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Jobbo_Fett posted:I hate that strat I do too, but there's no skill combination remotely as good as Bulwark + x. Not taking Bulwark is the equivalent of ending your turn in XCOM in low cover instead of high cover. There are a few edge cases where that's the correct move, but even then it's always a risk.
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# ? Jul 8, 2019 10:31 |
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# ? May 30, 2024 16:41 |
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Bulwarked enemies are a pain in the rear end. Had a tense urban mission when my dual King Crab lance starting running out of AC20 ammo. I had to retreat down a street to string out the enemies, and wear them down with secondary weapons and physical attacks.
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# ? Jul 8, 2019 15:19 |
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Bubbacub posted:Bulwarked enemies are a pain in the rear end. Had a tense urban mission when my dual King Crab lance starting running out of AC20 ammo. I had to retreat down a street to string out the enemies, and wear them down with secondary weapons and physical attacks. Breaching shot sends its regards. Still a PITA, but at least you're not aggressively scuffing the paint with your attacks.
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# ? Jul 8, 2019 15:29 |
Conspiratiorist posted:Good mech builds, good skill setups, prioritizing the most damaging targets with the lowest resilience, and judicious use of morale abilities. Sometimes jumping to flank helps. Thanks for this. I'm on campaign just after Argo and I'm having a hell of a time. Can barely keep my head above water because I can only get one mission done a month. It's probably thematically correct, but still. Even 1.5 skulls hurt a bit.
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# ? Jul 8, 2019 16:41 |
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skooma512 posted:Thanks for this. I'm on campaign just after Argo and I'm having a hell of a time. Can barely keep my head above water because I can only get one mission done a month. It's probably thematically correct, but still. Even 1.5 skulls hurt a bit. Reposting from a few pages ago: Conspiratiorist posted:I made a post on general pilot/mech build advice.
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# ? Jul 8, 2019 16:48 |
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# ? Jul 8, 2019 17:49 |
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In an effort to finish a campaign with the score modifier maxxed at 1.0 I've been doing a pilot death and cored mech loss run on ironman, and it's actually kind of refreshing. I'm a lot more inclined to hit the eject button, and having a mech cored can be a real setback. Missions take a bit more time to finish now since I'm doing more than just rushing in and then trying to find suitable cover, but it's a nice change of pace.
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# ? Jul 8, 2019 18:16 |
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And Tyler Too! posted:I started replaying Front Mission and was reminded that it's anime battletech, right down to aiming for parts selectively. No lasers though, just giant Uzis. and much like Battletech I remember leaning hard on long-range missiles to win that said there was a pilot ability to let them melee twice in one turn and that was fun as hell when it went off, too.
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# ? Jul 8, 2019 18:34 |
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I know I should do builds like that, but it just looks so wrong to have all the equipment on one side. I also hate having almost no armor in the back because I inevitably get shot there by some rear end in a top hat Firestarter, but that's just because I'm not very good at this game.
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# ? Jul 8, 2019 18:38 |
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binge crotching posted:I know I should do builds like that, but it just looks so wrong to have all the equipment on one side. That's how you have to build the shadow hawk though - all the good hardpoints are on the right side. binge crotching posted:I also hate having almost no armor in the back because I inevitably get shot there by some rear end in a top hat Firestarter, but that's just because I'm not very good at this game. I build all my mechs with max armor. Soothes my worries about the assholes coming in from behind tremendously.
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# ? Jul 8, 2019 18:42 |
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Psion posted:and much like Battletech I remember leaning hard on long-range missiles to win The balance gets fuuuuucked tho when you restart the campaign after beating it because you get cash value of your end of game poo poo so you end up cross linking your entire team. As soon as one person gets shot at your entire team lights up the poor bastard that fired
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# ? Jul 8, 2019 18:50 |
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Psion posted:and much like Battletech I remember leaning hard on long-range missiles to win I played the gently caress out of Front Mission 3 back in the day and that game owned. Missiles and shotguns (the FM equivalent of the LBX) were the best weapons to use. Stravag posted:The balance gets fuuuuucked tho when you restart the campaign after beating it because you get cash value of your end of game poo poo so you end up cross linking your entire team. As soon as one person gets shot at your entire team lights up the poor bastard that fired This is from FM4, right? The PS2 game? I dimly recall a link ability in that game.
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# ? Jul 8, 2019 19:03 |
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Yeah from 4
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# ? Jul 8, 2019 19:05 |
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Amechwarrior posted:So Galaxy at War is out now, a new IS Map to come soon. This isn't related to galaxay at war. I just wanted to flag your attention: Did you change lance compositions in your latest AI mod version or is that an UW thing? I'm asking because I've started a new campaign in UW (using your AI mod) and the game seems much harder than before. One aspect of this is that the reinforcement lances almost always have lots of LRMs. Like I never saw so many trebuchets, catapults, jagermech-As, and AWS-Ts before UW. Now, it seems like every single reinforcement lance is packing at least 2 missile platforms. I did an convoy interception mission in the medium/heavy range where the escorts had 80 LRMs between them, the vechicles adding another 30 along with PPCs/AC10s (I hate the Gallant). Also, and this is almost certainly due to your AI mod, the AI has become alot better about focus firing targets, and getting into vulnerable flanks. Sometimes, it even seems like they're precision striking. Is this possible? I just remember this time that a Shreck put all thee PPCs into one leg while flanking. Anyway, whatever you've done to the AI has made it much more challenging.
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# ? Jul 8, 2019 20:57 |
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Organ Fiend posted:This isn't related to galaxay at war. I just wanted to flag your attention: I do alter the kinds of pilots the Lance's can slot, so in a Lance with 1 Light Scout, 2 Med Brawlers and 1 Med Support that they are really likely to get Light - Sensor Lock, Brawlers - Bulwark, Support - Multi-Target. With stock, any pilot can be slotted to any unit with no consideration to Lance composition. This is why you see Scout - Bulwark, Brawlers - Sensor Locks, Sniper - Evasive and it doesn't make any sense . However, I did not touch the weight classes or types of units spawned. I did add missing tags like "unit_lance_support" to the new DLC units missing them. The LRM thing is just RNG, someone on reddit posted the opposite "Where did the LRMs go with your mod?" a few days ago. The AI could P.Strike, but I haven't enabled that for either skirmish or SP. The going for the flanks is totally intended, I'm working on trying to fix their back-armor targeting as they seem to know to move to the rear, but then shoot someone else in the front or side.
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# ? Jul 8, 2019 22:09 |
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I'm playing through career mode and have a vindicator, centurion, firestarter, and two garbage mechs. I've set up the vindicator as a MLaser and SRM6 brawler and the centurion as a LRM boat, as you do. I picked up a second firestarter. What is the recommended setup? I was thinking of equipping one with max jump jets and small lasers for backstabs and the other with 4 MLasers, 5 MG, and no jump jets to just shoot people in the face. I also have a flashpoint to get a Raven which I'm going to try. What pilot skills should a raven take? Or am I undergunned? It is listed as a 1.5 skull flashpoint.
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# ? Jul 9, 2019 02:34 |
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anakha posted:I played the gently caress out of Front Mission 3 back in the day and that game owned. Missiles and shotguns (the FM equivalent of the LBX) were the best weapons to use. Front Mission 3 was the best on account of being able to steal other people's mechs. (I think there was even a skill to punch people out of their cockpits?)
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# ? Jul 9, 2019 02:43 |
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OddObserver posted:Front Mission 3 was the best on account of being able to steal other people's mechs. (I think there was even a skill to punch people out of their cockpits?) Yup, Ejectpunch. That plus a follow-up shotgun/machinegun attack on the pilot accounted for like maybe 80% of my salvaged wanzers. KPC_Mammon posted:I'm playing through career mode and have a vindicator, centurion, firestarter, and two garbage mechs. Firestarters own and your lineup should be both of them plus the Vindy and Centurion. One could be decked out with 6 SLs and the other with 6 MGs plus ammo, then 1 or 2 MLs and max out armor and JJs with remaining weight. If you plan on having a dedicated Raven pilot, Bulwark becomes less critical early and I would recommend increasing Piloting (to increase evasion and sprint) first. You want your Raven to be able to maintain a certain distance from the enemy because the best way to counteract ECM is to move within the bubble. Get Bulwark later if you plan to stop using the Raven.
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# ? Jul 9, 2019 02:56 |
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anakha posted:I played the gently caress out of Front Mission 3 back in the day and that game owned. Missiles and shotguns (the FM equivalent of the LBX) were the best weapons to use. I never played FM4 because the mechanics changes sounded dumb and bad, confirm/deny?
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# ? Jul 9, 2019 03:42 |
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The gameplay of FM4 actually owned, but it's hard to beat FM3's story
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# ? Jul 9, 2019 04:01 |
Xarbala posted:The gameplay of FM4 actually owned, but it's hard to beat FM3's story Emma's story, anyway. Alisa's is kinda pants.
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# ? Jul 9, 2019 04:20 |
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FM4 is actually closer to the other games in the series, where you have a fairly large force; FM3's 4 Wanzer squad was a bit of a departure. I do feel that FM3 used its limited graphical pallet better than FM4 used the PS4's graphics, though.
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# ? Jul 9, 2019 04:26 |
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anakha posted:If you plan on having a dedicated Raven pilot My first post-DLC game, and I have made it far enough along to have 6 heavies and 0 Ravens. Oh well.
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# ? Jul 9, 2019 04:39 |
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jng2058 posted:Emma's story, anyway. Alisa's is kinda pants. I would be remiss at this time if I didn't mention the awesome Let's Play of FM3 that Smasher Dynamo did. He actually managed to make the crappy Alisa storyline worth following with his depiction of the main protagonist. SA thread here.
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# ? Jul 9, 2019 06:03 |
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ulmont posted:My first post-DLC game, and I have made it far enough along to have 6 heavies and 0 Ravens. Oh well. In my second career attempt, I've only seen one Raven: in the Flashpoint that features them. I'm at 300 days left.
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# ? Jul 9, 2019 12:55 |
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Amechwarrior posted:I do alter the kinds of pilots the Lance's can slot, so in a Lance with 1 Light Scout, 2 Med Brawlers and 1 Med Support that they are really likely to get Light - Sensor Lock, Brawlers - Bulwark, Support - Multi-Target. With stock, any pilot can be slotted to any unit with no consideration to Lance composition. This is why you see Scout - Bulwark, Brawlers - Sensor Locks, Sniper - Evasive and it doesn't make any sense . However, I did not touch the weight classes or types of units spawned. I did add missing tags like "unit_lance_support" to the new DLC units missing them. The LRM thing is just RNG, someone on reddit posted the opposite "Where did the LRMs go with your mod?" a few days ago. So your changes would just make sure that the correct pilots were allocated to the correct mechs, right? I don't buy the whole "LRM is RNG" thing. I've played way too much of this game (like at least 5 careers now) and the change from pre and post UW was completely obvious. I've never had a career/campaign/etc. where I was rolling so many catapults and trebuchets. I suspect the Devs increased the spawn of LRM mechs to make the Raven more awesome. On the other hand, part of it might be that, due to your AI mod, the AI is using LRMs smarter now (i.e. focus fire to knockdown, regardless of bulwark/etc). That said, this still doesn't explain the number of Catapults/Trebuchets. quote:The AI could P.Strike, but I haven't enabled that for either skirmish or SP. The going for the flanks is totally intended, I'm working on trying to fix their back-armor targeting as they seem to know to move to the rear, but then shoot someone else in the front or side. It would be interesting to see the AI being able to use PStrike and Vigilance, but it would need work. Like, you'd have to modulate how much morale the AI got each turn, you'd have to give the player ways to affect it (maybe have it drop ever time you kill or cripple a mech?). You'd have to determine what baseline morale was (and something smarter than more skulls = more morale ... make it tied to the type of enemy, like regular house units = high morale, pirates = low, etc.). EDIT: Be careful though, if you do decide to ever enable this. It might get to the point where the AI becomes too hard to be fun. The game is after all balanced around the player being able to take out ~2 lances per drop. As for the back shots, check it out, but I wouldn't worry about it too much. I've had guys run into my back arc and not fire at the back, but the target always seemed logical (i.e. other target already critical/primed, targeting back would allow me to target their back, etc). The tendency of the AI to prime vulnerable targets and vulnerable sections has clearly improved since the new version of the AI mod for UW.
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# ? Jul 9, 2019 15:28 |
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Is it possible that the rewards you select for a mission influence the enemy composition? Now that I'm doing 1.5-2 skull missions, it feels like whenever I go max money I go up against a lance of mediums, and whenever I select loot I go up against vehicles. It actually came in handy when i got wrecked on a mark artillery targets mission. Reloaded the previous save, went high loot, and got put up against 4 vehicles.
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# ? Jul 9, 2019 19:24 |
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Eschatos posted:Is it possible that the rewards you select for a mission influence the enemy composition? Now that I'm doing 1.5-2 skull missions, it feels like whenever I go max money I go up against a lance of mediums, and whenever I select loot I go up against vehicles. It actually came in handy when i got wrecked on a mark artillery targets mission. Reloaded the previous save, went high loot, and got put up against 4 vehicles. I've had this happen too. Did a mission with max salvage and there was 2 vehicles and a locust. Reloaded it and did max money and there were three firestarters plus some other stuff.
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# ? Jul 9, 2019 19:30 |
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Organ Fiend posted:So your changes would just make sure that the correct pilots were allocated to the correct mechs, right? I don't buy the whole "LRM is RNG" thing. I've played way too much of this game (like at least 5 careers now) and the change from pre and post UW was completely obvious. I've never had a career/campaign/etc. where I was rolling so many catapults and trebuchets. I suspect the Devs increased the spawn of LRM mechs to make the Raven more awesome. You already see the reason why I don't enable P.Strike/Vigil for the AI. It's part of the asymmetrical balance between 8-12 stock AI units and 4 custom player ones. Also, there's a whole other mods worth of cost variables in the Fury/Resolve mechanics and I just don't feel like trying to mess with it. You could try and remove my mod or even UW and see if that returns to a less LRM based play, I doubt it would as the majority of the contracts are part of the base game. I'm taking a look at a random Simple Battle contract in 1.0 and 1.6.2 and let's see what's changed regarding OPFOR, as LanceDef files have not changed since then. SimpleBattle_SettlingAGrudge_Hard.json The primary Lance is a "Recon" with a +1 difficulty rating to contract level in both 1.0 and 1.6.2. The "Lance_Enemy_Ambushers" is a "Support" Lance in both versions, but afterwards there are changes. By 1.6.2 they added the tag "lance_type_notallvehicles" to the requirements, but there is no all vehicle support Lance at these difficulty levels. However, they did add a +1 difficulty to the Lance, so if this is a difficulty 8 contract, the only valid Lance is going to be "lancedef_mech_d9_dynamic_assaultHeavySupport" Which contains: 1. Requires: Mech+Support Excludes:Light+Medium 2. Requires: Heavy+Mech+Assassin 3. Requires: Mech Excludes:Light+Medium+Tank+Vanguard 4. Requires: Assault+ Mech As for what Tank/Vanguard/Support/Assassin relate to, see this chart for the stock tags: https://docs.google.com/spreadsheets/d/1Q-Z0jSjb1rRd5-r0zYHwH_yES8cgVdmv-kE2WS_7lHE/edit#gid=1967833532&range=A1 So - In Slot 1, only the CPLT-K2, JM6-S and AWS-8Q lack LRMs, the CPLT-C4 has been added, decreasing slightly the odds of no LRMs appearing as the split of LRMs in the total is 5/8 from 4/8 In Slot 2, we only get both QKDs, the GHR and one TDR, all with some LRMs, even if just a 5 launcher. However, these are not primarily LRM boats In Slot 3, we have massive grab bag like Slot 1 but also adding in the 3 BNCs that don't have LRMs, the split is 10/15 with LRMs, the new BNC added one more to the non-LRM pool, but out of 15, its diluted In Slot 4, any assault mech, which we have 14 and 7 have LRMs so 50/50 shot Overall, HBS has been very careful to hold back the LRM death clouds vs the player and a total overview of the contracts and Lances show this out. They've loosened the reigns a little (not all of these changes are 1.6 related) and then added some new heavy LRM units like the C4, but there is still a lot less LRM storms then we could have if they actually made support Lances be majority support units. Note that this Lance is near the top difficulty and only has one actual sure defined support 'Mech. At best, you could get 3 support LRM boats, but those other two slots are full of units that have LRMs, but not really dedicated support units.
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# ? Jul 9, 2019 19:46 |
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Eschatos posted:Is it possible that the rewards you select for a mission influence the enemy composition? Now that I'm doing 1.5-2 skull missions, it feels like whenever I go max money I go up against a lance of mediums, and whenever I select loot I go up against vehicles. It actually came in handy when i got wrecked on a mark artillery targets mission. Reloaded the previous save, went high loot, and got put up against 4 vehicles. I'm pretty sure it's random. If you reload a save the opfor changes even if you kept everything else the same.
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# ? Jul 9, 2019 20:18 |
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https://github.com/BattletechModders/cFixes/releases/tag/v1.6.2.1 cFixes for 1.6.2 https://github.com/BattletechModders/Flashpoint-Spawn-Adjustments/releases/tag/v1.6.2.1 FP Spawn Adjustments for 1.6.2 (FP DLC or Season Pass owners only, UW only do not need update) Some more stuff to download again. Big change is a lot of cost copy/paste errors with the new variants. Sadly, also found a error where the HBKs have 5 too much melee damage and corrected it to 75. Trying to check with HBS devs about this. Isildur, the charts we got had melee dmg at 75 but in game was 80 was this intentional?
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# ? Jul 10, 2019 01:13 |
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So I picked this game upon release, and then stopped playing it after... 10 hours because I found the gameplay to lack in variety and often unnecessarily slow paced. With all the DLC now out, anyone thinks my gripes with the game would be resolved?
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# ? Jul 10, 2019 01:58 |
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Pace is picked up, they removed a lot of the camera delays a few updates ago and the combat flows a lot faster now. Of course, my own QuickCam mod can get it going a little quicker, but it's not mandatory like before the cam updates. Also, 1.6 added a lot of general performance and loading time updates. https://github.com/BattletechModders/QuickCam/releases As for variety? Most of the contracts are going to be the same if you don't have the DLC. You fight 1-2 (usually 2) Lances of units and maybe touch the box to finish or trigger the next thing. They have added a "3 Way Battle" contract that hides as normal "Battle" unless you read the description and those are a lot of fun. You may end up with allied 'Mechs or a three sided fight where everyone hates each other depending on the contract. The DLCs add one new contract type each and these are very different. The Target Acquisition in the FP DLC is a timed beacon placing format, it does need a little work and maturity at the high level though. The UW DLC adds on the Attack/Defend contract, where you have to both destroy a base and protect your own. These have a reinforcement timer tied to the enemy base destruction, so the faster you destroy the base, the less reinforcements land and then have to be taken care of. Done wrong, you could end up facing 16+ enemy units at once. Done right, you're in and out before the first wave even lands.
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# ? Jul 10, 2019 02:06 |
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So I've been running into this consistent error where I finish the first mission of the Red Hunt flashpoint where I'm doing base defense. The next mission is a battle mission with consecutive deployment and I'm getting stuck at the loading screen that features the Leopard. Tried restarting the game, restarting Steam, re-injecting via Modtek, but the issue persists. I'v posted below what appears to be the relevant text from the output_log.txt file. Hopefully someone can interpret the error message and help me out. Thanks! quote:2019-07-09T22:53:18 FYLS [ERROR] System.NullReferenceException: Object reference not set to an instance of an object
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# ? Jul 10, 2019 02:08 |
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removing the shouldergun from the shadowhawk is tech-heresy
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# ? Jul 10, 2019 02:33 |
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anakha posted:So I've been running into this consistent error where I finish the first mission of the Red Hunt flashpoint where I'm doing base defense. The next mission is a battle mission with consecutive deployment and I'm getting stuck at the loading screen that features the Leopard. Tried restarting the game, restarting Steam, re-injecting via Modtek, but the issue persists. What mods are you running or maybe had been running and recently removed? In the Mods folder, there is a folder called .modtek that has a "loadorder.json" that lists everything it's loading.
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# ? Jul 10, 2019 02:34 |
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Amechwarrior posted:What mods are you running or maybe had been running and recently removed? I haven't removed any mods recently - last one I removed was the BetterAI mod last month but that was due to an updated version of the mod being released. Here's the content of the loadorder.json file: quote:"BattletechPerformanceFix", I've also added screenshots of my Mods folder for your reference.
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# ? Jul 10, 2019 03:53 |
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anakha posted:I haven't removed any mods recently - last one I removed was the BetterAI mod last month but that was due to an updated version of the mod being released. Is there a way you could get that cleaned output log file to me? That file wipes each time you launch the game, so that bug needs to happen, then you kill the game and copy over that log. Alternately, since I see you are using BTX3025, you could ask over at their Discord's bug reporting here: https://discord.gg/JGx3AF I asked in the bug report already, will get back to you if they have an answer. I've seen this issue once or twice in some discord chats, so it may be a base game issue and not due to any one modpack.
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# ? Jul 10, 2019 05:26 |
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Man every single attack+defend mission I've tried has completely failed. I send two mechs to attack, they get overwhelmed. I send the whole lance to attack, defenders get annihilated before I can take out the enemy base. I defend hard, and reinforcements make it impossible
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# ? Jul 10, 2019 05:37 |
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# ? May 30, 2024 16:41 |
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Eschatos posted:Man every single attack+defend mission I've tried has completely failed. I send two mechs to attack, they get overwhelmed. I send the whole lance to attack, defenders get annihilated before I can take out the enemy base. I defend hard, and reinforcements make it impossible I've only played one of these missions and I'm still in the light mech stage of the game, but I found this mission really fun. Don't attack or defend. Instead play interference in the middle of the map, killing enemy waves as quickly as possible.
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# ? Jul 10, 2019 05:51 |