|
RBA Starblade posted:I get the point and that they're big deal characters in the background of Battletech but lol that the Bounty Hunter Boys and Black Widow Company's Insanely Powerful Mercenaries field some hunchbacks, griffins, a flea (lol) and a PPCatapult in their missions, meanwhile I have an Atlas and an Annihilator. I want to say that canonically the Black Widow, at the very least, fields mixed lances as well as a light scout lance because in the fiction there's an actual reason to do that. Also Hunchbacks are great though?
|
# ? Dec 13, 2019 20:22 |
|
|
# ? May 28, 2024 12:03 |
|
GHOST_BUTT posted:I want to say that canonically the Black Widow, at the very least, fields mixed lances as well as a light scout lance because in the fiction there's an actual reason to do that. Also Hunchbacks are great though? Not compared to six ac10s erasing them they're not
|
# ? Dec 13, 2019 21:01 |
|
Warmachine posted:This line item interests me. Is that because with max salvage you can quickly get complete mechs to sell? Volume of stuff you get? Something else? Yeah to both: its mechs to sell and volume of other stuff. This is only true if you're playing with 3 parts to salvage, but is still true whether you're playing with equipped or unequipped mechs. Given that mechs sell for (approximately, roughly speaking) Tonnage x 10,000 (its fractionally more, as a KGC will sell for 1.1 million), that makes each mech part approximately worth tonnage x 3,300. So in assault drops (i.e. when you're farming for cbills), each mech part is worth ~250k-300k, and in light drops (i.e. at the begining of the game) they're worth ~80k-100k. In general, those values are more than what you sacrifice by shifting the salvage/cbill slider to get one more priority salvage. Additionally, each increase in priority salvage also increases the number of parts you get by random chance and the number of weapons you get (weapons/equip aren't big money like mecsh buty they do add up over time). Combine this with the fact that salvage helps you progress faster. Sure, pure cbills can help too (especially with the shop changes), but the difference is that priority salvage ensures that you can get three parts of the same mech if you disable the pilot, which could be critical if you're lucky enough to see a WVR/SHD/Some heavy in an early mission. Also, once you start building up a supply of parts the priority salvage still gives you the money for the store, so its not like you're sacrificing anything anyway. There are exceptions. I've seen several contracts in the recent expansion where 4 points of salvage gives you 3/X and 5 points (max) gives you like 3/X+4. In this case, I don't max salvage. However, in general, each pip of salvage that gives you at least one more priority salvage is worth it. EDIT: RE keeping the lights on: you should always (early on) be able to complete every contract available on you starting planets. Rep hits aren't too heavy so you shouldn't have to worry about pushing any faction into "hated." The main goal is to get into the medium weight bracket (2-3 skull drops) as soon as possible. The money you get, on top of salvage, should be enough to keep you afloat as long as you're not spending months on repairs and modifications (initial modifications should just be dropping HS/JJs/Ammo for near max armor, which take 0 days). Another tip: don't always make full repairs early on to save time. E.g. if one of your mechs gets an armor breach and takes like 5-10 points of internal damage, don't spend time repairing it before fielding it again. If you can't complete the all of the missions on early worlds without taking grievous damage (i.e. lost limbs/sections), you need to revist your configurations. Organ Fiend fucked around with this message at 21:20 on Dec 13, 2019 |
# ? Dec 13, 2019 21:11 |
|
Is it wrong that I would really love a career mode that doesn't use the Argo?
|
# ? Dec 13, 2019 22:00 |
|
Beer4TheBeerGod posted:Is it wrong that I would really love a career mode that doesn't use the Argo? There is a mod for this IIRC
|
# ? Dec 13, 2019 22:04 |
|
Beer4TheBeerGod posted:Is it wrong that I would really love a career mode that doesn't use the Argo? A career mode where you have a Union or something would be great, though difficult to implement when you by default seem to insert/extract via a leopard.
|
# ? Dec 13, 2019 22:05 |
|
Beer4TheBeerGod posted:Is it wrong that I would really love a career mode that doesn't use the Argo? I get that feeling, in my mind the story of the Argo is tied up with the story of the Aranos so while having it as the home base in the career mode makes sense from a gameplay perspective, it does feel a bit of a handwave fluffwise.
|
# ? Dec 13, 2019 22:06 |
|
Is there a mod that adds all the cool 3025-3049 mechs from the CAB without messing that much with the game itself? Loving BE3025 Commander's Edition (which is the only version that is updated at the moment) but everything else it adds just exacerbates the memory leaks issues that seem to plague this game, so I'm getting crashes every 30 or so minutes. Is JK_Variants what I'm looking for?
|
# ? Dec 13, 2019 22:13 |
|
Dont the 3025 guys make the 3049 mod too?
|
# ? Dec 13, 2019 22:16 |
|
Patrat posted:A career mode where you have a Union or something would be great, though difficult to implement when you by default seem to insert/extract via a leopard. Changing the model to a Union wouldn't be hard. They already have them in the game.
|
# ? Dec 13, 2019 22:28 |
|
Changing the animation might be, though, and a Union doing the touch and go the leopard does could look real fuckin weird.
|
# ? Dec 13, 2019 23:41 |
|
They have a union landing animation tho
|
# ? Dec 13, 2019 23:49 |
|
The Union model might not be as detailed for the campaign screens
|
# ? Dec 14, 2019 00:11 |
|
Xarbala posted:I get that feeling, in my mind the story of the Argo is tied up with the story of the Aranos so while having it as the home base in the career mode makes sense from a gameplay perspective, it does feel a bit of a handwave fluffwise. My head canon is that career mode is an alternate reality where the Arano Restoration still won the civil war, but never employed the remains of Marhan's Marauders (the PC's unit) ... i.e. the PC from career doesn't exist. Because of this, they don't have the argo, never discovered that the Directorate was behind the chemical attack on the TC (which is why the TC is still enemies with the Restoration, and why there are still Directorate forces within the restoration), never discovered the bunker on Artru, etc. The PC in Career is some rich noble from wherever that learned about the Argo somehow, and bought it because they figured it would be a good platform for the mercenary unit they wanted to form for whatever reason. Alternately, I'm pretty sure that they say somewhere in the campaign that two ships like the Argo were built. This could be the other one.
|
# ? Dec 14, 2019 01:26 |
|
SirFozzie posted:Wow, I thought it would be before the end of the year.. I didn't expect it today I ended up uninstalling this as I really dislike the janky new mechs that are made from recycled art (or just re-sized existing mechs). Are there any good balance/gameplay mods that don't add jank?
|
# ? Dec 14, 2019 02:26 |
|
Sometimes the game throws 3 lances of assaults at you at the same time. Other times, the game drops a King Crab all alone in the middle of a map with almost no armor for you to headcap and take home.
|
# ? Dec 14, 2019 02:37 |
|
Warmachine posted:Sometimes the game throws 3 lances of assaults at you at the same time. For sale a King Crab, never supported
|
# ? Dec 14, 2019 02:41 |
|
NoNotTheMindProbe posted:I ended up uninstalling this as I really dislike the janky new mechs that are made from recycled art (or just re-sized existing mechs). Are there any good balance/gameplay mods that don't add jank? I guess you could just try to identify some of the component mods and grab them a la carte, but as far as art jank in large-scope overhauls go BT Expanded CE probably has the least of it. Guess how many different mechs the King Crab model fills in for in Roguetech, for example.
|
# ? Dec 14, 2019 04:15 |
|
PoptartsNinja posted:I am fairly certain the Black Market invite doesn't pop up until you have Mechbay 2, I can't confirm that pirates won't offer you access if you bottom out their bar (I think they won't) but I know even if they hate you a lot they'll still make the offer (at a greatly increased fee, of course). I push for Mechbay 2 hard in the early game now. I've gotten Black Market invites on the very first month without having Mechbay 2. in fact, my current run is kind of absurd because I'm only on my third planet and half my 'Mechs are totting +++ Ultra ACs and LBXs with damage up, recoil reductions, tonnage reductions, and other really nifty things. I even recently got an Orion off an Assassinate mission that I managed to pop the pilot out of because of all my ridiculous shotguns.
|
# ? Dec 14, 2019 12:49 |
|
Just got the Bull Shark finally, and the game's backstory for it was pretty interesting. It also kinda justifies why you pretty much need Clantech to even come close to recreating it on Megamek. Have there been new Mechs introduced in other battletech/mechwarrior games that never made it into an official TRO?
|
# ? Dec 14, 2019 14:20 |
|
I wanna say a lot of the stuff from Mech Assault never got any official stats (because it's ridiculous)?
|
# ? Dec 14, 2019 14:37 |
|
I know that MW4 MekTek added some homebrew Mechs, and some of them made the jump over to canon, but I'm not sure if there are any that didn't.
|
# ? Dec 14, 2019 14:38 |
|
DatonKallandor posted:I wanna say a lot of the stuff from Mech Assault never got any official stats (because it's ridiculous)? I enjoyed kneecapping atlases with the uziel with double gauss rifles
|
# ? Dec 14, 2019 16:05 |
|
Isn't the MW4 Hellspawn completely different from the tabletop Hellspawn? That would sort of count, I think.
|
# ? Dec 14, 2019 16:14 |
|
Sky Shadowing posted:I know that MW4 MekTek added some homebrew Mechs, and some of them made the jump over to canon, but I'm not sure if there are any that didn't. Mektek added like 50 homebrew mechs, only 2 got made official that i know of
|
# ? Dec 14, 2019 16:23 |
|
Yeah, I think it was only the Omen/Deimos that got in. Most of them remain non-canon.
|
# ? Dec 14, 2019 16:32 |
|
So, I found a U/AC2++ with +damage and -tonnage, making it deal 35 and weigh only 5 tons, so now my Phoenix Hawk is a long distance jumpy rear end in a top hat who skirts around the edge of the battlefield pumping out 42x2 shots, it's great.
|
# ? Dec 14, 2019 16:38 |
|
Q_res posted:Isn't the MW4 Hellspawn completely different from the tabletop Hellspawn? That would sort of count, I think. The MW4 Thanatos is completely different, but I think the Hellspawn is close, if not the same
|
# ? Dec 14, 2019 16:40 |
|
Rorahusky posted:So, I found a U/AC2++ with +damage and -tonnage, making it deal 35 and weigh only 5 tons, so now my Phoenix Hawk is a long distance jumpy rear end in a top hat who skirts around the edge of the battlefield pumping out 42x2 shots, it's great. Yeah the greatest asset of the new lbx and ultras is making them do double the damage of the regular ACs for the same weight. If the ac5 was doing the lbx5s damage it would actually be worth taking sometimes
|
# ? Dec 14, 2019 16:45 |
|
Rorahusky posted:So, I found a U/AC2++ with +damage and -tonnage, making it deal 35 and weigh only 5 tons, so now my Phoenix Hawk is a long distance jumpy rear end in a top hat who skirts around the edge of the battlefield pumping out 42x2 shots, it's great. I allied with Davion and now I have an Annhilator with 4 (soon to be five) UAC5++, and a King Crab with 2 UAC20++ The crab alone can core anything through the front armor with a single called shot. And the sound effects are so satisfying.
|
# ? Dec 14, 2019 17:15 |
|
COIL-L is immensely satisfying.
|
# ? Dec 14, 2019 18:10 |
|
MWO has a couple of non-canon mechs like the Roughneck IIRC?
Azran fucked around with this message at 18:30 on Dec 14, 2019 |
# ? Dec 14, 2019 18:19 |
|
Azran posted:MWO has a couple of non-canons mechs like the Roughneck IIRC? Yeah 3 or 4
|
# ? Dec 14, 2019 18:21 |
|
I was about to argue that the Roughneck was canon when I realized it was canon only in PTN-verse. I fired up MCG Darkest Hours for old times' sake, and now I hope the HBS game (or any sequels) gets reworked into an RTS.
|
# ? Dec 14, 2019 18:26 |
There's way more custom difficulty settings than last time I played (I think? or maybe I just missed them), and I'd love to hear some opinions on what works for you. I was thinking something like this for a run at the campaign that's a little more dangerous but also a little more generous, without going all hardcore and poo poo. Opinions?
|
|
# ? Dec 14, 2019 18:51 |
|
anakha posted:I was about to argue that the Roughneck was canon when I realized it was canon only in PTN-verse. I call your RTS and raise you “whatever pseudo RTS/looter RPG-lite/whatever Dawn of War 2 was.”
|
# ? Dec 14, 2019 19:03 |
|
CommunityEdition posted:I call your RTS and raise you “whatever pseudo RTS/looter RPG-lite/whatever Dawn of War 2 was.” The best game.
|
# ? Dec 14, 2019 19:29 |
|
NoNotTheMindProbe posted:I ended up uninstalling this as I really dislike the janky new mechs that are made from recycled art (or just re-sized existing mechs). Are there any good balance/gameplay mods that don't add jank? The only two complete package mods are Roguetech & Extended, anything else and you're on your own for adding bits together from smaller mod parts. If you just want more mechs to show up in missions so you're not seeing the same stuff all the time, JK Variants has a zillion additional variations on the mechs that are already in the game. Black Griffon posted:I was thinking something like this for a run at the campaign that's a little more dangerous but also a little more generous, without going all hardcore and poo poo. Opinions? Push up the # of mech parts needed for assembly. It's a good overall change that makes cheesy headcapping a bit less tempting and balances the cash vs salvage decision a bit more. With generous salvage you'll be rolling in mechs anyways. Mech destruction is rarely dangerous unless you're fielding stock 2Ds or otherwise stripping armor. I've had CT in low structure a handful of times, but don't think more than 1 get cored by CT loss. (Of course, when playing the game before that was an option it wasn't as memorable.) And I don't even max armor on all mechs! Like, if you actually needed extra salvage to compensate for mechs lost in battle there's something very wrong with your mechs or tactics.
|
# ? Dec 14, 2019 19:50 |
So is mech destruction interesting, to put it that way? And other than that, up parts required to uuuh 5 and keep the rest as it is?
|
|
# ? Dec 14, 2019 19:57 |
|
|
# ? May 28, 2024 12:03 |
|
Mech Destruction makes the Eject button something you'll actually have to use at some point and can sometimes leave you in a situation of activating and using a Mech you might otherwise never actually use. So I think it makes it interesting. Also I like 4 pieces to make a Mech because it means double-legging something gives you half a Mech, but I've never played with Generous Salvage either.
|
# ? Dec 14, 2019 20:45 |