impossible to take? This happens in 5 skull planets and is very reproducible. Basically you'll get there and see contracts that appear to be 5 skull, but you can't take them, even if you are at max reputation for the contract giver, 5 star MRBC rating, and don't have a alliance conflict. I'm thinking what's happening here is a problem with the variable contract difficulty (i.e. where a contract has a base difficulty of X but can increase or decrease by Y points), where the base difficulty starts at 10 and then is increased to >10. The max contract difficulty for 100 rep faction is 10, so you can't take it. If you haven't seen/noticed this, try Maldive (that abandoned planet between FS and CC) in a game where your MRBS is 5 star and you have max rep with FS and/or CC.
|
# ? Jun 10, 2019 15:51 |
|
Conspiratiorist posted:The key to Breaching Shot is using it with AC20s and LRM20s. I get the IDEA, but it's often still a worse option than just concentrating fire. The single AC/20 Hunchback is probably the only time I'm like gently caress YEAH BREACH ERRDAY... because almost all its firepower is that one gun. Otherwise my experience there are too many times where I'm like "Yeah, I *could* do multi-target + breach, only to realize I have a better option available instead depending on the exact situation. Like, 96 damage to 1 guy often IS better than 80 damage to 2 guys, because you want to make sure that 1 guy is dead (or at least knocked over) NOW, and abstract ~weapon efficiency~ is very much a secondary concern.
|
# ? Jun 10, 2019 16:13 |
|
sean10mm posted:I get the IDEA, but it's often still a worse option than just concentrating fire. The single AC/20 Hunchback is probably the only time I'm like gently caress YEAH BREACH ERRDAY... because almost all its firepower is that one gun. Otherwise my experience there are too many times where I'm like "Yeah, I *could* do multi-target + breach, only to realize I have a better option available instead depending on the exact situation. I like Breaching Shot situationally, much like all the other second tier skills. When you're on a map with lots of cover and it's getting close to the end, the enemy Mechs health bars are orange instead of white and they tend to break LOS and shuffle back and forth under cover. Having Glitch or my main character jump in with my Highlander or Thunderbolt and planting an AC20+++ or PPC+++ in them tends to wreck their day and saves me the grief of Alpha Striking to peel off more armor at the 40%-60% discount.
|
# ? Jun 10, 2019 16:53 |
|
sean10mm posted:I get the IDEA, but it's often still a worse option than just concentrating fire. The single AC/20 Hunchback is probably the only time I'm like gently caress YEAH BREACH ERRDAY... because almost all its firepower is that one gun. Otherwise my experience there are too many times where I'm like "Yeah, I *could* do multi-target + breach, only to realize I have a better option available instead depending on the exact situation. It works out in situations when you have one target in cover and another that is nearly dead (like <12 structure in the CT, maybe more and missing a side torso) or at max instability that needs that final push. For example, I run a HGN with and AC20, 2xML, and 10xSRM. For a target with a nearly dead CT, it would be a waste to fire the AC20 at it, as the SRMs alone would kill it. Similarly, if you have a fresh mech at max instability, you just fire the SRMs at it to knock it over, and put a big hole in something else with the AC20. It would be a waste to precision strike it, as the knockdown costs no morale and lets another mech take called shots on the CT/whatever at no cost of morale. As a side point, you may notice that if you're not carrying an AC20, you don't need BS at all. This is when the Gladiator pilot type (gun1, guts2) becomes useful, as a finisher/knock down supporter with multi target and as a massive alpha/precision strike to one-shot the CT mech with coolant flush.
|
# ? Jun 10, 2019 16:58 |
|
Four lancers riding a twin AC20 King Crab each, that is what's best in life.
|
# ? Jun 10, 2019 17:20 |
|
|
# ? May 30, 2024 22:05 |
|
Breaching shot is one of those situational things that can be useful but you need the right build. I get a lot of work out of it with LRM boats and king crabs. Getting 100 on a single location against an enemy with 40% DR is frequently better then 60 on two locations. It’s one of those edge things, though. Personally my usual lace mix is: Two pilots with multi-shot and bulwark/cooldown One with sensor lock and bulwark/cooldown One with multi/breaching and bulwark.
|
# ? Jun 10, 2019 17:34 |