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TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



The spawning distance is the main issue I think. You can do a 360 look around before engaging and as soon as you do there’s 4 tanks and a light mech behind you already in firing distance

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aniviron
Sep 11, 2014


Gothsheep posted:

The game could definitely do with a professional level designer putting together actual missions. It has one or two and they're absolutely the high-points of the game for me.

I got into the series (and Battletech in general) with Mechwarrior 4: Mercenaries, and it's a world of difference having actual crafted missions with actual depth and scripted challenges that can expect more or less what the player's strength will be by the time they get there.

Absolutely. The Comstar mission where you are on the abandoned Star League starport was fantastic, as was the refinery map. I can only recall one proc gen mission where I actually thought it was pretty cool, a wide open farm complex in a valley. But a campaign entirely of handmade maps would be... well, pretty much what I wanted out of Mechwarrior.

Ambaire
Sep 4, 2009

by Shine
Oven Wrangler

TK-42-1 posted:

The spawning distance is the main issue I think. You can do a 360 look around before engaging and as soon as you do there’s 4 tanks and a light mech behind you already in firing distance

Mechwarrior 4 had everything powered down and/or out of radar range. It either powered up or approached, and in a few instances you could kill powered down stuff before it powered up.

Did the MW5 devs never play 4? There's just so many lazily implemented 'systems'...

Gothsheep
Apr 22, 2010

aniviron posted:

Absolutely. The Comstar mission where you are on the abandoned Star League starport was fantastic, as was the refinery map. I can only recall one proc gen mission where I actually thought it was pretty cool, a wide open farm complex in a valley. But a campaign entirely of handmade maps would be... well, pretty much what I wanted out of Mechwarrior.

The one that sticks out for me is one of the flashpoint missions where you're killing some generals. The second mission in the set is a Raid. Now, Raid is the only mission type I flatly refuse to take, because Raids are so massively overstuffed with enemies that they are always massively unfun slogs that are about as difficult as the other mission types rated 20 points higher. (And I know the idea is you're supposed to do hit-and-run attacks on the objectives, but I've found that pretty much impossible when the area is basically carpeted with tanks and mechs)

Anyway, I went into this mission dreading it like every Raid, except this one was actually constructed instead of proc genned, and my god, the terrain was laid out in an interesting way, with multiple approaches to the bases and defenders laid out in a way that made sense! There were ways I could come at the challenges to give myself an edge in the fights! The first base, I approached from the back, then Kool-Aid Man'ed my way through the rear wall and slammed the defending mech in the back with my ACs for huge damage. It really drove home just how much potential the game has to be really fun when the missions are designed to be fun and interesting.

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






aniviron posted:

Absolutely. The Comstar mission where you are on the abandoned Star League starport was fantastic, as was the refinery map. I can only recall one proc gen mission where I actually thought it was pretty cool, a wide open farm complex in a valley. But a campaign entirely of handmade maps would be... well, pretty much what I wanted out of Mechwarrior.

Oh I think I know that one! You’re in the desert and suddenly it’s “bang, huge farm” and you realise that these people who are paying you are raising crops in the desert and you’re supposedly saving it but actually you’re piloting a giant robot all over it and now all the crops are dead and folks gonna starve.

afflictionwisp
Aug 26, 2003

Gothsheep posted:

Now, Raid is the only mission type I flatly refuse to take, because Raids are so massively overstuffed with enemies that they are always massively unfun slogs that are about as difficult as the other mission types rated 20 points higher. (And I know the idea is you're supposed to do hit-and-run attacks on the objectives, but I've found that pretty much impossible when the area is basically carpeted with tanks and mechs)

I've had the hardest time with Raids when I try to do them quick the way most people seem to favor. Doing that triggers all the spawns and is exactly what gets me swarmed. I've had a lot more success (and fun) by not bee-lining to the nearest nav point, instead looking at the terrain and picking an approach that avoids drawing aggro from multiple points at once. It takes longer, but I love stomping around and blowing poo poo up enough that Raid's actually my favorite mission type. I'm late game, 80-90 diff missions, lance pilots are high enough that they take out their fair share of vehicles. I rarely finish those missions with any internal damage to any of the lance.

The toughest Raid that I've done was four points on a very small map that was on a peninsula, west, south, and east were beaches. The nav points were clustered in a way that I couldn't get a clean approach, so I had to run up and hit a target then pull back and run the beach to the next nav point.

Edit: If you don't head directly for the nearest nav point as soon as you drop, you'll almost always encounter a vehicle spawn / patrol before you've gone very far. When you do rush the nearest base, this spawn still happens but it'll be in addition to the regular spawn from the nav point, so it pays to wait for it and take it out first.

Larger maps can also have bases and installations that aren't marked as nav points, but can still be spotted on the map and seem to act as spawn points for additional mechs and vehicles, so if one of these is close to one of the targets, try not to approach the nav point in a way that puts it at your back.

afflictionwisp fucked around with this message at 17:24 on Dec 28, 2019

Ghetto SuperCzar
Feb 20, 2005


Okay, so I've gotten better at the game by avoiding all fighting and just rushing objectives. Great design.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
It isn't bad design for a mission type that is avoid fights or do objective, don't try to fight.

But much like how every MWO match is always annihilate the enemy, every MW5 mission type feels like it is the same.

Ghetto SuperCzar
Feb 20, 2005


Third World Reagan posted:

It isn't bad design for a mission type that is avoid fights or do objective, don't try to fight.

But much like how every MWO match is always annihilate the enemy, every MW5 mission type feels like it is the same.

It isn't fun or feel rewarding ignoring all the enemies and rushing the objectives, but it seems to be the only way i can reliably pass any mission that involves destroying objectives. In previous mechwarriors I like to take my time and think about things. In this, taking time seems to be a recipe for disaster with the endless tank spawns.

Ambaire
Sep 4, 2009

by Shine
Oven Wrangler
Just had a random thought about how nice it would be if scientists could figure out true brain:computer interfaces, since the ideal way to pilot a mech would be if you could feel it as if it were your own body. Move its legs as if they were your legs, aim arm-mounted weapons as if they were your own arms, maybe even with picture in picture targeting stuff showing where each arm is pointing, with all the expected computer aided stabilization systems and whatnot...

yes, i want real life neurohelmet interfaces


I suppose the next best thing would be a VR mechwarrior game with sensors you'd strap to your legs/feet/etc...

a man can dream

Arglebargle III
Feb 21, 2006

https://www.youtube.com/watch?v=0AY27gLWhtM&t=941s

Will it give you leg cramps when the transmission starts to wear out?

One of the things I would like to see that has been conspicuously absent from every mech game ever is a morale system and a real withdrawal mechanic. It doesn't make any sense that either side in a conflict would stick with it until all their priceless materiel has been destroyed and their aristocratic pilots are reduced to fleeing the battlefield on foot. Mechwarrior as a franchise has been pretty good about managing persistent damage, but not about managing retreat and loss like a more modern tactical game like XCOM 2.

my dad
Oct 17, 2012

this shall be humorous
I've started playing MWO again a bit.

I'm happy with my pulse laser/machine gun Urbanmech, and I'm happy with my RAC2/LRM5x4/tag Shadow Hawk skirmisher, both get me plenty of points and damage. Any suggestions for a good inner sphere heavy that can take a punch and not get nibbled to death by lights?

TjyvTompa
Jun 1, 2001

im gay

my dad posted:

I've started playing MWO again a bit.

I'm happy with my pulse laser/machine gun Urbanmech, and I'm happy with my RAC2/LRM5x4/tag Shadow Hawk skirmisher, both get me plenty of points and damage. Any suggestions for a good inner sphere heavy that can take a punch and not get nibbled to death by lights?

MAD-3R 2xuac/5, 2xppc
MAD-5M 1xlbx20, 5xmpl
QKD-IV 2xmrm30
RGH-PH 1xac/20, 3xsrm6

Ferrovanadium
Mar 22, 2013

APEX PREDATOR

-MOST AMMUNITION EXPENDED ON CIVILIANS 2015-PRESENT
-WORST KDR VS CIVILIANS 2015-PRESENT

Ambaire posted:

Just had a random thought about how nice it would be if scientists could figure out true brain:computer interfaces, since the ideal way to pilot a mech would be if you could feel it as if it were your own body. Move its legs as if they were your legs, aim arm-mounted weapons as if they were your own arms, maybe even with picture in picture targeting stuff showing where each arm is pointing, with all the expected computer aided stabilization systems and whatnot...

yes, i want real life neurohelmet interfaces


I suppose the next best thing would be a VR mechwarrior game with sensors you'd strap to your legs/feet/etc...

a man can dream

Idk about brainwave controls but I think there's room in the Battletech setting for a game that handles closer to Titanfall with mechs that can strafe, dodge incoming fire, etc seeing as how the mechs in the fiction are pretty agile. It would certainly be more accessible, but the problem is that from everything I've seen in the official discord it sounds like the most vocal people buying a mechwarrior title in 2019 are probably not folks who want to see innovation or really any change, at all, and a lot of those folks view a franchise being more accessible as a bad thing.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.

my dad posted:

I've started playing MWO again a bit.

Same and started using bad mechs in MWO that are good in MW5

Ambaire
Sep 4, 2009

by Shine
Oven Wrangler
I still have fond memories of cramming a zillion jumpjets on a mech in MW2 and using them to accelerate to 2-300km/h+ thanks to the directional jumpjet controls the game had.

peer
Jan 17, 2004

this is not what I wanted

TjyvTompa posted:

RGH-PH 1xac/20, 3xsrm6

this is the most fun one. You can just use one of the regular, non-hero variants too

aniviron
Sep 11, 2014


Ambaire posted:

Just had a random thought about how nice it would be if scientists could figure out true brain:computer interfaces, since the ideal way to pilot a mech would be if you could feel it as if it were your own body. Move its legs as if they were your legs, aim arm-mounted weapons as if they were your own arms, maybe even with picture in picture targeting stuff showing where each arm is pointing, with all the expected computer aided stabilization systems and whatnot...

yes, i want real life neurohelmet interfaces


I suppose the next best thing would be a VR mechwarrior game with sensors you'd strap to your legs/feet/etc...

a man can dream

The designers of Battletech clearly agree with you; there's an interface like that in the lore, and it slowly drives you crazy because you feel so good piloting your mech that when you're not inside the robot you start developing brain problems.

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



Is there a good resource to figure out what mechs are poo poo and not worth buying rather than trial and error? This jaeger is very much not doing it for me.

Lord Dudeguy
Sep 17, 2006
[Insert good English here]

Ambaire posted:

Just had a random thought about how nice it would be if scientists could figure out true brain:computer interfaces, since the ideal way to pilot a mech would be if you could feel it as if it were your own body. Move its legs as if they were your legs, aim arm-mounted weapons as if they were your own arms, maybe even with picture in picture targeting stuff showing where each arm is pointing, with all the expected computer aided stabilization systems and whatnot...

yes, i want real life neurohelmet interfaces


I suppose the next best thing would be a VR mechwarrior game with sensors you'd strap to your legs/feet/etc...

a man can dream

Sarna's got you covered.

:edit: Holy poo poo I didn't realize that the wireframe "Image Enhancement" mode in MW2 was a reference to this.

Lord Dudeguy fucked around with this message at 02:24 on Dec 29, 2019

Arglebargle III
Feb 21, 2006

TK-42-1 posted:

Is there a good resource to figure out what mechs are poo poo and not worth buying rather than trial and error? This jaeger is very much not doing it for me.

The Davions and Liaos love garbage.

Pornographic Memory
Dec 17, 2008

my dad posted:

I've started playing MWO again a bit.

I'm happy with my pulse laser/machine gun Urbanmech, and I'm happy with my RAC2/LRM5x4/tag Shadow Hawk skirmisher, both get me plenty of points and damage. Any suggestions for a good inner sphere heavy that can take a punch and not get nibbled to death by lights?

MAD-3R is my go-to IS heavy, very tanky due to quirks and geometry and it has a pretty good variety of builds to keep things fresh - along with the UAC/PPC build, you can do AC20 with medium pulses or snub nose PPCs, double LBX10 and medium lasers, triple RAC2s, 4 PPCs, or my favorite two heavy PPCs and an AC10. You can do all these builds around an STD or LFE300 engine too. PPC builds (unless they use snubs) can leave you dependent on your team to chase off lights sometimes though.

The WHM-6R for ballistic builds or WHM-6D for laser boats is also a very solid IS heavy though it isn't notably tanky.

Arglebargle III
Feb 21, 2006

Have we not done a "paint your mini" share session?



What do you think of the paint scheme?

Arglebargle III fucked around with this message at 05:45 on Dec 29, 2019

FebrezeNinja
Nov 22, 2007

Pornographic Memory posted:

MAD-3R is my go-to IS heavy, very tanky due to quirks and geometry and it has a pretty good variety of builds to keep things fresh - along with the UAC/PPC build, you can do AC20 with medium pulses or snub nose PPCs, double LBX10 and medium lasers, triple RAC2s, 4 PPCs, or my favorite two heavy PPCs and an AC10. You can do all these builds around an STD or LFE300 engine too. PPC builds (unless they use snubs) can leave you dependent on your team to chase off lights sometimes though.

The WHM-6R for ballistic builds or WHM-6D for laser boats is also a very solid IS heavy though it isn't notably tanky.
Similar picks from me for my main IS heavies
MAD-9M: 5x Medium lasers, 2x MRM20, ECM (can have similar loadout on MAD-5D without ECM)
WHM-6D: 3x Large lasers, 6x Medium Lasers
RGH-1A: LBX-20, 2x MRM20 (longer range than the already suggested build, but less pinpoint)

I also toy around with catapults and jagermechs, but those are less tanky and get lots of attention from lights.

Beet Wagon
Oct 19, 2015





Lord Dudeguy posted:

Sarna's got you covered.

:edit: Holy poo poo I didn't realize that the wireframe "Image Enhancement" mode in MW2 was a reference to this.

I followed that through to the "torso cockpit" entry and I'm just laughing my butt off at the thought of a bunch of mech designers being like "but how can you have a cockpit that isn't in the head? How will the mechwarrior get in? This is IMPOSSIBLE!" until someone discovers the incredibly advanced lostech of "just put a door in the body, idiots"

Arglebargle III
Feb 21, 2006

Putting the cockpit on top makes a lot of sense for an ejector seat that has to work at zero elevation. Up is the only safe direction to eject.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
https://www.youtube.com/watch?v=GOTivs9evPQ&t=1000s

I love tag in MW5

Arglebargle III
Feb 21, 2006

Why is nobody posting their color schemes?

How 'bout summa this guy?


What about htese rock sock robotS?

Arglebargle III fucked around with this message at 01:05 on Dec 30, 2019

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
Enjoyed a few rounds in MWO, looked at the dervish. Went ah yah, this is just the griffin I play but better. Looked at my money, thought about buying premium, then remembered how they do their currency so it is 15 bucks no matter what and I remembered that this is an awful phone game when it comes to monitization.

afflictionwisp
Aug 26, 2003
Got lucky and salvaged the Annihilator from the mission where you get the spoilermech, decided to drive it on the last mission. Fitted with two AC/5 Bursts and two LB-10Xs, 4 ML's, maxed armor, lancemates in PPC equiped Atlas RSes. The Anni is a barely mobile turret but holy christ can it rain down hell. Shredded just about everything. One Atlas CT was open by the last wave and he went down, but the other two were still green by the end. I need to keep playing post-campaign just to take this beast on some 90+ assassination missions.

Post mortem, I think there's an outline of an interesting story here, but it could have used better writing.

But I just don't care, because I love this big, dumb, flawed game just like the big, dumb, flawed mechs it's based on.

aniviron
Sep 11, 2014


afflictionwisp posted:

Got lucky and salvaged the Annihilator from the mission where you get the spoilermech, decided to drive it on the last mission.

Was really sad not to see it in salvage on that mission, went out of my way to headshot it and everything. I did get the HGN-732 with gauss out of it at least though.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

afflictionwisp posted:

Got lucky and salvaged the Annihilator from the mission where you get the spoilermech, decided to drive it on the last mission. Fitted with two AC/5 Bursts and two LB-10Xs, 4 ML's, maxed armor, lancemates in PPC equiped Atlas RSes. The Anni is a barely mobile turret but holy christ can it rain down hell. Shredded just about everything. One Atlas CT was open by the last wave and he went down, but the other two were still green by the end. I need to keep playing post-campaign just to take this beast on some 90+ assassination missions.

Post mortem, I think there's an outline of an interesting story here, but it could have used better writing.

But I just don't care, because I love this big, dumb, flawed game just like the big, dumb, flawed mechs it's based on.

e: This isn't the other Battletech thread lol

Arglebargle III
Feb 21, 2006

I think Raid missions are just not playable at the moment.

my dad
Oct 17, 2012

this shall be humorous
Thanks for the advice, thread. I ended up taking a Roughneck 1C with 4 SRM6, a UAC20, and 2LMGs, the engine is a light 250.



Runs really hot, doesn't have much ammo, but I'd rather be overheated and out of ammo on top of a pile of dead enemies than dead cold on top of a pile of unspent ammo. The AMS is there because I seem to attract a lot of LRM attention and I really don't want the extra heat from the laser version.

A 50S RAYGUN
Aug 22, 2011
is there an mw5 thread anywhere?

aniviron
Sep 11, 2014


my dad posted:

Thanks for the advice, thread. I ended up taking a Roughneck 1C with 4 SRM6, a UAC20, and 2LMGs, the engine is a light 250.
Runs really hot, doesn't have much ammo, but I'd rather be overheated and out of ammo on top of a pile of dead enemies than dead cold on top of a pile of unspent ammo. The AMS is there because I seem to attract a lot of LRM attention and I really don't want the extra heat from the laser version.

If you take out the LMGs and AMS you have the tonnage and slots to drop in two double heatsinks. The LMGs aren't contributing that much damage, especially given that they require you to stare at your enemy while using them instead of twisting after a volley, as SRMs are strong at. A single AMS won't shoot down very much in the way of missiles either, especially not without investing points into the AMS skill nodes, which is a waste.

A 50S RAYGUN posted:

is there an mw5 thread anywhere?

Yes, here.

A 50S RAYGUN
Aug 22, 2011
so weapon counts are much lower in this, right? because a large slot can still only fit one small weapon?

my dad
Oct 17, 2012

this shall be humorous

aniviron posted:

If you take out the LMGs and AMS you have the tonnage and slots to drop in two double heatsinks. The LMGs aren't contributing that much damage, especially given that they require you to stare at your enemy while using them instead of twisting after a volley, as SRMs are strong at. A single AMS won't shoot down very much in the way of missiles either, especially not without investing points into the AMS skill nodes, which is a waste.

Sounds reasonable. I'll try it out.

TjyvTompa
Jun 1, 2001

im gay

my dad posted:

Thanks for the advice, thread. I ended up taking a Roughneck 1C with 4 SRM6, a UAC20, and 2LMGs, the engine is a light 250.



Runs really hot, doesn't have much ammo, but I'd rather be overheated and out of ammo on top of a pile of dead enemies than dead cold on top of a pile of unspent ammo. The AMS is there because I seem to attract a lot of LRM attention and I really don't want the extra heat from the laser version.

You want a regular AC/20 when pairing it with SRMs. This is because you want to look at the enemy, fire everything and then twist away. With an Ultra you look at the enemy, fire everything, then you can keep firing the ultra without firing the SRMs which leaves you staring at the enemies for longer than you should.
Also ditch the AMS and LMG, the RGH is not heavy enough to be able to waste tonnage, keep it to the AC/20 and SRMs only. Sure AMS is useful but run 60% radar deprivation instead and use cover and it's fine.
Edit: Here, I re-made it: https://mech.nav-alpha.com/#7c7bbc8a_RGH-1C
This is pretty much the Powerhouse build on the 1C chassis. The SRM spread without artemis is too large to have weapons in both arms, better to strip one and put in a bigger engine. You need skillpoints for this to work, specifically the ammo nodes.

Third World Reagan posted:

Enjoyed a few rounds in MWO, looked at the dervish. Went ah yah, this is just the griffin I play but better. Looked at my money, thought about buying premium, then remembered how they do their currency so it is 15 bucks no matter what and I remembered that this is an awful phone game when it comes to monitization.

Isn't the Dervish out for cbills? The hero sucks, use the DV-8D, pretty sure I posted the build earlier in the thread.
Edit: https://mech.nav-alpha.com/#9dec7a93_DV-8D

TjyvTompa fucked around with this message at 13:03 on Dec 31, 2019

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Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.

TjyvTompa posted:

Isn't the Dervish out for cbills? The hero sucks, use the DV-8D, pretty sure I posted the build earlier in the thread.
Edit: https://mech.nav-alpha.com/#9dec7a93_DV-8D

It is. I was looking at buying premium to make the grind a bit less painful.

The DV-8P was what I was looking at since it can be MRM 60 or SRM 24 artemis and each with 4 M lasers which is just basically my griffin 2n with lower hard points. But still extremely my jam.

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