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binge crotching
Apr 2, 2010

I was playing around with a Bull Shark build, and with 4 UAC/20s it generates 192 heat. I'm guessing that means that every time it shoots it will then need to shutdown for a turn?

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Q_res
Oct 29, 2005

We're fucking built for this shit!

sean10mm posted:

https://docs.google.com/spreadsheets/d/1fnaqQv8nnYpy9gtQm75-D6fmYfNJ5u3OALSIe8ckOuo/htmlview?sle=true

Sort by "tons free" (which is the actual weight of weapons+armor+equipment you can put on a mech) and you will see which ones are unusually bad for their weight class. The (poorly explained in-game) reason is that these mechs have a larger, heavier engine, which lets them move fast for their weight class, but at the expense of actually be able to have weapons & armor.

I really have no use for the superfast lights because they just can't do poo poo (unless you have COIL weapons that build damage based on evasion, which is based on ground speed.)

The only real trap in the medium mechs is the Cicada, which is basically just a trash light in a worse initiative class. The Assassin, Vulcan and Phoenix Hawk added by the Heavy Metal DLC look :effort: on paper but this is made up for somewhat by their special quirks. The Crab and Trebuchet are a bit underwhelming but still usable. The Hunchback, Centurion and Enforcer have the most tons free outside the super rare Griffin 2N that's missing from that chart.

Of the heavy mechs only the Qucikdraw and Dragon are genuinely poo poo. All the rest basically just scale up by weight, with the 60 ton Rifleman having the exact same speed as the 75 ton Orion. The Archer and Warhammer have nice quirks and the Maraudier is fantastic. The 6b version of the Black Knight is also a comical murder machine. The Grasshopper is great if you load up all the support hardpoints with machine guns and/or small lasers and use it for a short range backstabber/face melter. The Orion is the most versatile of the widely available heavies.

In the assault class, the Victor and Zeus are basically just worse Orions, the Cyclops Q is marginal, and the Banshee 3E is trash. The Banshee 3M is only good if you want to build a punchbot full of support weapons that can't do much else. The Cyclops Z is bad on paper but is worth it for the Battle Computer (+1 initiative for everyone, including itself.) The Bull Shark M3, Annihilator and Atlas II are ridiculously overpowered and the Highlander 732b and Bull Shark MAZ are great too.

Trash weapons to remove immediately due to poor weight efficiency, feeble damage or high heat:

AC/2, AC/10
LRM5, LRM10
SRM2
PPC
ER PPC
ER ML/LL

Efficient weapons that are almost always a good idea:

Medium lasers
SRM4 and SRM6
Snub PPC
AC/20
LBX autocannons (except the 20X, an AC/20 is almost always better instead)
Ultra autocannons (the UAC20 gets a little stupid with the heat output/recoil penalties/tons of ammo needed but is HILARIOUS to use)
LRM15 and LRM20
Small lasers and machine guns (especially on mechs with bunches of support hardpoints like the Firestarter and Grasshopper)
COIL weapons (on fast mechs)

Quoting this so I can steal it for the OP later.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Has anyone gotten around to making a uac20 urbie yet

explosivo
May 23, 2004

Fueled by Satan

Thanks for the help all! I made it through the first big rendezvous mission without much drama after making a few small adjustments to the starter mechs. I'll still probably be referencing that big effortpost for a while to know what's good/bad but I'm definitely getting an idea of what I should be doing now.

Cease to Hope
Dec 12, 2011
Some of this advice is bad.

sean10mm posted:

Trash weapons to remove immediately due to poor weight efficiency, feeble damage or high heat:

LRM5, LRM10
ER ML

LRM 5s and 10s are close enough to as good per ton as their bigger cousins that you'll never notice the difference. ERMLs aren't amazing but they're no longer garbage in 1.8 - they're about on par with LLs.

I made a spreadsheet breaking down weapon efficiency; check out my post history for a link.

Randallteal
May 7, 2006

The tears of time
Finished my career run. Man, this game feels so much easier now than it did on release. Missions felt more lucrative, and the new heavy metal equipment was ridiculous. I definitely could have optimized my run more (ended at ~520k) if I knew a few things going in, like that star systems count as visited if you just pass by them on your way somewhere else.

Mech-wise I built a ton of brawlers, which is boring, but they're so cost efficient that I had a hard time justifying building fire support / sniper builds, and positioning mixed lances effectively is a lot more work. I did have a 40x LRM archer in the mid-game that put in a lot of good work, and a 65x LRM stalker that I got close to the end of the game and used to mix things up. Around 2/3 of the way through I bought a loose ECM suite (which I put on a King Crab) and that combined with an unlimited supply of UAC20++s from the Davions was definitely the last nail in the coffin for the AI. It would be nice if the AI was able to use some of the fancy new toys to make better mechs, but I will admit that I'm also happy I don't have to deal with some of the bullshit the player can get up to.

After that I am one hundred percent sick of playing this game (but I do love it. Careers are just long.) I kind of want to give Mechwarrior 5 a shot now, but I also want to wait on that one for a while. Maybe I'll just re-install Mechwarrior 4.

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!

Cease to Hope posted:

Some of this advice is bad.


LRM 5s and 10s are close enough to as good per ton as their bigger cousins that you'll never notice the difference. ERMLs aren't amazing but they're no longer garbage in 1.8 - they're about on par with LLs.

I made a spreadsheet breaking down weapon efficiency; check out my post history for a link.

I am actually always using LRM5s. They have the best tonnage ratio so if a design has the hardpoints for it, it's almost always more efficient to equip the equivilent number of 5s than it would a 10/15/20, and I'll save my larger launchers for designs with limited hardpoint layout instead. 10s and 20s actually have the worst weight to missile ratio, and the 20s are only useful on chassis that you can't squeeze a 15+5 onto.

10s are always garbage though. It's usually better to skimp on an extra 2 tons of other things to spring for a 15 or to use a pair of 5s instead and save a ton. The only time its okay to use a 10 is when you're going 10+5 to mimic a 15, usually in the early game when you might not have found a 15 to use.

So yeah, 5s have the best weight ratio, 15s are the best when you have a moderate number of hardpoints and want to maximize both the number of hardpoints used and missiles shat out, and 20s are for things that have the weight to spare but not a lot of hardpoints to exploit it with.

As for ERMLs, it's better to treat them as Large Lasers with slightly higher heat and a massive reduction in weight than it is to use them as Medium Lasers. MLs will always have the best bang for your buck regardless, but ERMLs are better used for designs when you want something to punch holes in things so your LRMs and LBXes can find their way inside and gently caress poo poo up.

Even in the tabletop game, they made Medium Lasers just too efficient at what they do, so it's a constant struggle to justify making 'Mechs that aren't just of the mentally of 'What if Medium Laser, but More?'

Rorahusky fucked around with this message at 13:20 on Jan 3, 2020

Powerful Two-Hander
Mar 10, 2004

Mods please change my name to "Tooter Skeleton" TIA.


RBA Starblade posted:

Has anyone gotten around to making a uac20 urbie yet

One of these fuckers surprised me on a light mech flashpoint (my first one in fact now I finally finished the campaign). It was very much a case of:

SpookyLizard posted:

"Oh look it's an Urbanmech--- HE'S GOT A GUN."

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Hard points are also a constraint and using one for a piss weak LRM5 is usually stupid regardless of its theoretical efficiency.

E: My post was also meant as a quick start guide for a beginner and not to cover every edge case build you can imagine to get an extra 1% efficiency or whatever.

sean10mm fucked around with this message at 13:43 on Jan 3, 2020

Pornographic Memory
Dec 17, 2008

binge crotching posted:

I was playing around with a Bull Shark build, and with 4 UAC/20s it generates 192 heat. I'm guessing that means that every time it shoots it will then need to shutdown for a turn?

Yes. I'm running an Annihilator with the same build and it's hilarious but also totally ineffective in a group fight, because you'll kill or cripple anything in one salvo but then spend a turn eating called shots from all the survivors or spend 2-3 turns restarting your mech and waddling back to the fight.

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.

RBA Starblade posted:

lmao, what's the name of that one?

the yeti
Mar 29, 2008

memento disco



SpookyLizard posted:

"Oh look it's an Urbanmech--- HE'S GOT A GUN."

I kinda like the training day missions for this reason :shobon:

Edit while I’m here —

My brawler shadowhawk has an empty and consequently very lightly armored arm that tends to pop off like a crash dummy. Aside from being more careful about facing should I just accept the repair cost or is it worth bringing overall armor down to buff it up a little?

the yeti fucked around with this message at 14:28 on Jan 3, 2020

Hawgh
Feb 27, 2013

Size does matter, after all.

There's also 'Kill an enemy with DFA' and 'perform a DFA with an Urbanmech'.

I got all three at once. Urbie well spent.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
If you're deadsiding, you still want to put armour on your dead side, because that's the thing that's going to be taking the most hits.

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.

Hawgh posted:

There's also 'Kill an enemy with DFA' and 'perform a DFA with an Urbanmech'.

I got all three at once. Urbie well spent.
There's also Highlander Burial, which is for killing a light with a Highlander DFA.

I got it and Blaze of Glory at the same time. Worth it.

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

Rorahusky posted:

I am actually always using LRM5s. They have the best tonnage ratio so if a design has the hardpoints for it, it's almost always more efficient to equip the equivilent number of 5s than it would a 10/15/20, and I'll save my larger launchers for designs with limited hardpoint layout instead. 10s and 20s actually have the worst weight to missile ratio, and the 20s are only useful on chassis that you can't squeeze a 15+5 onto.

10s are always garbage though. It's usually better to skimp on an extra 2 tons of other things to spring for a 15 or to use a pair of 5s instead and save a ton. The only time its okay to use a 10 is when you're going 10+5 to mimic a 15, usually in the early game when you might not have found a 15 to use.

So yeah, 5s have the best weight ratio, 15s are the best when you have a moderate number of hardpoints and want to maximize both the number of hardpoints used and missiles shat out, and 20s are for things that have the weight to spare but not a lot of hardpoints to exploit it with.

LRM15 have the highest weight/heat/damage efficiency.
5 and 20 are equal.
10 is the worst.

And you use 20s because they work best with Breaching Shot, which is what makes LRMs excel as a weapon type.

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!

Conspiratiorist posted:

LRM15 have the highest weight/heat/damage efficiency.
5 and 20 are equal.
10 is the worst.

And you use 20s because they work best with Breaching Shot, which is what makes LRMs excel as a weapon type.

I usually use LRMs to plant people's asses on the ground myself.

Horace Kinch
Aug 15, 2007

I found some LRM20++ for my Archer and it shreds asses. Now I just need some ERMLs for a little extra oomph.

Tim Thomas
Feb 12, 2008
breakdancin the night away

RBA Starblade posted:

Has anyone gotten around to making a uac20 urbie yet

I did this. It is as hilarious as you would expect.

Lawman 0
Aug 17, 2010

I don't understand how to install battletech mods like at all. :(

Organ Fiend
May 21, 2007

custom title

Lawman 0 posted:

I don't understand how to install battletech mods like at all. :(

Its super easy now. There's a folder: ../Documents/my games/Battletech/mods. Every mod you download will come in a folder that contains a mod.json file and some folders/DLLs/etc. The folder is usually the name of the mod (the name of this folder isn't important, just that it contains the mod.json file and all those other files/folders). Put this folder in the ../Documents/my games/Battletech/mods folder. That's it.

When you open battletech, click on the MODS button (title screen, at the bottom) and make sure the mod is detected and activated.

Organ Fiend fucked around with this message at 02:34 on Jan 4, 2020

Lawman 0
Aug 17, 2010

I'm having trouble with battletech extended commanders edition

Alchenar
Apr 9, 2008

I have to say one thing, HBS have played the lifecycle of Battletech as a video game perfectly. The initial release was solid but had everyone worrying that the mechanics lacked depth. Every expansion has experimented and iterated on everything, not solving all problems but adding interesting elements and content. Then for the final expansion they did exactly the right thing and let you break things if you really want to: (alphas for 600, punches for 240).



The only problem is that Battletech 2 is going to have to wind back the power creep somewhat or they'll run straight into the same problem every game that has a mechlab does.

Cease to Hope
Dec 12, 2011

Alchenar posted:

The only problem is that Battletech 2 is going to have to wind back the power creep somewhat or they'll run straight into the same problem every game that has a mechlab does.

it is obviously leading up to one of the most famous examples of power creep in any game

Runa
Feb 13, 2011

Cease to Hope posted:

it is obviously leading up to one of the most famous examples of power creep in any game

Aff

Complications
Jun 19, 2014

Lawman 0 posted:

I'm having trouble with battletech extended commanders edition

Okay, so you have to install that the 'fun' way. You're going to need to install the mod manager mod from Nexus Mods into your Battletech folder. Make sure that it didn't install into a sub folder and cut/paste it into the main folder from the subfolder if you have to. Then you're going to need to download the Community Asset Bundle installer, also on Nexus, then install it into the mod folder that the Nexus manager created in the main Battletech installation folder. It will download several gigabytes during its install becaues the community has made a fuckton of assets.

After that, unzip the BTECE zip into the mods folder. Then go into the modtek folder, and run the injector exe. Understand that whenever you load, modtek will now load every mod in that mod folder so if you want to not use a mod you'll have to delete its folder or move it elsewhere.

This sequence should get you BTECE working.

Complications fucked around with this message at 18:40 on Jan 4, 2020

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Here's a warning if you ally with Marik - the Flashpoint's target acquisition final mission's objectives have been updated to say that you have an optional time to complete it, like every other target acquisition does now. It says you optionally have seven rounds to acquire them all, and it's laid out as if reinforcements will show up if you don't, same as the others now.

It's lying. You have seven rounds to beat the mission still or you auto-lose. At least I salvaged a Bull Shark out of it.

They did a really half-assed job with updating the objectives and dialogue all around actually. Kamea won't stop showing up as a reinforcement lance now (lol) and a lot of the dialogue partially updates then continues into a run-on sentence with the old dialogue. And this is vanilla! No mods ever. Usually just minor stuff but wow that was four hours of tense fighting down the tubes.

RBA Starblade fucked around with this message at 18:29 on Jan 4, 2020

Lazyhound
Mar 1, 2004

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

You should stick ammo in the legs, though.

pmchem
Jan 22, 2010


Alchenar posted:

The only problem is that Battletech 2 is going to have to wind back the power creep somewhat or they'll run straight into the same problem every game that has a mechlab does.

It's a Paradox game now. There are several more years of DLC to come before BT2.

Azran
Sep 3, 2012

And what should one do to be remembered?
The Nexus Mod Manager wasn't necessary in my experience, just unzip the BXCE3025 download into the mod folder and you're good (after installing CAB of course).

Also I had no idea RogueTech had Dark Age stuff in it lol

Cyrano4747
Sep 25, 2006

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

pmchem posted:

It's a Paradox game now. There are several more years of DLC to come before BT2.

Paradox is the publisher, not the developer. This is an important distinction. There is a big difference between the in-house paradox developed games and the ones that they publish for other people.

Maybe we'll get another round of DLC. Maybe not. The devs themselves have just kind of shrugged and said "maybe" when asked directly about it. It sounds to me like they don't want to say no and categorically shut anything down but that they're ready to move on to the next project, be it another BT game or something else.

Sky Shadowing
Feb 13, 2012

At least we're not the Thalmor (yet)

Cyrano4747 posted:

Paradox is the publisher, not the developer. This is an important distinction. There is a big difference between the in-house paradox developed games and the ones that they publish for other people.

Maybe we'll get another round of DLC. Maybe not. The devs themselves have just kind of shrugged and said "maybe" when asked directly about it. It sounds to me like they don't want to say no and categorically shut anything down but that they're ready to move on to the next project, be it another BT game or something else.

Technically, HBS is now an in-house Paradox developer, Paradox fully purchased them and they are all full Paradox employees now.

E: That said, yeah, I really hope we get BattleTech 2: MY HOME PLANET Boogaloo.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

lol welp, mineral fields don't actually do anything, rip my remaining double heat sinks

Zebulon
Aug 20, 2005

Oh god why does it burn?!
Want to be able to import my save from BT1 into BT2 and deal with punting Clan off MY HOME PLANET. And taking their poo poo. And god willing, making them seethe at having an entire fleet of Bull Sharks at my disposal.

Sky Shadowing
Feb 13, 2012

At least we're not the Thalmor (yet)

Zebulon posted:

Want to be able to import my save from BT1 into BT2 and deal with punting Clan off MY HOME PLANET. And taking their poo poo. And god willing, making them seethe at having an entire fleet of Bull Sharks at my disposal.

Given that the Bull Shark is pretty much outright confirmed to be Clan Wolverine tech, having a fleet of Bull Sharks at your disposal would basically put you at #1 on the "hunt-and-kill" list of every single Clanner.

Seriously, Clan Ghost Bear discovered (early) that some of their sibkos had Clan Wolverine blood and wiped them all out. It's why the Black Widow is trying so hard to scour everything from the Dobrev from the face of the galaxy.

For all their myriads of faults PGI does seem to be legitimate fans of BattleTech as a setting and want it to succeed (as partially evidenced by them letting HBS use their models from even before the Kickstarter launched), and they have most Clanner mechs fully modeled already, so it's an obvious next step for either BattleTech 2 or the stand-alone expansion I seem to remember they've said it would be before. The only things I could see preventing it would be Paradox not wanting it, Microsoft not being willing to license it, or PGI not wanting to continue helping.

Lawman 0
Aug 17, 2010

Zebulon posted:

Want to be able to import my save from BT1 into BT2 and deal with punting Clan off MY HOME PLANET. And taking their poo poo. And god willing, making them seethe at having an entire fleet of Bull Sharks at my disposal.

I want to dust up with the Marian hegemony so I can basically pretend I'm playing fallout new vegas in space

Lawman 0
Aug 17, 2010

Complications posted:

Okay, so you have to install that the 'fun' way. You're going to need to install the mod manager mod from Nexus Mods into your Battletech folder. Make sure that it didn't install into a sub folder and cut/paste it into the main folder from the subfolder if you have to. Then you're going to need to download the Community Asset Bundle installer, also on Nexus, then install it into the mod folder that the Nexus manager created in the main Battletech installation folder. It will download several gigabytes during its install becaues the community has made a fuckton of assets.

After that, unzip the BTECE zip into the mods folder. Then go into the modtek folder, and run the injector exe. Understand that whenever you load, modtek will now load every mod in that mod folder so if you want to not use a mod you'll have to delete its folder or move it elsewhere.

This sequence should get you BTECE working.

Thank you so much I got it working! :)
E: oh god these mechs are garbage

Lawman 0
Aug 17, 2010

How do the priority missions interact with iron man here do they force an automatic loss if you lose them in commanders edition?

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Lawman 0 posted:

I want to dust up with the Marian hegemony so I can basically pretend I'm playing fallout new vegas in space

The Orion literally has a big iron on its hip! The Atlas too :v:

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afflictionwisp
Aug 26, 2003
Finally decided to get around to the DLC for this game. Question about flashpoints - after they expire, do they ever become available again during a career? are their availability and locations random? Several popped up almost immediately for me that are such high difficulty I won't be able to get to them before they're gone.

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