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Taerkar
Dec 7, 2002

kind of into it, really

For my LRM specialist I'm often torn between Breaching Shot or Tactician. If they're being shot at something has gone wrong so they almost never have Bulwark.

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Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

Taerkar posted:

For my LRM specialist I'm often torn between Breaching Shot or Tactician. If they're being shot at something has gone wrong so they almost never have Bulwark.

I’ve noticed the AI is a lot better at not just latching onto the first contact they see now. I’ve had read line mechs sensor locked and indirect fired or had some fast mover zero in on them. Dunno what changed but I feel a lot less safe with tissue paper armor LRM boats than I did at launch.

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
The opportunity cost for being individually tanky (Bulwark + a few tons to max front armor) is so low that it's best to consider every single one of your mechs to be a viable enemy target so as to increase the overall survivability of your lance.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

It also helps when you end up with an inconvenient string of injuries and/or mech in the repair bay and your pilots aren’t in their perfectly spreadsheeted rolls. Once in a while your support person is going to end up riding a front line mech because the LRM boat has a leg shot off and your two backup brawler pilots got into an argument over toilet paper and put each other in the med bay.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





So I'm just about to do the Raven mission. It's early in my Career, and when I saw the mission had "light" tonnage limitations I'm like "cool, all I have are lights, a couple of 45 tonners, and my miracle King Crab." Indeed it's so early that I only have a six spot hanger, so I put my Blackjack into storage so I can field four light 'mechs like I expect the mission to want.

At which point I fire the mission up and the "light" tonnage limit is 55 tons per 'mech! That's not light, that's the high end of medium, you fucks! So now I'm going to have to break the BJ back outta storage and hope I can pull it off with the 'Jack, a Vindy, a Javelin, and one of an Urbie, Spider, or Commando. Not giving me correct mission data is why everyone thinks SAFE is joke, you assholes! :argh:

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

You’re fine. Opfor is about a 50/50 mix of lights and mediums

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Cyrano4747 posted:

You’re fine. Opfor is about a 50/50 mix of lights and mediums

Well that's good news, at least. Thanks.

I guess it was my own fault, in a way. What kind of idiot trusts SAFE for anything? :doh:

General Battuta
Feb 7, 2011

This is how you communicate with a fellow intelligence: you hurt it, you keep on hurting it, until you can distinguish the posts from the screams.
Who’s the dev who posts here occasionally? A friend of mine just started at HBS and I wanted to recommend her to said dev as a good writer.

Gwaihir
Dec 8, 2009
Hair Elf

General Battuta posted:

Who’s the dev who posts here occasionally? A friend of mine just started at HBS and I wanted to recommend her to said dev as a good writer.

HBS_Kiva, or Isildur on SA. Not sure if she's posted in a decent while though.

General Battuta
Feb 7, 2011

This is how you communicate with a fellow intelligence: you hurt it, you keep on hurting it, until you can distinguish the posts from the screams.
Thank you! Shot her a PM.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Started a new game with random starting mechs, and got 2 Centurions, a Firestarter and a Panther. :getin:

Deptfordx
Dec 23, 2013

jng2058 posted:

Well that's good news, at least. Thanks.


As Cyrano says that's perfectly doable. For the last mission when you have the Raven, be sure to lure the defenders out of the range of the LRM towers to fight though or they'll mess you up.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

Deptfordx posted:

As Cyrano says that's perfectly doable. For the last mission when you have the Raven, be sure to lure the defenders out of the range of the LRM towers to fight though or they'll mess you up.

If you hook a hard left from your starting point you can funnel everyone who responds into a choke point between the base and a block of buildings.

Deuce
Jun 18, 2004
Mile High Club
Enemy sensor locks work for the player in a three-way battle :laffo:

Amechwarrior
Jan 29, 2007

Organ Fiend posted:

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.

Yes, we set the max to a higher value in both campaign and career. If you are using cFixes and see that, let me know and I'll move it higher.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Deuce posted:

Enemy sensor locks work for the player in a three-way battle :laffo:

Sharing is caring

SpaceViking
Sep 2, 2011

Who put the stars in the sky? Coyote will say he did it himself, and it is not a lie.

McGavin posted:

Now post the completed one.

Deuce
Jun 18, 2004
Mile High Club
2.5 skull mission. The OpFor was... one quickdraw and one javelin.


Poor fuckers never even got to fire a shot.

edit: and both were 2/3 already in salvage so that's two new mechs for Deuce's Garbage Mech Emporium.

Phi230
Feb 2, 2016

by Fluffdaddy
I did a 2 skull Attack/Defend mission early on


haha, I hate it. This poo poo sucks.

Stravag
Jun 7, 2009

Deuce posted:

Enemy sensor locks work for the player in a three-way battle :laffo:

Sensor lock has said "reveals location of locked target to all allies and enemies" or something like that since day 1

Phi230
Feb 2, 2016

by Fluffdaddy
How are you supposed to use bulwark now that its passive? You have to waste a turn going guarded and guarded isn't permanent anymore?

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Phi230 posted:

How are you supposed to use bulwark now that its passive? You have to waste a turn going guarded and guarded isn't permanent anymore?

Move into a forest and shoot things until they are dead

Deuce
Jun 18, 2004
Mile High Club

Phi230 posted:

How are you supposed to use bulwark now that its passive? You have to waste a turn going guarded and guarded isn't permanent anymore?

You get the benefit if you have either cover or guarded, so cover (forest, duststorm, crushed building, etc) gives you the bonus or you can use vigilance. Or both! Move into trees, vigilance, shoot, still have 60% DR.

Just standing in the open and shooting will not work, though, even if stationary.

Phi230
Feb 2, 2016

by Fluffdaddy
So this playthrough I built all my characters according to release meta since I didn't know they changed anything. How can I respec my characters.

Polka_Rapper
Jan 22, 2011

Thanks, I didn't actually have the completed one.

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

Phi230 posted:

So this playthrough I built all my characters according to release meta since I didn't know they changed anything. How can I respec my characters.

Release meta was Bulwark + Master Tactician so you're fine.

Phi230
Feb 2, 2016

by Fluffdaddy

Conspiratiorist posted:

Release meta was Bulwark + Master Tactician so you're fine.

Is master tactician no good anymore? Whats the new meta?

Skippy McPants
Mar 19, 2009

Phi230 posted:

Is master tactician no good anymore? Whats the new meta?

MT is still good, but Coolant Vent got added and is arguably better.

I maintain that people who don't take at least two CV pilots in every lance aren't putting enough guns on their mechs. Alpha damage matters a lot in this game, especially once you start unlocking the called shot bonuses. As an example, the 4xML, 4xSRM6, AC20 King Crab is one of the best non-Lostech builds. It reliably CTs anything and with CV it can fire back to back. That's half an enemy assault lance gone in two shooting turns from a single mech.

Skippy McPants fucked around with this message at 04:07 on Jun 11, 2019

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Coolant Vent + Sure Footing is basically the "default" build - the Bulwark change means you can double up on the defensive skills which is excellent for damage mitigation. But really anything with Bulwark works.

Breaching Shot is still good on the right mech (especially now that everyone is running around with 40% dr all the time). Master Tactician still lets you win initiative fights when it's really important. Ace Pilot is ... probably the most niche, but is still useful on something like a backstabbing grasshopper or similar (reserve down, jump in and shoot at the end of the round, next round go first, shoot again then leave).

Skippy McPants
Mar 19, 2009

Ace Pilot is awesome on light mechs and would be great if there was a reason to run them. A SL+++ Firestarter dumping 250 damage into rear armor is a real terror when it can run away on the same turn, but doing that still takes the turn of setup reserving down to Ini. 5 and can't compete with a well-tooled assault barfing 800 damage all over front armor in the same span of time.

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


Small laser boats are headshot masters, if you're calling shots. They'll otherwise sandpaper a tough mech instead of killing it by mistake

Horace Kinch
Aug 15, 2007

Skippy McPants posted:

Ace Pilot is awesome on light mechs and would be great if there was a reason to run them. A SL+++ Firestarter dumping 250 damage into rear armor is a real terror when it can run away on the same turn, but doing that still takes the turn of setup reserving down to Ini. 5 and can't compete with a well-tooled assault barfing 800 damage all over front armor in the same span of time.

If this game ever gets Clantech just imagine how grossly broken a Piranha would be. 12 MGs or SLs just opening up stuff from the rear, the ultimate glass cannon.

Organ Fiend
May 21, 2007

custom title

Phi230 posted:

Is master tactician no good anymore? Whats the new meta?

MT is still great but isn't an absolute necessity on assaults because the cyclops z exists (has a built in item that reduces initiative for your entire lance by one, stacks with MT).

Additionally, coolant vent was added, which is the first tier two skill to actually complete with MT. It's an active ability that drains 50 heat instantly with a five turn cool down, and a penalty of 8 heat for 3 turns. Overall it's a straight up buff to heat draining by about 2 heat sinks, but it also lets you generate a huge burst for one turn, or do that burst two turns in a row.

Tac 2, guts 1 and guts 2, pilot 1 pilots are the best over all, with the latter being best for big alpha, but hot mechs.

There are specific cases where gun 2, guts 1 and guts 2, gun 1 pilots are useful. Also, tac 2, gun 1 in my experience works well for pure LRM/extreme range builds focusing on stability damage.

Skippy McPants
Mar 19, 2009

Found a BNC-3S and it is so much better than the other Banshees. It's got 63 tons available vs. 37.5 at the cost of moving 95 vs. 120.

That's only two tons fewer than the AS7 and KGC, though its a little short on hardpoints with only 1B and 1M to round out the 6E. Still, a solid second-tier assault, which puts it worlds ahead of the 3E and 3M.

Rosoboronexport
Jun 14, 2006

Get in the bath, baby!
Ramrod XTreme
Raven seems to break stock AI in attack-defense-missions. Take Raven and highest-DPS mech in your lance and sprint them through the defense lance in cloak mode (reserving them to phase 1) while your two other mechs aggro both enemy lances. When you reach enemy base, pull out your two other mechs. It takes a few turns before defense lance will return to base and in that time you can level their base in peace. When the enemy lance returns, you can sneak back and reconnect your lance and then wipe out the stragglers. Or just level the base through indirect fire via LRMboat while Raven spots.

In Siegebreaker flashpoint I ended up choosing Jailbird assisting me and I only got the first reinforcement lance spawn. In the end cutscene they mentioned having to take the other militia lance down but I never encountered them so I suspect that their lance would have been the third support lance.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

I've decided that what I want from this game is not Clantech, but rather a total conversion to Gammarauders. I want to blow things up with an 80-ton hamster!

evilmiera
Dec 14, 2009
Probation
Can't post for 13 minutes!

And Tyler Too! posted:

If this game ever gets Clantech just imagine how grossly broken a Piranha would be. 12 MGs or SLs just opening up stuff from the rear, the ultimate glass cannon.

At this rate clantech isn't happening until at least the next game in the series. Maybe not even then, since we are barely prodding at the re-release of star league stuff with the flashpoints and I doubt they would invalidate the gains of two sets of dlc with whatever comes next.

Personally I would be a fan of an alternate timeline or something because we already know what we are going to get storywise and the plot is too constrained whenever it has to interact with established lore.

Speaking of alternate timelines, going to see if I can swing a mission by the Aurigan Directorate with this bugged starmap.

Wrr
Aug 8, 2010


Speaking of starmaps, what changes did they make besides the filters? I thought it said they expanded the range of the starmap but all that I see different is the restoration isn't on the map anymore.

Skippy McPants
Mar 19, 2009

Wrr posted:

Speaking of starmaps, what changes did they make besides the filters? I thought it said they expanded the range of the starmap but all that I see different is the restoration isn't on the map anymore.

They added a bunch of systems to the coreward (i.e. top) of the map. So there are new planets in Marik, Liao, and Davion space.

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Q_res
Oct 29, 2005

We're fucking built for this shit!
A total of 50 systems, all along the top edge.

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