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ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

Cyrano4747 posted:

I’ve yet to see one of those unmarked.

Happened to me in one of the campaign missions - running from Victoria, I think - but only the once.

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Stravag
Jun 7, 2009

If you drop a mech snd then aim shot at the head from the head side of the torso i think you can get up to 18% chance to hit the head

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Stravag posted:

If you drop a mech snd then aim shot at the head from the head side of the torso i think you can get up to 18% chance to hit the head

Is the head side of the torso the top?

EDIT: Oh, you mean when they're on the ground. Yes that sounds fun.

OAquinas
Jan 27, 2008

Biden has sat immobile on the Iron Throne of America. He is the Master of Malarkey by the will of the gods, and master of a million votes by the might of his inexhaustible calamari.
Yep, that's the tried-and-true method since stability got a bit buffed a few patches back (used to be able to knock mechs over waaay easier and rack up pilot injuries).

Doesn't take a large number of guns to do it semi-reliably, either. I have a 1PPC+++ / 3 LL+++ black knight (well, had :cry:) that claimed soooo many heads over my iron man campaign, often at first contact.

Cyrano4747
Sep 25, 2006

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

Stravag posted:

If you drop a mech snd then aim shot at the head from the head side of the torso i think you can get up to 18% chance to hit the head

You can get 18% on a max tac pilot without dropping them too.

Deuce
Jun 18, 2004
Mile High Club
Can I edit game files so one of the mechs is guaranteed to be an urbie on random mech career mode?

Chronojam
Feb 20, 2006

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


Cyrano4747 posted:

Oh wow. I can't believe it took me this long to discover this, given that I've played hundreds of hours with this mech build.

I posted a psa about it a few days ago, coincidentally. The good thing is that they will sandpaper your target with all the misses instead of blowing out sections with high damage shots.

Horace Kinch
Aug 15, 2007

Deuce posted:

Can I edit game files so one of the mechs is guaranteed to be an urbie on random mech career mode?

Someone posted the script earlier but the starting mechs are weighted and you can just find the entry for urbies and set the bias super high (I don't remember the name of the file to edit). Or you can use this:

https://www.nexusmods.com/battletech/mods/408

This is a save editor and will let you add mechs directly to your inventory if you're unhappy with your starting lance or just want to give yourself 4 Urbies so you can warcrime in style.


Horace Kinch fucked around with this message at 04:29 on Jun 14, 2019

Amechwarrior
Jan 29, 2007

Alternative, remove all entries but the Urbs.

binge crotching
Apr 2, 2010

And Tyler Too! posted:

just want to give yourself 4 Urbies so you can warcrime in style.

I don't think I'm a good enough player to make a starting lance of 4 Urbanmechs viable, but that sounds rather entertaining.

Stravag
Jun 7, 2009

With a sl pilot or two and ac10 urbies you will rape everything uppity see until you have mediums. A single ac10 shot with take an arm and torso from most of the lights from bleed through

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

got 2025 expanded installed and working. no expansions, i need that money for food. random lance it gave me was a firestarter, ppc urban mech, a wasp, spider and locust. salvaged a locust on a pirate contract against merik. things are looking good.

Amechwarrior
Jan 29, 2007

Better AI Daily Test Branch.zip

Here is a test branch with a number of ECM tunings. Main thing is I'm allowing the AI to fire from inside their own ECM Bubble if they have just one stealth charge, stock was two. I've tried to keep units on defense or other units like convoy escorts from doing this, however I know convoy escorts are still just shooting at things as if the ECM wasn't there. I think there is something not applying the unit_noncombatant role in 1.6, which is where I reset that value back to two stealth charges like stock. AI still isn't keen enough to rush the player's ECM bubble, but I think that might be beyond simple tweaking.

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






Oh God I just started the “Tournament of CHAMPIONS” flashpoint and it’s amazing and I feel like I’m probably playing The Deadliest Game.

The only complaint I have is that it desperately needs hammy voice acting.

Magnetic North
Dec 15, 2008

Beware the Forest's Mushrooms

Beefeater1980 posted:

The only complaint I have is that it desperately needs hammy voice acting.

They should have called the guy from Mech 4 Mercs.

e: vvv I don't.

Magnetic North fucked around with this message at 19:22 on Jun 15, 2019

Stravag
Jun 7, 2009

You do not speak badly of George...

Magnetic North
Dec 15, 2008

Beware the Forest's Mushrooms
So the thread says that Bulwark is super important and thereby you should always be in cover. What do you do for the vast areas of space that have no cover? Do you sprint and not shoot to try and get to cover? I've seen allusions to getting cover from destroyed buildings but all I ever see it in is trees.

Cyrano4747
Sep 25, 2006

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

Magnetic North posted:

So the thread says that Bulwark is super important and thereby you should always be in cover. What do you do for the vast areas of space that have no cover? Do you sprint and not shoot to try and get to cover? I've seen allusions to getting cover from destroyed buildings but all I ever see it in is trees.

Most maps have some areas that you can work with. True cover-less areas are rare, but yah, sometimes you get caught out in the open. Finding good areas to fight from is half of the strategy.

FeculentWizardTits
Aug 31, 2001

Is melee not great anymore, or am I playing it wrong? I have one guy who I built to be a melee person and decked his mech out with the best melee damage mods I could get, but the results seem pretty lackluster so far. I get the impression I'd be much better served by filling that slot with a mech that is effective at multiple ranges instead of just one

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






Communist Walrus posted:

Is melee not great anymore, or am I playing it wrong? I have one guy who I built to be a melee person and decked his mech out with the best melee damage mods I could get, but the results seem pretty lackluster so far. I get the impression I'd be much better served by filling that slot with a mech that is effective at multiple ranges instead of just one

Do you have a bunch of SLAS on that mech? That’s what gives it punch. I’ve recently been running with a firestarter filled to the gills with SLAS and it’s a beast.

Deuce
Jun 18, 2004
Mile High Club

Beefeater1980 posted:

Do you have a bunch of SLAS on that mech? That’s what gives it punch. I’ve recently been running with a firestarter filled to the gills with SLAS and it’s a beast.

How you gonna run a Firestarter without flamers smdh

FeculentWizardTits
Aug 31, 2001

Beefeater1980 posted:

Do you have a bunch of SLAS on that mech? That’s what gives it punch. I’ve recently been running with a firestarter filled to the gills with SLAS and it’s a beast.

I do indeed. It worked pretty well at the beginning of the game (with, as you said, a firestarter) but when I moved into heavier mechs the effectiveness felt like it was tapering off. The Grasshopper worked alright, but as mobility decreases I kept finding that enemies were juuuuuuuust out of melee range, so I could maybe hit them with the slasers but not the fists.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
It depends on the mech and the point in the game you're in. Early on the Shadowhawk punches abnormally hard.

That Banshee variant with 6 support hard points can be a hilarious punch bot (and nothing else lmao).

The Grasshopper is a fine backstabber with ML and support weapon spam, but I don't use it mainly for melee.

FeculentWizardTits
Aug 31, 2001

I'm using that exact banshee variant right now and it hits like a freight train when it's in range, but it spends most of its time scrambling around the map trying to get in range and not damaging much of anything

Deuce
Jun 18, 2004
Mile High Club
I'm gettin real fuckin tired of taking a single stray LRM to the head, doing 1 damage thanks to bulwark and cover, and putting a mechwarrior out for weeks.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

Deuce posted:

I'm gettin real fuckin tired of taking a single stray LRM to the head, doing 1 damage thanks to bulwark and cover, and putting a mechwarrior out for weeks.

Cockpit mods are worth it at any price.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Melee-only mechs aren't great. (Partly because to get into punch range effectively you need to use jumpjets, which means you're not punching that turn).

What's good are short-range brawlers that run hot, and plan to spend a turn punching from time to time to help cool off.

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

Communist Walrus posted:

Is melee not great anymore, or am I playing it wrong? I have one guy who I built to be a melee person and decked his mech out with the best melee damage mods I could get, but the results seem pretty lackluster so far. I get the impression I'd be much better served by filling that slot with a mech that is effective at multiple ranges instead of just one

Dedicated melee has never been great. Adding onto what Jabor said, it can be an effective backup option - run a hot close range loadout, then punch to continue dealing damage while cooling off. However, even in that case it's not without serious risks: being within melee range goes both ways, and against 55+ ton mechs it's effectively handing the opfor the chance to employ a highly accurate Breaching AC20.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Probably just random chance, but the mech progression in my first Urban Warfare game has been super weird. I went from using a bunch of mediums and 1 Cataphract for what felt like forever, to having 3 Highlanders and an Atlas without ever salvaging most of the common heavies or smaller assaults in-between.

I know it's wierdly early in game terms because like half my pilots don't have poo poo for XP yet.

:iiam:

Horace Kinch
Aug 15, 2007

Deuce posted:

I'm gettin real fuckin tired of taking a single stray LRM to the head, doing 1 damage thanks to bulwark and cover, and putting a mechwarrior out for weeks.

https://www.nexusmods.com/battletech/mods/10

is a must-have for me. Any damage to the head that equals less than 10 (armor) or 5 (structure) won't result in an injury which means that stray MG fire or that lone LRM won't send poor Dekker back to the ICU.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Deuce posted:

I'm gettin real fuckin tired of taking a single stray LRM to the head, doing 1 damage thanks to bulwark and cover, and putting a mechwarrior out for weeks.

Pilots are incredibly cheap and you have more than enough barracks space for spares. Get spare pilots. If you can afford a box of MG ammo you can afford a pilot.

Alchenar
Apr 9, 2008

Yeah easy pilot injuries are obviously a deliberate design decision because they're the only mechanic requiring you to rotate pilots. It just doesn't feel satisfying because as Firaxis have learned over their XCOM iterations, you have to go really deep into making soldiers feel unique and special before it becomes interesting and meaningful to swap them out, and not admin busywork.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Communist Walrus posted:

I'm using that exact banshee variant right now and it hits like a freight train when it's in range, but it spends most of its time scrambling around the map trying to get in range and not damaging much of anything

I've got one of those with six SLAS and four Arm Mods. It moves faster than a Heavy when it has a Piloting 10 dude in it, and its native hit is 185 phys/125 lasers so it rips the side or leg off anything it hits. You just need to consider where you're putting it.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

Alchenar posted:

Yeah easy pilot injuries are obviously a deliberate design decision because they're the only mechanic requiring you to rotate pilots. It just doesn't feel satisfying because as Firaxis have learned over their XCOM iterations, you have to go really deep into making soldiers feel unique and special before it becomes interesting and meaningful to swap them out, and not admin busywork.

Battletech 2 might benefit from a bunch more pilot skills, maybe tied to weight class, and possibly have pilots take time to get used to a mech before they can use it to its full potential

Magnetic North
Dec 15, 2008

Beware the Forest's Mushrooms
Counterpoint to my earlier cover/bulwark question: What do you do to counteract the opposition if they are hiding in cover with 40% off? I'm still very early in the campaign, so I don't have tons of nice weapons or enough gunnery to do called shots easily. is it just melee?

Alchenar
Apr 9, 2008

Pattonesque posted:

Battletech 2 might benefit from a bunch more pilot skills, maybe tied to weight class, and possibly have pilots take time to get used to a mech before they can use it to its full potential

Definitely. I think the problem right now is HBS trying to straddle having customisable mechs and customisable pilots, with the result that neither are particularly memorable and any given combination of the two is much of a muchness.

Just assume that players will tend towards a given optimal build for any mech and balance around pilots being able to specialise deep into a weight class or even chassis to get XCOM-like special abilities. Line one of my design spec for Battletech 2 would read 'any mech in the game should always be competitive if a sufficiently skilled pilot is in the cockpit'.

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

Magnetic North posted:

Counterpoint to my earlier cover/bulwark question: What do you do to counteract the opposition if they are hiding in cover with 40% off? I'm still very early in the campaign, so I don't have tons of nice weapons or enough gunnery to do called shots easily. is it just melee?

Either melee once to knock out the Bulwark bonus then focus fire with the rest of the lance, or maneuver behind them, or lure them away to a position where you'll have cover and they won't, or just trade blows and damage race them.

I said come in!
Jun 22, 2004

Is there a mod to allow real time combat with pausing? This is probably a bad take, but I wish Battletech had this.

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

I said come in! posted:

Is there a mod to allow real time combat with pausing? This is probably a bad take, but I wish Battletech had this.

No.

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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.

I said come in! posted:

Is there a mod to allow real time combat with pausing? This is probably a bad take, but I wish Battletech had this.

What you’re describing is mech commander and personally I think this is a lot better. YMMV though, try them out. There’s an active mod scene for them and people have gotten them working with modern hardware.

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