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sean10mm
Jun 29, 2005

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

And Tyler Too! posted:

My Christmas wishlist is 2x Gauss++ (if they exist), and an Atlas 2, so I can build a "not Fafnir."

They definitely do! I just put one on my Marauder.

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Klyith
Aug 3, 2007

GBS Pledge Week

Black Griffon posted:

Also, I suck at managing aggro, so unless I get better at that I'm probably gonna have to increase armor in general like others in the thread mentioned.

The one "trick" to know is that the AI units like to shoot back at the guy who shot them most recently. Early career multi-target is for stripping evasive pips, late game it's a taunt. So if you have a mech that's in bad shape be careful who you take potshots at.

After that the AI generally makes sane decisions about target selection. It shoots the mech it can do the most damage to, and also the mech with the most firepower. So a lot of managing aggro is making a mech an unappealing target (with evasion, initiative, and positioning) if you're trying to protect it. Or bait them into attacking someone with fresh armor.


the yeti posted:

I assume the enemy lance changes with tonnage since besides the refit the only thing I did was take out 4 tuned up mediums instead of dragging a Jager along.
Nope, enemy selection in normal missions is totally disconnected from your team. You can take four assaults to a 1 skull mission and you get lights to stomp on. What happened the first time was you rolled a 1/100 chance to have a pair of heavies show up. A 2.5 skull mission can have a "small" lance -- where small means 3 mechs instead of 4 -- that calls in a light, med, & heavy. You got two of them. Then you rolled something even less likely that both heavies were catapults. Invest in lottery tickets.

the yeti posted:

Edit edit- Here's my medium lance + a jager if anyone wants to offer input; I tried to base it more or less on what I was seeing in the thread.
https://imgur.com/a/bn6Kpke

Centurion & Jager with 100% rear armor is bad, they don't need it because the Cent is fire-support and the Jager loadout is what I call in my teams a midfielder. IE not a tank brawler but can close to finish stuff off. (I start to go lighter on rear armor with midfielders, and cheat harder with the fire support snipers.) The centurion needs more LRMs. Also LRM10s are the worst LRM. Two 10s is 10 tons and 20 heat, a 15+5 is 9 tons and 21 heat, one 20 is 10 tons and 18 heat.

Everything else is ok, if you are having trouble being effective with those MLA+SRM brawlers remember that you want side shots or called shots to concentrate damage.

Are you playing with the difficulty mode that you don't get any upgraded weapons? If so cool, but that's IMO one of the harder options to turn on.

TotalLossBrain
Oct 20, 2010

Hier graben!

And Tyler Too! posted:

My Christmas wishlist is 2x Gauss++ (if they exist), and an Atlas 2, so I can build a "not Fafnir."

They exist. I have three of them.

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!

ded posted:

Breaking the game via scrolling damage numbers that never stop.




735 damage, with jumpjets.

:psyduck:

Looks a lot like my own Annihilator, except I ran double ERPPC++s that had +10 damage and -1 ton, and had to swap out some DHS for the regular versions because all my other 'Mechs needed them more. Even with jumping and Alpha Strikes I only needed to cut out the ERPPC fire every third round to cool off.

the yeti
Mar 29, 2008

memento disco



Klyith posted:

Nope, enemy selection in normal missions is totally disconnected from your team. You can take four assaults to a 1 skull mission and you get lights to stomp on. What happened the first time was you rolled a 1/100 chance to have a pair of heavies show up. A 2.5 skull mission can have a "small" lance -- where small means 3 mechs instead of 4 -- that calls in a light, med, & heavy. You got two of them. Then you rolled something even less likely that both heavies were catapults. Invest in lottery tickets.

Well I'll be goddamned. I was salivating over one cat, but two plus the rest ruined me

Klyith posted:

Centurion & Jager with 100% rear armor is bad, they don't need it because the Cent is fire-support and the Jager loadout is what I call in my teams a midfielder. IE not a tank brawler but can close to finish stuff off. (I start to go lighter on rear armor with midfielders, and cheat harder with the fire support snipers.) The centurion needs more LRMs. Also LRM10s are the worst LRM. Two 10s is 10 tons and 20 heat, a 15+5 is 9 tons and 21 heat, one 20 is 10 tons and 18 heat.

Everything else is ok, if you are having trouble being effective with those MLA+SRM brawlers remember that you want side shots or called shots to concentrate damage.

I think I fixed the back armor thing with those mechs some time after posting but I"ll go back and check. I do need to either shop more or do different missions because 10's are the biggest LRMs I have right now.

Klyith posted:

Are you playing with the difficulty mode that you don't get any upgraded weapons? If so cool, but that's IMO one of the harder options to turn on.

No difficulty change, just tbh I'm being really careful about taking harder missions til I'm more practiced because I got bodied the first time I picked the game up :shobon: I have a couple + MLas's and that's it.


Also I just pilot-jello'd my way into a WHM-7D :black101: It comes with a damage buff to energy weapons so I'm assuming I need to turn it into a LLas boat unless I completely redo its configuration.

Pornographic Memory
Dec 17, 2008

And Tyler Too! posted:

My Christmas wishlist is 2x Gauss++ (if they exist), and an Atlas 2, so I can build a "not Fafnir."

If you can settle for just a Gauss+ you still save two tons. I put four on my Annihilator and it was pretty hilarious, though ammo sometimes runs a bit low with only one ton per gun.

Cyrano4747
Sep 25, 2006

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

Rorahusky posted:

Looks a lot like my own Annihilator, except I ran double ERPPC++s that had +10 damage and -1 ton, and had to swap out some DHS for the regular versions because all my other 'Mechs needed them more. Even with jumping and Alpha Strikes I only needed to cut out the ERPPC fire every third round to cool off.

My preferred Annihilator build right now is 3 UAC2++ and 2 UAC20++. Stick a pilot with max gunnery in and the recoil problem isn't that huge. 828 damage alpha assuming everything lands. If you use called shot you can pretty much guarantee that it all does. 4 DHS and 7 regular. I could add more DHS to make it run cooler, or reduce the number of single heatsinks to add more ammo. Right now it has 6 tons of 20 and 2 tons of 2. It basically never runs out of ammo as it is though. The one major change I'd make is swapping the singles for doubles, cutting the total number of HS, and adding a +++ targeting module to it. Or could do JJs instead I guess. I don't find I need them with it. Armor is about 80% of max on everything but the head.

It's loving gross. If you get a side shot at an assault you'll bore through and kill the CT. Obviously anything you focus fire the CT just evaporates. If you just shoot straight on you're going to blow off limbs and torsos everywhere and just wreck it. The AC2s give it a long range zero heat alpha of 252 which is great for blowing up annoying turrets or whatever.

edit: gently caress it, picture and a thousand words etc:

socialsecurity
Aug 30, 2003

Got this on the latest sale and liking so far but wtf is up with escort missions, I've done 3 now and all 3 have broken. It seems there's always some narrow pass and one car will try a different path and just sit there, I've tried walking away and back, I've tried blocking its path then unblocking again. I can't seem to just blow the thing up either, am I doing something wrong or is this a bug that has somehow still existed through like 3 DLCs.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
The pathfinding for vehicles is kinda poo poo in general.

If you get too far ahead and they stop that's not a bug. You need someone to stay near the convoy and sort of herd it.

If a vehicle just refuses to move at all no matter what it's a bug that does come up randomly and was never fixed.

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.


If you're not playing Ironman, keep separate saves when you feel inclined to do convoys. Occasionally you can roll back to where a vehicle will choose a different path, or you can block the doomed path.

Ravenfood
Nov 4, 2011

Pornographic Memory posted:

If you can settle for just a Gauss+ you still save two tons. I put four on my Annihilator and it was pretty hilarious, though ammo sometimes runs a bit low with only one ton per gun.

The Gauss ++ is the same as the Gauss + in terms of tonnage. It only gains a reduction of 3 critical slots iirc, so isn't much better. I rarely feel pressed for physical space in mechs unless I'm just going ham with DHSs, and those are less necessary if you're going Gauss heavy.

Taerkar
Dec 7, 2002

kind of into it, really

I consider 10 shots per weapon to be minimum with a skewing towards more ammo for longer ranged weapons.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Two UAC20++ on my King Crab are hilarious, but also bad for salvage since for every 120 damage hit to the head on a called shot you're doing up to 360 damage everywhere else lmao

TotalLossBrain
Oct 20, 2010

Hier graben!

Ravenfood posted:

The Gauss ++ is the same as the Gauss + in terms of tonnage. It only gains a reduction of 3 critical slots iirc, so isn't much better. I rarely feel pressed for physical space in mechs unless I'm just going ham with DHSs, and those are less necessary if you're going Gauss heavy.

I've only ever found the regular and ++ versions, never just the single +.

sean10mm posted:

Two UAC20++ on my King Crab are hilarious, but also bad for salvage since for every 120 damage hit to the head on a called shot you're doing up to 360 damage everywhere else lmao

I also run a couple of KC's with dual UAC20++ and if I am after salvage or running a pilot who doesn't have great recoil buffs, I alternate between the two cannons. Less damage and no penalty at firing time.

S.J.
May 19, 2008

Just who the hell do you think we are?

So I haven't touched this since a couple weeks after the initial releases, I'd like to assume all the DLC is worth picking up?

TotalLossBrain
Oct 20, 2010

Hier graben!

S.J. posted:

So I haven't touched this since a couple weeks after the initial releases, I'd like to assume all the DLC is worth picking up?

I wouldn't pay full price for it (primarily because there are always sales going on) but yes - all three paid DLC packages are great imo.

Klyith
Aug 3, 2007

GBS Pledge Week

S.J. posted:

So I haven't touched this since a couple weeks after the initial releases, I'd like to assume all the DLC is worth picking up?

All 3 DLCs have something worth getting. The full $60 price tag is kinda dumb and overpriced, but I guess everyone sets prices based on steam sales these days. The $33 it's on steam for now is a good price.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Since I'm stomping around in Assaults again now I thought I'd go back and do something fun since the custom career modes keep giving me Vindicators and Commandos (please stop) - beat the campaign in as few days as possible.

I'm playing on hard enemy force strength, ironman, lethality, and seeing just how quickly I can beat the last mission. It should be an interesting challenge since it'd leave me undergunned pretty regularly! It also makes the Highlander and Centurion you get extra valuable since I won't have time to build up. It's not really a speed run per se but I think I could beat it in an ingame year, but I forget if you have to wait for priority missions.

If anyone wants to try along at home, post your days/times to completion!

e: I took a week off right after the tutorial to install a +10 dmg AC20+ on the shadow hawk lol

RBA Starblade fucked around with this message at 01:42 on Dec 26, 2019

Cease to Hope
Dec 12, 2011

sean10mm posted:

Two UAC20++ on my King Crab are hilarious, but also bad for salvage since for every 120 damage hit to the head on a called shot you're doing up to 360 damage everywhere else lmao

This only matters if you're playing with salvage mods. Without mods, your salvage is always based on how you kill the mech, not how many sections are left when you kill it. A headshot or pilot kill is three parts, a leg kill is two, and a CT kill is one.

Booley
Apr 25, 2010
I CAN BARELY MAKE IT A WEEK WITHOUT ACTING LIKE AN ASSHOLE
Grimey Drawer

Cease to Hope posted:

This only matters if you're playing with salvage mods. Without mods, your salvage is always based on how you kill the mech, not how many sections are left when you kill it. A headshot or pilot kill is three parts, a leg kill is two, and a CT kill is one.

But if you want to get some of the guns off it blowing them up is counterproductive

TotalLossBrain
Oct 20, 2010

Hier graben!

Booley posted:

But if you want to get some of the guns off it blowing them up is counterproductive

Then again, you should be playing with Empty Mechs enabled

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

TotalLossBrain posted:

Then again, you should be playing with Empty Mechs enabled

Empty Mechs doesn't affect whether guns drop to be available for salvage.

TotalLossBrain
Oct 20, 2010

Hier graben!

Jabor posted:

Empty Mechs doesn't affect whether guns drop to be available for salvage.

I did not know this. Thanks!

Cyrano4747
Sep 25, 2006

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

SOmeone who knows the mechanics better than I do correct me, but I'm pretty sure salvage is semi-random based on the initial loadouts of poo poo on the map. I know I've gutted hunchbacks before (like . . . total torso destruction, just a pair of steaming legs left on the field) and gotten an AC20 out of it.

The available salvage seems to reflect what was brought against you, but not what actually was destroyed or not in combat.

the yeti
Mar 29, 2008

memento disco



That scans to me cause any mission I’ve run with SRM carriers always has approximately eighty SRM6 up for salvage.

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.


Yeah I've had games where there would be no reasonable amount of salvage left after dis-arming and coring absolutely everything in sight, and there's still lots guns on the post game screen.

Norton the First
Dec 4, 2018

by Fluffdaddy

the yeti posted:

That scans to me cause any mission I’ve run with SRM carriers always has approximately eighty SRM6 up for salvage.

I've read that tanks don't have locational loadouts and will always drop whatever they have.

Organ Fiend
May 21, 2007

custom title

Cyrano4747 posted:

SOmeone who knows the mechanics better than I do correct me, but I'm pretty sure salvage is semi-random based on the initial loadouts of poo poo on the map. I know I've gutted hunchbacks before (like . . . total torso destruction, just a pair of steaming legs left on the field) and gotten an AC20 out of it.

The available salvage seems to reflect what was brought against you, but not what actually was destroyed or not in combat.

Rarity is randomized, but the pool of weapons and equipment available is definitely determined by what is and is not destroyed.

For example, I had an assassination mission where I popped an Orion and bailed. I was trying to salvage it, so I destroyed both side torsos and a leg. Didn't fight the escorts. All that was available for salvage wad the 3 Orion parts.

Similarly, when you fight a bunch of demolishers and shrecks you salvage a pile of AC20s and PPCs because those are in the turrets and generally you kill them by going through a body section.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Lol, LBXs and UACs have turned Gauss Rifles from rare must haves to almost useless for me. They're too heavy!

sean10mm
Jun 29, 2005

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

RBA Starblade posted:

Lol, LBXs and UACs have turned Gauss Rifles from rare must haves to almost useless for me. They're too heavy!

LBX are useless for shooting heads and the UACs are hot and require double the normal weight in ammo.

Plus the -2 ton gauss variants are way more common now.

GHOST_BUTT
Nov 24, 2013

Fun Shoe
Also cannot be understated how cool it is to crit through armor.

Tanith
Jul 17, 2005


Alpha, Beta, Gamma cores
Use them, lose them, salvage more
Kick off the next AI war
In the Persean Sector
I only found one ton of Gauss ammo my entire career. I picked up three ++ rifles in the hopes of getting to field them at some point, but no luck. :(

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!

Tanith posted:

I only found one ton of Gauss ammo my entire career. I picked up three ++ rifles in the hopes of getting to field them at some point, but no luck. :(

Yeah, this was basically me in my Career Mode run. I found exactly one ton of Gauss Rifle ammo in the store, and I ended up speeding through the Star League base story mission just to unlock the Highlander so I could get a second ton of ammo to use with my Gun of Headcap Everything.

(Also for the DHS, which i ended up also buying a bunch of full 2N Griffins from the Black Market just to get more of)

Pornographic Memory
Dec 17, 2008

GHOST_BUTT posted:

Also cannot be understated how cool it is to crit through armor.

Yeah it's sweet when you nail a mech's big gun with a crit through the armor, and even better when you tag one of the CT ammo bins that are so popular on stock loadouts.

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
Just started out and fired up a campaign and got to the main drop ship. Worth doing the campaign or is it better to do careers?

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Gauss ammo and DHS seem quite a bit more common in 1.8. I was starved for it in all my previous playthroughs but now random systems/black markets will have a ton sometimes.

sean10mm
Jun 29, 2005

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

Benagain posted:

Just started out and fired up a campaign and got to the main drop ship. Worth doing the campaign or is it better to do careers?

Campaign for the first playthrough is good because it eases you into the game a bit, and the campaign itself is fine.

If you have the DLC then a ton of content is best accessed in career mode, like all the flashpoint missions. You can play flashpoints after finishing the campaign, but you'll be massively over-leveled for most of them.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

A 2% to hit with an AC20+ just got me a free Kintaro in time for Weldry lmao, I finally get to use one. Behemoth has missed all but two shots with the stupid thing and that was one of the two :v:

Lazyhound
Mar 1, 2004

A squid eating dough in a polyethylene bag is fast and bulbous—got me?
Cram it full of SRMs and jump jets and shotgun everything in the back.

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Klyith
Aug 3, 2007

GBS Pledge Week

Cyrano4747 posted:

SOmeone who knows the mechanics better than I do correct me, but I'm pretty sure salvage is semi-random based on the initial loadouts of poo poo on the map. I know I've gutted hunchbacks before (like . . . total torso destruction, just a pair of steaming legs left on the field) and gotten an AC20 out of it.

The available salvage seems to reflect what was brought against you, but not what actually was destroyed or not in combat.

I'm pretty sure this isn't the case, because otherwise one of the main modders wouldn't have needed to make this mod that keeps arm weapons salvageable if the arm gets popped off by side torso destruction.


OTOH I don't know if destroying a location is guaranteed to destroy all equipment in that location -- your experience with the AC20 and the mod's reason to exist could both be true if there's a roll for survival involved.


Norton the First posted:

I've read that tanks don't have locational loadouts and will always drop whatever they have.

Tanks definitely have locations for weapons assigned in their json files, but that doesn't necessarily mean anything.

I think what may be happening with vehicles is that any location destroyed kills the vehicle. The kill operation happens first and supersedes the location destroyed = equipment destroyed operation. So the SRM carrier blows up and all the SRMs get dropped on the ground, even if you hit it in the front.

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