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RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Fauxtool posted:

davion for unlimited UAC+++

Draconis Combine until you buy all the snub ppc ++s you could ever want then do the FP and instantly sever

Also, gently caress, I forgot to do the FP before severing

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Plek
Jul 30, 2009
First mission of a new career; a pair of enemy assaults are fighting so I have to kill them. I now have a Zeus.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Last time I played this was shortly after release, around the time json edits were coming out to skip the interminable animation wait times

Game's become better in innumerable ways since, I'm sure, so what hasn't gotten better (or even become worse)? Come forth with your gripes!

Klyith
Aug 3, 2007

GBS Pledge Week

Ciaphas posted:

Game's become better in innumerable ways since, I'm sure, so what hasn't gotten better (or even become worse)? Come forth with your gripes!

load times are still bad

there are bugs they've never fixed despite being well known in the community -- escorts getting stuck, or the loading-LOS one (if you save mid-mission, loading the save gives the AI permanent vision on all your mechs). I can kinda see the escort one being very hard to pin down and fix, but some other stuff should not be.

pilot abilities are still poorly balanced even after the redesign

Pornographic Memory
Dec 17, 2008

Ciaphas posted:

Last time I played this was shortly after release, around the time json edits were coming out to skip the interminable animation wait times

Game's become better in innumerable ways since, I'm sure, so what hasn't gotten better (or even become worse)? Come forth with your gripes!

balance kind of sucks because heavy metal power creeped so much poo poo. all the OP stuff from heavy metal is fun as hell, don't get me wrong, but there's basically no reason to use a vanilla AC or PPC (though at least PPCs are good on warhammers and only need a heat fix), and the quirks on heavy metal mechs make a lot of the comparable base mechs obsolete. i don't even want them nerfed i just wish they could do something for the old mechs to make them fun and interesting like the marauder and warhammer are

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
There was already basically no reason to use the PPC or a vanilla AC besides the AC20, and the new mechs aren't obsoleting anything that didn't already suck.

People keep having these really strange reactions to finally having something good to put in the Ballistic slots on mechs, and something good on Energy that isn't a laser.

Eej
Jun 17, 2007

HEAVYARMS

Organ Fiend posted:

You've reached the end game. Nothing left to do but run up the score.

Battletech storylines would be vastly improved if major military campaigns were influenced by established merc companies dropping assault lances in random hot spots to run up the score before their commander retired

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Eej posted:

Battletech storylines would be vastly improved if major military campaigns were influenced by established merc companies dropping assault lances in random hot spots to run up the score before their commander retired

There's already the "remind these old Mechwarriors that the war is over for them, too" mission.

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."

Conspiratiorist posted:

There was already basically no reason to use the PPC or a vanilla AC besides the AC20, and the new mechs aren't obsoleting anything that didn't already suck.

People keep having these really strange reactions to finally having something good to put in the Ballistic slots on mechs, and something good on Energy that isn't a laser.

The problem is that if you just add new stuff instead of balancing the old stuff you screw the AI. They don't get to use all those fancy good ballistics and non-ML energy weapons. They're stuck with regular ACs and PPCs. So to compensate they throw even more crap mechs at you in 4v8s and 4v12s, which is the least fun part of the game.

Black Griffon
Mar 12, 2005

Now, in the quantum moment before the closure, when all become one. One moment left. One point of space and time.

I know who you are. You are destiny.


I'm enjoying how 4 part mechs makes me consider lethal options over salvage efficient options all of the time. I always felt that a merc company would prioritize eliminating targets over a gamey system of mech retrieval, and now I get to be the deadly torrent of depleted uranium I want to be.

Warmachine
Jan 30, 2012



Black Griffon posted:

I'm enjoying how 4 part mechs makes me consider lethal options over salvage efficient options all of the time. I always felt that a merc company would prioritize eliminating targets over a gamey system of mech retrieval, and now I get to be the deadly torrent of depleted uranium I want to be.

I've already started doing this in my 3-part game, but I'm well into the endgame now and have my final lance built. "I could try to head/kneecap for more money, or I could just blow through the CT with 2x UAC20s and move on to the next objective."

One cored mech later...

Cyrano4747
Sep 25, 2006

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

DatonKallandor posted:

The problem is that if you just add new stuff instead of balancing the old stuff you screw the AI. They don't get to use all those fancy good ballistics and non-ML energy weapons. They're stuck with regular ACs and PPCs. So to compensate they throw even more crap mechs at you in 4v8s and 4v12s, which is the least fun part of the game.

Speaking of which are there any mods that do this? Give the AI some of the poo poo we get? I imagine maybe in one of the ones that adds a bunch of varients.

sean10mm
Jun 29, 2005

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

Cyrano4747 posted:

Speaking of which are there any mods that do this? Give the AI some of the poo poo we get? I imagine maybe in one of the ones that adds a bunch of varients.

Last I looked variant mods just add tabletop variants that are often as sub optimal as the stock loadout.

Klyith
Aug 3, 2007

GBS Pledge Week
Yeah, that would be another thing that I'd add to my list of gripes: HBS should have added in a method for the AI to get upgraded equipment. Especially when they decided heavy metal would be the DLC for cool new powercreep stuff and lostech being easily purchasable.

Like count up how many items on the player lance have the lostech tag, and for each one upgrade a random piece of opponent equipment to a plus variant.


Cyrano4747 posted:

Speaking of which are there any mods that do this? Give the AI some of the poo poo we get? I imagine maybe in one of the ones that adds a bunch of varients.

Afaik only kinda? The Extended Commanders Edition has mechs showing up with UACs & LBXes, when you get to 3050.

But again what it really needs is to be reactive to the player's state.

Cyrano4747
Sep 25, 2006

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

sean10mm posted:

Last I looked variant mods just add tabletop variants that are often as sub optimal as the stock loadout.

Yeah I’m fine with that. Just want to see more lbx etc on the field instead of only in my hands.

Klyith
Aug 3, 2007

GBS Pledge Week

Cyrano4747 posted:

Yeah I’m fine with that. Just want to see more lbx etc on the field instead of only in my hands.

The basic problem is that as soon as you see stock "classic TT" models with LBXes and other lostech guns, you also get XL engines showing up everywhere. This game doesn't handle XL engines without going full MechEngineer and that way lies RogueTech.

So it's hard to preserve the vanilla HBS clean feel and also add in TT 3050 mechs without weird compromises.

Cyrano4747
Sep 25, 2006

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

There’s a bunch of poo poo in the 3050 TRO that has losttech without XL. Lots of updates of old designs to make old mechs at least a little competitive. WHM-7M has DHS and ERPPC in a std engine for example. HBK with DHS and a sPLS too off the top of my head.

You’re right that getting into XL territory gets problematic but there are other options.

Bubbacub
Apr 17, 2001

It's so easy to end up loathed by a faction, I feel like the game is missing a mission that pops up with another mercenary unit trying to hunt you down. That'd be a good opportunity to fight some optimized builds with upgraded gear without getting too wonky with the timeline poo poo.

Carcer
Aug 7, 2010

Bubbacub posted:

It's so easy to end up loathed by a faction, I feel like the game is missing a mission that pops up with another mercenary unit trying to hunt you down. That'd be a good opportunity to fight some optimized builds with upgraded gear without getting too wonky with the timeline poo poo.

Yeah, this is a great idea. Hell I'm not sure if it'd be possible, but facing off against other players lances on high risk/high reward and very clearly signposted missions would also be good for some extra challenge.

Dramicus
Mar 26, 2010
Grimey Drawer
You could just swap out shs for dhs and make most stock builds more viable. It could be a basic way to upgrade the ai and would have almost 100% compatibility.

Cyrano4747
Sep 25, 2006

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

If any of you have access to a TRO 3050 flip through and look for field modifications. Once you have lostech weapons start being made again you start to see a lot of factory kits to upgrade old 3025 tech stock models. Flipping through mine there's one for the urbie that gives it a LBX10, for example.

You also see a bunch that start producing endosteel chassis etc while leaving the engines alone. You can hand wave this with the current game by just creating cheater mech variants with more weapon space. Basically the same way the star league mechs work now. PNT-10K is a good example of this, ES chassis with an ERPPC as a result. (and only 13 standard heat sinks lol). Another good example is the VT-5M, endo steel chassis and a LPL.

The BJ-2 is a flat upgrade. No new engine, no new materials, but DHS allowing for ERLL plus some streak SRM2s. Etc. etc.

All I"m saying is that there are ways to squeeze in these extra variants with the current system and currently in-game tech without majorly changing the system as we have it now. It wouldn't give the opfor player optimized mechs, but you would see some diversity in the weapons on the field.

Black Griffon
Mar 12, 2005

Now, in the quantum moment before the closure, when all become one. One moment left. One point of space and time.

I know who you are. You are destiny.


According to Twitter HBS is looking for new employees, so hopefully all these gripes will be fixed in Battletech 2: Everyone's Invited to Kerensky's Terrible Party.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Looking forward to refusing batchalls and using calshos to honorably decapitate daishis

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."

Cyrano4747 posted:

There’s a bunch of poo poo in the 3050 TRO that has losttech without XL. Lots of updates of old designs to make old mechs at least a little competitive. WHM-7M has DHS and ERPPC in a std engine for example. HBK with DHS and a sPLS too off the top of my head.

You’re right that getting into XL territory gets problematic but there are other options.

The problem is of course than the game isn't balanced for the player having mechs that are just as good as the AI's, it's balanced for the player having much better mechs than the AI. That's why those 1:2 and 1:3 fights are winnable. If you give the AI mechs that are actually good, you'll have to rebalance every mission in the game and reduce the amount of mechs the OpFor gets.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

DatonKallandor posted:

The problem is of course than the game isn't balanced for the player having mechs that are just as good as the AI's, it's balanced for the player having much better mechs than the AI. That's why those 1:2 and 1:3 fights are winnable. If you give the AI mechs that are actually good, you'll have to rebalance every mission in the game and reduce the amount of mechs the OpFor gets.

4v12s almost never happen, but if you're routinely losing or taking heavy damage in 4v8s with almost stock builds you need to reconsider what you're doing. It's pretty easy to take out 2 mechs for every one of yours with minimal damage unless you make a real big mistake or it's some gimmick mission like the Raven FP.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Black Griffon posted:

I'm enjoying how 4 part mechs makes me consider lethal options over salvage efficient options all of the time. I always felt that a merc company would prioritize eliminating targets over a gamey system of mech retrieval, and now I get to be the deadly torrent of depleted uranium I want to be.

In tabletop and lore, a contract would stipulate a percentage split of the salvage based on value rather than a specific number of pieces. This meant mercs were still encouraged to avoid excessive damage inflicted on their opposition, because the more they left intact the more they got to keep, and fighting a pile of trash mechs was still worth something because they increased the total value of salvage you were allowed to take good mechs out of. TT also gave you much more room to go broad rather than focusing overwhelmingly on the best four mechs in your possession, and I would have liked to see some of those mechanics translate. There are good reasons not to have a full company on the field at the same time, but in TT you could get around that by having larger commands split up across different assignments and fighting independent battles.

Klyith posted:

load times are still bad

there are bugs they've never fixed despite being well known in the community -- escorts getting stuck, or the loading-LOS one (if you save mid-mission, loading the save gives the AI permanent vision on all your mechs). I can kinda see the escort one being very hard to pin down and fix, but some other stuff should not be.

pilot abilities are still poorly balanced even after the redesign

I'm pretty okay with where pilot abilities ended up. Bulwark is still extremely Too Good, but with the rework that lets Bulwark mechs make interesting decisions in tactical combat it doesn't ruin the game by being mandatory and there's still plenty of room for discussion and diversity around what to do with your other two skills.

The bug / design choice I hate the most is that there's no Victory Check in convoy escorts that automatically ends the mission if you've eliminated the entire opfor, so you still get to spend five minutes of your life going back and coaxing the stuck vehicle into forward motion and then watching it trundle to the extraction point when we could just have Sumire pop up and tell us the scanners are clear or whatever instead.

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!

Klyith posted:

The basic problem is that as soon as you see stock "classic TT" models with LBXes and other lostech guns, you also get XL engines showing up everywhere. This game doesn't handle XL engines without going full MechEngineer and that way lies RogueTech.

So it's hard to preserve the vanilla HBS clean feel and also add in TT 3050 mechs without weird compromises.

There are a lot of 'Mechs in TRO 3050 that are just field refits that don't change the armor, skeleton, or engine of a design. Generally, the only 'Mechs that have XL engines added to them are those that are still being built in a factory somewhere, since trying to squeeze such a fat engine into a Battlemech after the fact is a gigantic pain in the rear end. Likewise with Endo Steel, since in order to upgrade it, you need to literally dismantle the 'Mech and rebuild it with its now extra light bones.

As for the field refits, most of those are a case of 'Lets slap on some FF armor so we can swap out this weapon with its more advanced variant', which is something you can do in your average Mechbay in a day.

Ya gotta remember, in the era of the Clan Invasion, the Inner Sphere was in a full blown panic and was just slapping Lostech weapons on whatever frames they could so they could get them onto the field.

Taerkar
Dec 7, 2002

kind of into it, really

IIRC the refit kits could change the engine to an XL as it wasn't the core but rather the shielding equipment around the core that was being replaced. Armor could be swapped out for FF but ES was a no for field refits. Heatsinks could only be changed if the engine was changed.

Horace Kinch
Aug 15, 2007

Leaked Battletech 2 trailer: https://www.youtube.com/watch?v=A-_-8D8R4CU

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Does the Warhammer +20% damage for energy weapons synergise with the Snub PPC?

Because with a +damage model that's 5*30 damage per cluster, and if so I'm going to open palm-slam the reinstall button and grind out a pimp squad of 4 2*snub Warhammers that I will use to sandblast the entire Inner Sphere into a souplike homogenate.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

quote:

Does the Warhammer +20% damage for energy weapons synergise with the Snub PPC?

Because with a +damage model that's 5*30 damage per cluster, and if so I'm going to open palm-slam the reinstall button and grind out a pimp squad of 4 2*snub Warhammers that I will use to sandblast the entire Inner Sphere into a souplike homogenate.

It does :getin:

The mechlab doesn't seem to reflect it though

Cyrano4747
Sep 25, 2006

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

RBA Starblade posted:

4v12s almost never happen, but if you're routinely losing or taking heavy damage in 4v8s with almost stock builds you need to reconsider what you're doing. It's pretty easy to take out 2 mechs for every one of yours with minimal damage unless you make a real big mistake or it's some gimmick mission like the Raven FP.

Yeah, the real weakness isn't the builds so much as it's the fact that the AI is never going to be a match for a human player.

Seconding that you should be able to do 4v8 missions with stock builds. Note that this doesn't mean 4v8 simultaneously. Map control and maneuvering so your'e not taking 8 mechs worth of fire at once is half of it.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Mission balance is already based on star ratings, so you can do things like declare that your upgraded blackjack is on par with a stock thunderbolt and things will all work out.

Actually, that would have the nice side effect of having mediums and heavies still show up at the end game instead of 5*s being All Assaults All The Time.

Klyith
Aug 3, 2007

GBS Pledge Week

Voyager I posted:

I'm pretty okay with where pilot abilities ended up. Bulwark is still extremely Too Good, but with the rework that lets Bulwark mechs make interesting decisions in tactical combat it doesn't ruin the game by being mandatory and there's still plenty of room for discussion and diversity around what to do with your other two skills.

I just have a particular gripe about the skills because they spent time coming up with a redesign and still didn't get it particularly right.

Old Bulwark wasn't *mandatory* on every pilot unless you play like Conspiratorialist. I had it on about half. By comparison I find new bulwark is way more mandatory because without it damage reduction is extremely weak and vigilance is crap. It improved the game to not have a skill that encouraged standing in one place like a statue, but it made build diversity worse.

And if you want a skill that's extremely Too Good, coolant vent is my choice. The AI doesn't know how to use it so it's equal to old bulwark as far as crazy advantageous to the player.


Jabor posted:

Mission balance is already based on star ratings, so you can do things like declare that your upgraded blackjack is on par with a stock thunderbolt and things will all work out.

Actually, that would have the nice side effect of having mediums and heavies still show up at the end game instead of 5*s being All Assaults All The Time.

Hey, that's a pretty good idea and would work! You can violate tonnage limits on the AI mechs if you feel like, so you could even have them based on a chassis that doesn't have crazy free space. So after the player salvages it these super-mechs are not just another level of power creep. (Yang can salvage the mech parts, but can't fix the advanced weight-saving parts without using a lot of plain heavy steel to weld things back together.)

Black Griffon
Mar 12, 2005

Now, in the quantum moment before the closure, when all become one. One moment left. One point of space and time.

I know who you are. You are destiny.


Voyager I posted:

In tabletop and lore, a contract would stipulate a percentage split of the salvage based on value rather than a specific number of pieces. This meant mercs were still encouraged to avoid excessive damage inflicted on their opposition, because the more they left intact the more they got to keep, and fighting a pile of trash mechs was still worth something because they increased the total value of salvage you were allowed to take good mechs out of. TT also gave you much more room to go broad rather than focusing overwhelmingly on the best four mechs in your possession, and I would have liked to see some of those mechanics translate. There are good reasons not to have a full company on the field at the same time, but in TT you could get around that by having larger commands split up across different assignments and fighting independent battles.

Yeah, if tonnage wasn't just a kind of a linnear progression having a full stable of all kinds of mechs would be way cooler. I've had a lot of fun building ultra deadly starter mechs (in the endgame last time I played), but it's never encouraged.

Cyrano4747
Sep 25, 2006

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

Klyith posted:


And if you want a skill that's extremely Too Good, coolant vent is my choice. The AI doesn't know how to use it so it's equal to old bulwark as far as crazy advantageous to the player.


They might have tweaked this in recent patches. I've had a few run ins where the AI used it intelligently. Two particularly nasty ones leap to mind - a Warhammer and a Stalker - and both of them waited until they were at max heat, vented, and then started alpha'ing again.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Klyith posted:

I just have a particular gripe about the skills because they spent time coming up with a redesign and still didn't get it particularly right.

Old Bulwark wasn't *mandatory* on every pilot unless you play like Conspiratorialist. I had it on about half. By comparison I find new bulwark is way more mandatory because without it damage reduction is extremely weak and vigilance is crap. It improved the game to not have a skill that encouraged standing in one place like a statue, but it made build diversity worse.

And if you want a skill that's extremely Too Good, coolant vent is my choice. The AI doesn't know how to use it so it's equal to old bulwark as far as crazy advantageous to the player.

Yeah, before I had a good mix of builds, now I just have two. I basically don't take breaching shot anymore either. Coolant Vent is absurdly powerful. I've never seen an AI pilot use it.

Black Griffon
Mar 12, 2005

Now, in the quantum moment before the closure, when all become one. One moment left. One point of space and time.

I know who you are. You are destiny.


First convoy I attempt in this career run and in a year or so is fatally bugged. Checks out!!

TotalLossBrain
Oct 20, 2010

Hier graben!
weird. I got nearly 300 hours on both Windows and Linux versions without ever encountering this convoy bug.

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The Last Call
Sep 9, 2011

Rehabilitating sinner
I have 207 hours, I have yet to see it myself or any crashes. The worse I had were all purple mechs near the launch of the game and various items from the game like light fixtures or parts of buildings taking off like a rocket instead of falling to the ground though thats rare.

I have seen a PPC energy graphic existing on some terrain on occasion as if that had been hit but failed to go away.

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