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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

Cyrano4747 posted:

That’s assuming you’re running heat neutral, which is a dumb way to build mechs. On basically all my assaults I’d rather have six heat sinks or six extra tons to balance between better weapons and sinks.

No, that's assuming you're already running as hot as you want.

Let's say you're dealing ~300 damage with a ~30 heat delta, your front is topped off and you have ammo for 12 combat rounds, and you still have have 6 tons ton spare. What can you do? You could pack 6 heatsinks to bring your heat down to delta 12, or a medium laser and 5 hs to up your damage to 325 and your heat down to 27, or a large laser plus a hs for 340 damage and 45 heat, or

Take 3 jump jets so you can do 120m hops (your normal walking distance is 95m).

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sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
This is all very serious business but mostly I like to jump around.

Also I kind of want to do a DFA with an Annihilator and its whopping 2 jump jets just for the hell of it.

Klyith
Aug 3, 2007

GBS Pledge Week
There are a lot of things I disagree with Conspiratiorist about, but JJs aren't one of them.


I put JJs on everything that can use Standard & Heavy jets (I really like the Battlemaster just for being a decent 85-tonner that can use 1-ton jets). The 90+ ton assaults are a different story, there are builds I've done like a gauss/LRM cyclops that don't have them. But when mechs don't have JJs I get sad. Even when it's a backliner that is never gonna flank anyone.

There are just so many places where even a couple JJs can jump up or down a cliff, or hop around LOS-blocking objects. Not having jump jets means if you get stuck in a terrain disadvantage you can really be stuck.


sean10mm posted:

but mostly I like to jump around.
:hfive:
https://www.youtube.com/watch?v=XhzpxjuwZy0&t=26s

Klyith fucked around with this message at 22:00 on Dec 19, 2019

Warmachine
Jan 30, 2012



I find the 4-6 ton tradeoff to max JJ on the assaults in my current lance to be a poor trade, simply because my Annihilator can engage anything that it can see so long as it isn't obstructed, and my Marauder can jump around to get good positioning/spot for the Annihilator. The Cyclops and King Crab on the other hand just slow boat it, and if things are still alive and kicking when the King Crab gets in range, the 2xUAC20++ ensure that won't last long.

In theory, I could dump the MLAS on my Annihilator for JJ to let it jump to higher positions, but that's trading 100 close range damage to solve a problem that I honestly don't have.

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
Annihilators can't take enough JJs to move faster than they can walk, so it doesn't really matter for them.

GHOST_BUTT
Nov 24, 2013

Fun Shoe

Klyith posted:

There are a lot of things I disagree with Conspiratiorist about, but JJs aren't one of them.

Same but in particular in urban environments, arguably the most fun environments, jump jets are absolutely indispensable.

Warmachine
Jan 30, 2012



Conspiratiorist posted:

Annihilators can't take enough JJs to move faster than they can walk, so it doesn't really matter for them.

It would only be for moving up and down terrain to claim height advantage.

Cardiac
Aug 28, 2012

So started playing this game again after the latest DLC and it is a much funnier game with the added weapons and mechs. Favorite mech at the moment is a Catapult C2 with 2 snub nosed ppcs and 2 srm6 that can alpha strike once every second turn and 2xsrm6 otherwise.

Just got the first assault for the current campaign and it was a cyclops q.
Is the 7 srm6 a feasible build on that one? Cause it seems hilarious.

Stravag
Jun 7, 2009


Beat me to it you fucker

sean10mm posted:

Logically jump jets on 90+ ton assaults aren't worth it... but it always seems like the second I take them off my Highlander or whatever I'm on a map where I can't clear an obstacle or get up on a wooded ridgeline I want to use and gently caress THIS poo poo :argh:

I refuse the very idea of a highlander without JJs. At that point just bring a battlemaster or atlas and be 1000% less cool. When i run mission control 1 JJ minimum is required because the altered spawn points can put you on points where you cant get off without them which immediately cuts yout force by 25%. Even my LRM 70 stalker gets 1 then

Stravag fucked around with this message at 22:14 on Dec 19, 2019

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Conspiratiorist posted:

No, that's assuming you're already running as hot as you want.

Let's say you're dealing ~300 damage with a ~30 heat delta, your front is topped off and you have ammo for 12 combat rounds, and you still have have 6 tons ton spare. What can you do? You could pack 6 heatsinks to bring your heat down to delta 12, or a medium laser and 5 hs to up your damage to 325 and your heat down to 27, or a large laser plus a hs for 340 damage and 45 heat, or

Take 3 jump jets so you can do 120m hops (your normal walking distance is 95m).

Try 450-500 damage at 30-50 delta :smug:

Air conditioners are lostech

Taerkar
Dec 7, 2002

kind of into it, really

JJs on everything made sense when there was the risk a mech would be in a spot where they couldn't move from. Now it's gasp a matter of personal preference as long as you're not being a min-maxer who's long since lost the understanding of what fun actually is.

Stravag
Jun 7, 2009

Why the mitch? The snow leopard was awesome. I know you said something i agree with BUT THERES TURTLE RIGHT THERE STARING AT ME

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Taerkar posted:

JJs on everything made sense when there was the risk a mech would be in a spot where they couldn't move from. Now it's gasp a matter of personal preference as long as you're not being a min-maxer who's long since lost the understanding of what fun actually is.

More snubs


More


More

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

Taerkar posted:

JJs on everything made sense when there was the risk a mech would be in a spot where they couldn't move from. Now it's gasp a matter of personal preference as long as you're not being a min-maxer who's long since lost the understanding of what fun actually is.

Excuse me, are you implying Jump Jets are the loving bees knees?

Your definition of fun is wrong.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
What's the consensus on mounting a +damage snub on the ppc cicada and using it as a flanker. The equivalent of 5 medium lasers every round on something that fast but heat neutral sounds appealing.

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

Breetai posted:

What's the consensus on mounting a +damage snub on the ppc cicada and using it as a flanker. The equivalent of 5 medium lasers every round on something that fast but heat neutral sounds appealing.

Just do it on a Jenner and enjoy better Init and inherent hit defense, or do it on an Assassin and enjoy ignoring 3 evasion.

Both chassis have the same speed and tonnage.

The Last Call
Sep 9, 2011

Rehabilitating sinner
I put jump jets on an Atlas. I apologize for nothing.

It's actually been useful on occasions.

You don't know wonder until you seen one of those majestic metal beast fly.

Stravag
Jun 7, 2009

Flying king crabs looks hilarious and i love it

ded
Oct 27, 2005

Kooler than Jesus
Jump Jets on all mechs lets you do position yourself any drat place you please and is super useful.



~rare mech part~



Thanks Davion.

Taerkar
Dec 7, 2002

kind of into it, really

You can't punch a bot and jump jet in the same turn. Jump Jets are overrated.

Stravag posted:

Why the mitch? The snow leopard was awesome. I know you said something i agree with BUT THERES TURTLE RIGHT THERE STARING AT ME

Someone else thought it was funny. :shrug:

ded
Oct 27, 2005

Kooler than Jesus

Taerkar posted:

You can't punch a bot and jump jet in the same turn. Jump Jets are overrated.



Right. Instead you jump on top of them. It's better.

Warmachine
Jan 30, 2012



ded posted:

Jump Jets on all mechs lets you do position yourself any drat place you please and is super useful.



~rare mech part~



Thanks Davion.

The first time I played through the game, this would have been a true statement. I didn't get a drat Firestarter until I was running heavies around.

I never got a Grasshopper that game...

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

Warmachine posted:

The first time I played through the game, this would have been a true statement. I didn't get a drat Firestarter until I was running heavies around.

I never got a Grasshopper that game...

I went through the whole campaign without seeing a Kintaro other than Kamea's

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Conspiratiorist posted:

That's the thing though: every mech flanks.

Some mechs have weapons on them other than SRMs and Medium Lasers.

Mobility is very valuable but let's not act like 4-6 tons is a trivial concession.

Organ Fiend
May 21, 2007

custom title

Conspiratiorist posted:

1 medium laser + 4 heatsinks = 5 tons

If we're assuming you've already topped out your armor and packed in your meaningful firepower, that's what you're trading off.

You're doing the thing where you make the ML heat neutral while ignoring the heat of the jjs.

GHOST_BUTT
Nov 24, 2013

Fun Shoe

Pattonesque posted:

I went through the whole campaign without seeing a Kintaro other than Kamea's

In 400ish hours I think I have organically completed three (two?) Kintaro chassis.

Lazyhound
Mar 1, 2004

A squid eating dough in a polyethylene bag is fast and bulbous—got me?

TotalLossBrain posted:

with Heavy Metal the Assassin is pretty nice for this even mid-career. It worked pretty well indeed.
With +3 Hit Defence gyro, max Piloting, and 4-5 evasion pips, the AI doesn’t even bother shooting at it.

Plek
Jul 30, 2009
I have not seen a battlemaster yet and I'm actually fairly sure that they don't really exist.


e: No wait, I think there was one in a campaign mission. Maybe.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Not everyone can truly master battle

The Last Call
Sep 9, 2011

Rehabilitating sinner
But do you become the master of battle or does battle become the master of you.

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

Organ Fiend posted:

You're doing the thing where you make the ML heat neutral while ignoring the heat of the jjs.

Fine, then have a LL you sometimes fire vs JJs you sometimes use.

Patrat
Feb 14, 2012

I just remember one really late campaign mission (maybe the last? Or second to last) had a bunch of assault mechs drop right on top of me. poo poo! This is bad!

Wait, they are Banshees. Well carry on then.

FuzzySlippers
Feb 6, 2009

So I got 10-ish hours into the campaign closer to release and I just restarted the campaign to give this another go. Any recommended mods for a noob? I don't know Battletech aside from playing tons of hours of Mechwarrior 2 and MW2 Mercs back in the day so don't necessarily need a hundred new mechs.

The sluggishness of the game drove me crazy before and it looks like they've added a bunch of options. I've turned everything off that adds cinematic camera angles and checked auto combat speedup, but any settings I might've missed that speed up the game? I like seeing the explosions and such, but I'd rather it play like an old strategy game without the camera moving around. Any mods that remove any awkward pauses or speed things up without just fast forwarding absolutely everything?

Cease to Hope
Dec 12, 2011

Conspiratiorist posted:

No, that's assuming you're already running as hot as you want.

how come you offset that ML but not the JJ heat

you're looking at nine tons worth of weight+heat to jump around with an assault reliably. you're not going to jump every turn, so it's not quite a full nine tons, but it's more than six.

The Last Call
Sep 9, 2011

Rehabilitating sinner
The computer has decided it wants Glitch dead. Two battles, two freaking headshots. The first was an accidental hit! They weren't even aiming for her. I refuse to let Glitch die but how do you beat cold unrelenting fury and hatred of a machine. She's piloting an Atlas, she should be safe.

Curse those series of tubes.

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

Cease to Hope posted:

how come you offset that ML but not the JJ heat

you're looking at nine tons worth of weight+heat to jump around with an assault reliably. you're not going to jump every turn, so it's not quite a full nine tons, but it's more than six.

Because the comparison is sustained damage vs an option.

Randallteal
May 7, 2006

The tears of time
I think jump jets are more important on heavies. Late game I get so many kills from jumping behind fools and blasting them from behind. Assault JJs are definitely hard to justify though.

Stravag
Jun 7, 2009

Keltar posted:

The computer has decided it wants Glitch dead. Two battles, two freaking headshots. The first was an accidental hit! They weren't even aiming for her. I refuse to let Glitch die but how do you beat cold unrelenting fury and hatred of a machine. She's piloting an Atlas, she should be safe.

Curse those series of tubes.

Glitch became my dedicated stalker pilot to ensure her awesomeness lived on without threat

Klyith
Aug 3, 2007

GBS Pledge Week
On the rarity of certain mechs (Kintaro, Grasshopper, etc):
Every mech file has tags that determine when it gets picked to show up based on the mission calling for a lance. Basically it's the random version of making a coherent lance, so you don't have 4 blackjacks show up together. Kintaros & Grasshoppers have only the unit_lance_assassin tag which the least often specifically called for. Most of the missions they could show up in are ones that are asking for a random medium or heavy of any type, which means there's a lot of other options.

If you wanted to make them show up more often, you could add unit_lance_tank to their mechdef files. Totally justified because they're tanky for their weight class.


(I suspect the game purposely made them more rare because they're both good high-alpha mechs that can own new players. The first time I tangled with a grasshopper I was still new and running with crappy mediums, and it would have gone badly for me if it hadn't been a hot map and a convoy escort. One turn he decided to cool off by shooting an APC rather than finish off the mech he'd crippled.)

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Improbable Lobster
Jan 6, 2012

"From each according to his ability" said Ares. It sounded like a quotation.
Buglord

Taerkar posted:

You can't punch a bot and jump jet in the same turn. Jump Jets are overrated.

This coward won't death from above

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