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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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# ? Jan 3, 2020 05:41 |
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# ? May 31, 2024 07:15 |
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sean10mm posted:https://docs.google.com/spreadsheets/d/1fnaqQv8nnYpy9gtQm75-D6fmYfNJ5u3OALSIe8ckOuo/htmlview?sle=true Quoting this so I can steal it for the OP later.
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# ? Jan 3, 2020 05:46 |
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Has anyone gotten around to making a uac20 urbie yet
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# ? Jan 3, 2020 05:49 |
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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.
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# ? Jan 3, 2020 06:43 |
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Some of this advice is bad. sean10mm posted:Trash weapons to remove immediately due to poor weight efficiency, feeble damage or high heat: 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.
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# ? Jan 3, 2020 07:06 |
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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.
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# ? Jan 3, 2020 07:51 |
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Cease to Hope posted:Some of this advice is bad. 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 |
# ? Jan 3, 2020 13:06 |
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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."
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# ? Jan 3, 2020 13:22 |
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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 |
# ? Jan 3, 2020 13:28 |
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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.
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# ? Jan 3, 2020 13:39 |
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RBA Starblade posted:lmao, what's the name of that one?
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# ? Jan 3, 2020 14:13 |
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SpookyLizard posted:"Oh look it's an Urbanmech--- HE'S GOT A GUN." I kinda like the training day missions for this reason 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 |
# ? Jan 3, 2020 14:20 |
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There's also 'Kill an enemy with DFA' and 'perform a DFA with an Urbanmech'. I got all three at once. Urbie well spent.
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# ? Jan 3, 2020 15:16 |
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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.
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# ? Jan 3, 2020 15:16 |
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Hawgh posted:There's also 'Kill an enemy with DFA' and 'perform a DFA with an Urbanmech'. I got it and Blaze of Glory at the same time. Worth it.
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# ? Jan 3, 2020 16:18 |
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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. 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.
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# ? Jan 3, 2020 21:55 |
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Conspiratiorist posted:LRM15 have the highest weight/heat/damage efficiency. I usually use LRMs to plant people's asses on the ground myself.
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# ? Jan 3, 2020 21:59 |
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I found some LRM20++ for my Archer and it shreds asses. Now I just need some ERMLs for a little extra oomph.
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# ? Jan 3, 2020 22:27 |
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RBA Starblade posted:Has anyone gotten around to making a uac20 urbie yet I did this. It is as hilarious as you would expect.
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# ? Jan 3, 2020 23:17 |
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I don't understand how to install battletech mods like at all.
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# ? Jan 4, 2020 02:18 |
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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 |
# ? Jan 4, 2020 02:32 |
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I'm having trouble with battletech extended commanders edition
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# ? Jan 4, 2020 17:40 |
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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.
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# ? Jan 4, 2020 18:07 |
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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
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# ? Jan 4, 2020 18:09 |
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Cease to Hope posted:it is obviously leading up to one of the most famous examples of power creep in any game Aff
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# ? Jan 4, 2020 18:11 |
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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 |
# ? Jan 4, 2020 18:22 |
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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 |
# ? Jan 4, 2020 18:26 |
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You should stick ammo in the legs, though.
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# ? Jan 4, 2020 18:37 |
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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.
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# ? Jan 4, 2020 18:53 |
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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
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# ? Jan 4, 2020 18:55 |
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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.
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# ? Jan 4, 2020 18:57 |
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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. 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.
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# ? Jan 4, 2020 19:13 |
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lol welp, mineral fields don't actually do anything, rip my remaining double heat sinks
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# ? Jan 4, 2020 19:16 |
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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.
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# ? Jan 4, 2020 19:16 |
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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.
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# ? Jan 4, 2020 19:25 |
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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
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# ? Jan 4, 2020 19:26 |
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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. Thank you so much I got it working! E: oh god these mechs are garbage
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# ? Jan 4, 2020 19:30 |
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How do the priority missions interact with iron man here do they force an automatic loss if you lose them in commanders edition?
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# ? Jan 4, 2020 19:46 |
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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
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# ? Jan 4, 2020 19:51 |
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# ? May 31, 2024 07:15 |
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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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# ? Jan 4, 2020 20:17 |