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Cease to Hope posted:the takeaway from this post is that more SRMs are more good The other day I put 30 SRMs of various +s in a Kintaro. Mostly managed to max out armor values. It's hot as gently caress but it'll put about 300 damage into a mech's side twice, maybe three times depending on biome before it has to start punching to cool down.
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# ? Jan 7, 2020 19:07 |
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# ? May 30, 2024 10:18 |
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anakha posted:
I only learned on the last mission of the main campaign that shots from behind ignore cover. (Somehow missed that in the tutorial pop-up). So I feel you.
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# ? Jan 7, 2020 19:18 |
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Jedit posted:Don't bother with JJs on a COIL mech, they don't boost the damage. You could have an extra heat sink instead. I mostly stuck them on there in case I run into trouble and need to fly the gently caress away from something.
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# ? Jan 7, 2020 19:27 |
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Ravenfood posted:Anyone know why MGs never got + or ++ variants? It feels bad to load them up when I could be using a rack of ++SLs even when I want the MGs to help me cool off. I can't prove it ~empirically~ but machine guns already feel overpowered to some degree. They have a higher crit chance per projectile AND a bunch of projectiles, if any armor is missing poo poo just blows up. MG are also great for accumulating head hits.
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# ? Jan 7, 2020 19:44 |
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sean10mm posted:I can't prove it ~empirically~ but machine guns already feel overpowered to some degree. They have a higher crit chance per projectile AND a bunch of projectiles, if any armor is missing poo poo just blows up. I can prove it empirically: SLs and MGs are incredibly good, as long as you're consistently getting into range to use them. (The blue number is how efficient a weapon is when you don't care about its heat. The red number is how efficient is when you're redlined.) SLs are the most efficient weapons in the game (by a huge margin) when you don't care about heat, and still incredibly efficient when you have to offset every point of heat they generate with heat sinks. MGs are more efficient than anything in the game but ++damage SRMs when you don't care about heat, but (in large part) because they generate no heat, they're the most efficient redline weapons in the game by a huge margin. If your strategy is to heat up using midrange weapons like SRMs and MLs then punch on off turns, MGs are a very efficient way to do that. All of this is predicated on no wasted ammo weight, though! The main downside of MGs is that they really take an investment in at least two and ideally 3+ MGs, because you only ever want one ton of ammo. MGs fall off hard if you only have one of them.
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# ? Jan 7, 2020 20:35 |
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sean10mm posted:MG are also great for accumulating head hits. Speaking of head hits, someone a few pages back was saying that injuries are capped at 2 per round unless modded. Anyone know which mod it is that removes the injury cap?
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# ? Jan 7, 2020 20:38 |
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Carcer posted:The second I complain I manage to get enough parts for a Orion-V Your configs look fine at first glance. I mean, you could be running them too hot or cold, but I don't think its your configs. Based on your comment about your guys coring everything you want to salvage, I think your issue is your strategy for salvaging mechs. I'm going to guess that your biggest issue is that you're not taking side shots on your targets. When you attack from the left or right side, your chances to hit CT go way down, and your chances to hit the arm/torso/leg on that side go way up (like ~30% for each of those 3 sections). When you find a mech you want to salvage, don't fire at it from the front unless you're doing LRM/snPPC stability damage. If you don't have side shots, reserve till the enemy moves or use that turn to sprint into position for the next turn. In 2-2.5 skull missions, you're probably still dealing with enemy pilots that can only take 3 or 4 hits, so removing both side torsos and one or two knockdowns/head hits is a dead pilot. So against an enemy heavy, lets say its isolated, in an assassination mission, you might do something like this: -Prior turns: get infighters into position on sides, and have stability damage fire support ready -Turn 1: focus fire on one side (use precision strikes to crit the leg if possible), after the heavy moves, unload with stability damage. -Turn 2: Hit the target to bring it down (one pilot hit). If a leg is crit, attack from the other side. Reserve to allow it to stand back up. Knock it back down again with a precision strike to a crit/damaged leg (two pilot hits). Either when knocking it down or blowing out the leg, hopefully you take out a side torso (three hits) -Following turns: Allow mech to stand. Keep attacking from the sides to destroy side torsos. Do not attack on a side with a dead side torso (damage will go to CT). If you have precision strikes, target the head from the sides. Head hits are a pilot hit, and most shots that miss the head will hit the side torso anyway. Once you get tactics 9 pilots and upgraded weapons, the best way cleanly salvage mechs is with clusters of head cappers or half-head cappers. Damage+ AC10s, Damage+ ERPPCs, Damage+ LPLs, GRs, and any AC20 (i.e. anything with more than 60 damage) will destroy a head in one shot out of cover. Anything with more than 75 damage will one shot in one level of cover. Anything with more than 100 damage will one shot in two layers of cover. Note that the Annihilator and Warhammer will turn some weapons that aren't normally head choppers into head choppers. A tactics 9 pilot has 18% chance (about 1 in 5) of hitting the head with a called shot. With three head choppers, your chance is ~1 in 3. With 4 (stock annihilator), its almost 1 in 2. Half head cappers are weapons that do more than 30 damage. This includes the damage++ ML, UAC5s, and +damage UAC2s. The main advantage of these weapons is that you can fit far more of them on a mech than you can full head cappers. Strategy is still the same: called shots on the head. For these guys, combine with attacking from the sides to help remove side torsos and legs if you roll badly on head hits. Some weapons combo well with SRMs: I.e. a 50 damage LL combines with a 12 damage SRM to remove the head. So, for example, a KGC with 4 50 damage weapons (2xAC5+ with 2xLL++ or 4xLL++) and 2x SRM6+++ has the same probability of decapitating on a called shot as a mech with three 61+ damage weapons. This scales down. For example, you can put 3 50 damage weapon on your Orion (2x LL++, 1xAC5+) and combo that with SRM+++s on the Orion or other mechs.
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# ? Jan 7, 2020 20:47 |
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binge crotching posted:Speaking of head hits, someone a few pages back was saying that injuries are capped at 2 per round unless modded. Anyone know which mod it is that removes the injury cap? As far as I can tell, you can only get one injury per turn from ammo explosions, side torso destructions, and head hits, and one injury per turn from knockdowns, resulting in an effective per turn cap of 2 injuries. I.e. if you spray a guy from the side, set off the ammo in the side torso, and hit the head in the process, you only get 1 pilot hit instead of 3. If, in the process, you knock out the leg or get a stability knockdown, you get another pilot hit from the knockdown.
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# ? Jan 7, 2020 20:49 |
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Does anyone know how the new store system works and what I can expect from the Capellan and Draconis stores?
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# ? Jan 7, 2020 21:42 |
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Baron Porkface posted:Does anyone know how the new store system works and what I can expect from the Capellan and Draconis stores? For normal shops: anakha posted:Filter for the following: Faction stores sell the weapons and mechs the faction is known for. This is what mechs spawn in what shops; I'm not 100% sure on what determines what weapons/equipment show up in which faction shops.
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# ? Jan 7, 2020 21:46 |
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What's the most efficient way to build LRM boats these days? I put two LRM20s and a 5++ in a Highlander because that was the most appropriate thing I had but is that even any good?
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# ? Jan 7, 2020 22:59 |
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Jokes on you, Hearts and Minds Flashpoint Terrorist, I've already committed ten billion warcrimes e: Lol the game said "no tonnage restrictions" this time before immediately slapping them on RBA Starblade fucked around with this message at 23:07 on Jan 7, 2020 |
# ? Jan 7, 2020 23:05 |
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KoldPT posted:What's the most efficient way to build LRM boats these days? I put two LRM20s and a 5++ in a Highlander because that was the most appropriate thing I had but is that even any good? for efficiency, LRM15 > LRM20 = LRM 5 > LRM 10 so in a vacuum, it would be more efficient to run 3 LRM15. but use the worse launchers if they have good bonuses on them
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# ? Jan 7, 2020 23:08 |
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KoldPT posted:What's the most efficient way to build LRM boats these days? I put two LRM20s and a 5++ in a Highlander because that was the most appropriate thing I had but is that even any good? Last time I put LRMs in a Highlander it was 75 tubes. Go big or go home with LRM-boats.
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# ? Jan 7, 2020 23:09 |
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Reaaaaally wish HBS had given us more than the bare minimum of a map filter. Having to click every planet to see if it's a faction HQ is tons of fun! (Seriously where the gently caress is the Draconis Combine HQ?)
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# ? Jan 7, 2020 23:24 |
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if you're allied with a faction there should be an icon, with their logo, designating where on the map the quartermaster store is
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# ? Jan 7, 2020 23:31 |
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And Tyler Too! posted:Reaaaaally wish HBS had given us more than the bare minimum of a map filter. Having to click every planet to see if it's a faction HQ is tons of fun! (Seriously where the gently caress is the Draconis Combine HQ?) It's in the upper left of the map around Marik space iirc - they have no actual territory of their own.
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# ? Jan 7, 2020 23:42 |
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Organ Fiend posted:As far as I can tell, you can only get one injury per turn from ammo explosions, side torso destructions, and head hits, and one injury per turn from knockdowns, resulting in an effective per turn cap of 2 injuries. I.e. if you spray a guy from the side, set off the ammo in the side torso, and hit the head in the process, you only get 1 pilot hit instead of 3. If, in the process, you knock out the leg or get a stability knockdown, you get another pilot hit from the knockdown. Yeah, that correlates with what I've seen in game. I thought there had been a mention of a mod that removed the cap, so ammo blowing up in a side torso would be 1 for the ammo, and then 1 for the torso, but maybe there isn't anything like that.
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# ? Jan 8, 2020 01:27 |
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SpookyLizard posted:the grasshopper should be nothing but lasers, heatsinks, and jumpjets, and function both as a highly agile cavalry unit AND a mobile light show My grasshopper has large, medium pulse, medium, small pulse, and small lasers, and it is named Pink Floyd. Patrat posted:The thing that always amused me is that removing both of a mech's legs? Two piece of salvage. Yeah that's a thing I like about the custom components + custom salvage mods -- they also have an option to change salvage to a more even method where every part counts. Makes getting salvage a bit less gamey.
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# ? Jan 8, 2020 04:20 |
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These refitting times are killing me early on, am I expected to eventually be maintaining 6-8 mechs to avoid having to wait around for my mech to get upgraded or should I just be better at coordinating refitting timers with travel? Edit: Holy poo poo Snub PPC's where have you been all my life? explosivo fucked around with this message at 04:53 on Jan 8, 2020 |
# ? Jan 8, 2020 04:42 |
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Wow, Mechcommander 2 was pretty easy to get working on Win10. The resolution isn't great and the framerate is sort of a nightmare though I never played MC1 or MW3 and below though. I tried 3 briefly but after 4 it was too dated for me.
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# ? Jan 8, 2020 04:47 |
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explosivo posted:These refitting times are killing me early on, am I expected to eventually be maintaining 6-8 mechs to avoid having to wait around for my mech to get upgraded or should I just be better at coordinating refitting timers with travel? basically you do missions until people get injured and mechs get wrecked, then fly somewhere else while you catch up on repairs and recovery time
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# ? Jan 8, 2020 07:36 |
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Are double heat sinks considered lostech? I've yet to see one in my current career game. Are they sold in any stores?
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# ? Jan 8, 2020 08:08 |
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Klyith posted:My grasshopper has large, medium pulse, medium, small pulse, and small lasers, and it is named Pink Floyd. Mine is the Disco Bug, a reference to an old MW4 design of a madcat I had called the Disco Kitty. My UAC/20 King Crab is named Citizen Snips. I named my STALKER Get Out Of Here, and my Annhilator is named Ashley Williams. And since I found a bullshark or three on the blackmarket, i loaded one down with LBXs and Inferno SRMs and its called the Shake and Bake. I dont havr enough COIL weapons for its partner mech, and I just realised i should name my Raven the Magic Man.
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# ? Jan 8, 2020 08:24 |
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Afriscipio posted:Are double heat sinks considered lostech? I've yet to see one in my current career game. Are they sold in any stores? They sometimes appear in stores in systems with the SLDF tag or the Black Market. Most reliable way to get them is buying Griffin 2Ns from the black market.
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# ? Jan 8, 2020 08:34 |
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explosivo posted:These refitting times are killing me early on, am I expected to eventually be maintaining 6-8 mechs to avoid having to wait around for my mech to get upgraded or should I just be better at coordinating refitting timers with travel? Do work when traveling and upgrade the mech bay asap.
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# ? Jan 8, 2020 13:04 |
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Baron Porkface posted:Does anyone know how the new store system works and what I can expect from the Capellan and Draconis stores? I haven't allied with the Combine yet but the Capellans will give you SRMs, infernos, and ECM. The ++ infernos are actually pretty ridiculous, I made a Cyclops with 6 medium lasers and two infernos and it's horribly undergunned but just the two inferno racks can push most mechs almost up to their heat cap and shut down mechs that are already a bit warm.
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# ? Jan 8, 2020 14:17 |
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I named all my mechs after their Warhansa ripoff equivalents. Matadors are great!
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# ? Jan 8, 2020 14:38 |
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Upgrade your 'Mech bay asap and maintain a roster of 'mechs so you can take losses and still operate. you can have six 'mechs from the get go so you should have one lance and two back up 'mechs. Once i get the first upgrade I'll usually maintain two lances; one of heavy hitters to take the biggest contracts, and then one lighter lance, for specific types of contracts or ones with tonnahe restrictions.Then I'll have four spare 'Mechs to field as replacements or alternates. After the third upgrade I'll keep my lances, and use the extra space to store experimental builds, more alternates, and more replacements. Like my Grasshopper doesnt really have a home lance; he can slide into my Assault lance if it needs mobility or he can go into the speed lance if it needs a heavier punch. Also dont ever just run the clock to do repairs unless its like just one day. if youre doing fullblown refits you should always do them on the move. Prioritize your repairs too, you can rearrange them all so you can have your lance functional again and save the heavy refit for later.
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# ? Jan 8, 2020 18:41 |
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Thanks for the help all, I've been trying to prioritize the refits while traveling but the 2 extra mechs I have are lights and kinda bullshit. I've ended up having to refit a couple of my mechs after taking damage/losing a limb during a mission and I don't want to risk losing more in the next one by bringing in my spare lights and not having enough firepower. I think at this point I need to work on getting one or two extra mediums I can fit relatively well to get through a 1-2 star mission when necessary.
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# ? Jan 8, 2020 18:49 |
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SpookyLizard posted:Upgrade your 'Mech bay asap and maintain a roster of 'mechs so you can take losses and still operate. you can have six 'mechs from the get go so you should have one lance and two back up 'mechs. Once i get the first upgrade I'll usually maintain two lances; one of heavy hitters to take the biggest contracts, and then one lighter lance, for specific types of contracts or ones with tonnahe restrictions.Then I'll have four spare 'Mechs to field as replacements or alternates. After the third upgrade I'll keep my lances, and use the extra space to store experimental builds, more alternates, and more replacements. Like my Grasshopper doesnt really have a home lance; he can slide into my Assault lance if it needs mobility or he can go into the speed lance if it needs a heavier punch. At the end of the game I use the mechbays to keep a full lance of assaults and backups, target acquisition/base rushing heavies and assaults, and mediums for the lighter FPs (which backfired when one required 50 tons and under and I only had 55 lol) The Hatchetman variant without the AC10 is disgustingly powerful for what it is with arm mods lol
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# ? Jan 8, 2020 18:53 |
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Yeah you want to have 4x 50 ton mechs for a few of the weight restriction flashpoints. Weight restrictions vary but the most stringent is 50 tons per mech max.
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# ? Jan 8, 2020 19:05 |
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i usually do 3 55 and a firestarter for those flashpoints, haven't seen any of the 50s
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# ? Jan 8, 2020 20:09 |
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I hate that the restriction is 50 instead of 55. My SLDF Griffon is collecting dust.
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# ? Jan 8, 2020 20:17 |
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And Tyler Too! posted:I hate that the restriction is 50 instead of 55. My SLDF Griffon is collecting dust. The SLDF Griffin got to warcrime some civilians while spreading freedom to Capellans It's just every now and then they want a cent instead lol
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# ? Jan 8, 2020 20:19 |
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Played through the Long Hunt flashpoint last night. Was expecting when I got contacted by Colonel Lee that he'd make justifications or such about "yeah I did it but it was revenge the Kuritans are worse REMEMBER KENTARES" bullshit. Was refreshing for him just to be "yep. I did it. I'd do it again. Felt good. Come at me, bro." Also Bob Kurita makes me love the Combine.
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# ? Jan 8, 2020 20:20 |
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Sky Shadowing posted:Also Bob Kurita makes me love the Combine. I really like all of the faction representatives in the Flashpoint flashpoints. They really fleshed out their characters: -Bob: I'm so tired of all this bullshit, I just want to get drunk on Herodtitus and relax -Marina: I have Seen Some poo poo and don't have time for yours -Graff: Ho ho ho! Mech combat is a game and I have huge piles of money to play it with! -Cunningham: I feel that you're beneath me, as I am far wealthier/higher class than you, but I'll do my best not to let it show -Singh: Just doing my best to navigate the FWL's labyrinthine politics *sigh* EDIT: I also appreciate that in most cases, they didn't go with the standard house stereotypes for each of them. Bob is totally not an Honorable Samurai type. Marina/the CC is less "designated villain" and more "we have to do tough poo poo because we're on the brink of extinction". Cunningham/the FS is less "Freedom and Democracy Good Guys!" and more "We really want to look like the Freedom and Democracy Good Guys!". Graff/the LC is totally playing to stereotype and I love it. The LC flashpoint is great because of it. "Covert ... that's when you bring small mechs right? Ok, we have to be covert so bring small mechs! Yes, wonderful, very covert! Now for this next mission ... could you do it with assaults ... please?" Organ Fiend fucked around with this message at 20:58 on Jan 8, 2020 |
# ? Jan 8, 2020 20:54 |
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Organ Fiend posted:I really like all of the faction representatives in the Flashpoint flashpoints. They really fleshed out their characters: All the side characters are great too, like the tuarian commander's like "I'd rather be anywhere else but it's my job to shoot up the place now, so here I go I guess" or that one pirate who's like "holy gently caress those mechs are huge*" *lol I had a spider
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# ? Jan 8, 2020 20:58 |
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RBA Starblade posted:All the side characters are great too, like the tuarian commander's like "I'd rather be anywhere else but it's my job to shoot up the place now, so here I go I guess" or that one pirate who's like "holy gently caress those mechs are huge*" I don't remember this ... which mission is this from? I also really liked THE PROFESSIONAL in the contracts they added for HM. He's just so smug and you're crew is just so over him. The best one was the recovery mission where we have to rescue him ("Oh poo poo, its that guy? Are we going to have to listen to this all the way back on the dropship?").
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# ? Jan 8, 2020 21:01 |
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# ? May 30, 2024 10:18 |
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Organ Fiend posted:I don't remember this ... which mission is this from? The pirate gets shot by the pirate queen when you're taking over the wrecked Argo, the taurian is the mechcommander warcriming civilians on Ostergaard's orders in that one priority defense mission.
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# ? Jan 8, 2020 21:03 |