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BrotherJayne posted:On it, ty! There is that and a submod called commanders edition
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# ? Jan 11, 2020 21:44 |
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# ? May 30, 2024 07:04 |
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the yeti posted:New beefy toys Those are some cool running mechs. I think all of mine are 3 pips max.
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# ? Jan 11, 2020 22:00 |
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Organ Fiend posted:However, because they're "Assaults" (80+ tons), they have have a base initiative of 1 instead of 2. This makes them, in general, inferior to the Orion and other high end heavies. Also, heavier weight classes are easier to hit, too. This is much more of a problem at the light/medium jump - the Cicada and Phoenix Hawk are basically useless, and the Assassin is redeemed only by its targeting quirk - but it does generally more than offset the higher armor cap of 80t mechs vs 75t mechs.
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# ? Jan 11, 2020 22:20 |
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I like the Phoenix Hawk
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# ? Jan 11, 2020 22:22 |
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Falcorum posted:Is the Rifleman a horrible deathtrap? I got one and the AI seems to beeline all of its shots onto it. You can put 4 LBX-2 on there, while still giving it a bunch of armor + jump jets. They generate something like 12 heat in total, so you can max JJ every turn for evasion + positioning. It's not crazy damage like you'll get from the big assaults, but it works pretty well for mid-game.
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# ? Jan 11, 2020 23:06 |
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Lawman 0 posted:I like the Phoenix Hawk they are my go-to recovery mission mech
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# ? Jan 11, 2020 23:17 |
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Lawman 0 posted:I like the Phoenix Hawk I R SMART LIKE ROCK posted:
I'll break this down. There's a one-point to-hit modifier for each weight class difference; a medium mech basically has half a chevron less of evasion compared to a light mech. That's "only" 5% to hit, right? Evasion modifiers in HBS Battletech are strictly linear, but that means they have increasing value as you get closer to 0% to hit. Picture it this way: going from 100 > 95 only reduces incoming damage by 5%. Going from 10 > 5 reduces it 50%, going from 5 > 0 reduces it by 100%. (You can't actually get to 0 - every shot has a 5% chance to hit - but you probably can't get to 5 either.) So. The Phoenix Hawk is very comparable to a Firestarter - same speed, comparable free tonnage at max armor - but with ~28% more HP. At what point is the Firestarter tougher than a Phoenix Hawk? It's a solvable math problem. What's the inflection point for x, where x is the evasion of a phawk? (phawk HP)(1-x) > (firestarter HP)(.95-x) The inflection point is 20-25% chance to hit. (20% chance to hit a Firestarter or 25% chance to hit a Phoenix Hawk in the same circumstances.) At that point or lower, the Firestarter is tougher. If the opponent has a higher chance to hit than that, the Phoenix Hawk has higher effective HP than the Firestarter. That's actually lower than I'd previously thought, but it's also worth keeping in mind that the Firestarter has better hardpoints and initiative. The inflection point for a Cicada, Vulcan, or Assassin versus a Firestarter is 30%/35%, although the Cicada and Assassin can go faster and thus generate more evasion pips. I'd figure out how many evasion pips that translates to, but I realized I don't know what NPC mechwarrior gunnery is like in Battletech! Cease to Hope fucked around with this message at 00:10 on Jan 12, 2020 |
# ? Jan 12, 2020 00:05 |
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broh, those a lot of words I'm frankly not going to read I use a solo pilot in a Phoenix Hawk because it can jump the farthest. So I get in, get the goods, then jump out. I even do this on 4 star recovery missions, in about 5-7 rounds. They're quick easy money for me. You can tell me how that's inefficient or whatever but like lol who cares I R SMART LIKE ROCK fucked around with this message at 02:27 on Jan 12, 2020 |
# ? Jan 12, 2020 01:47 |
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RBA Starblade posted:I immediately fell back into the high ground forest and camped taking a potshot or two for a couple rounds then stormed down. I also fell back immediately, I think to the same spot you're talking about, but both lances bee-lined me. I think there's something about the AI where they immediately go after ECM if its on the field. This makes perfect sense in a two way battle, but in a three way, it can lead to you getting primed. I'll test it out next time I do the final mission, and try not taking an ECM mech.
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# ? Jan 12, 2020 03:35 |
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I've played that mission three times now. The first two times I just hid in the bushes until they had taken each other out well enough. The third time I sniped all of them with my four headpoppin' Marauders. It was great.
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# ? Jan 12, 2020 03:55 |
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Organ Fiend posted:I also fell back immediately, I think to the same spot you're talking about, but both lances bee-lined me. I have never seen ecm except on the raven. Not for sale, not on a truck. Same with the bap
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# ? Jan 12, 2020 04:02 |
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RBA Starblade posted:I have never seen ecm except on the raven. Not for sale, not on a truck. Same with the bap I have, it's pretty rare to find, can't say if they're more common to find in Capellan space due to them making the thing but it could be worth a shot looking there.
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# ? Jan 12, 2020 11:06 |
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Koorisch posted:I have, it's pretty rare to find, can't say if they're more common to find in Capellan space due to them making the thing but it could be worth a shot looking there. It should be more likely to show up in Research economies. e which is to say that it is exclusively going to be there if anywhere, but it's still a pretty rare find.
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# ? Jan 12, 2020 11:22 |
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RBA Starblade posted:I have never seen ecm except on the raven. Not for sale, not on a truck. Same with the bap I've found one in two careers after HM. The first was in CC space ... I think Victoria. The other was in FWL space. I think it was Leyda. Basically, go for big worlds with research (I think).
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# ? Jan 12, 2020 14:15 |
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Over several star systems I found 3 partial Marauders, 3 partial Warhammers, and 2 partial Annihilators (I'd already managed to get one piece in one of those "heavily armed terrorists" missions). 8.5 million C-bills later and I feel like I'm in the end game already despite it being less than a year into this career, it's great.
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# ? Jan 12, 2020 15:35 |
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Do any mods allow for jump to melee? I'd love a use case for the Hatchetman or the BSC.
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# ? Jan 12, 2020 23:23 |
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Only the dfa mods
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# ? Jan 12, 2020 23:27 |
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Thank god MWO builds tend to work fairly well in this. Where would I be without a pack of Cent 9-as launching 72 SRMs a turn into mech backs?
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# ? Jan 13, 2020 00:04 |
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Just had an enemy Cyclops run up and kick my Victor in the head and kill the pilot Medusa, on like turn 2 of a mission. EDIT: upon further inspection, the Victor sucks. Pyronic fucked around with this message at 02:43 on Jan 13, 2020 |
# ? Jan 13, 2020 00:14 |
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After having an Annihilator for a while, then getting a King Crab: more like Baron Crab, amirite?
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# ? Jan 13, 2020 03:50 |
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Commoner crab
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# ? Jan 13, 2020 03:56 |
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His name is Citizen Snips
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# ? Jan 13, 2020 04:30 |
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The KC was the king of big ballistic guns pre-Heavy Metal. 2 AC20s or Gauss Rifles was more than enough for most missions. The current game favors clusters of ballistics that can exceed raw damage of 2x AC20 or Gauss, so the KC got outdated fast.
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# ? Jan 13, 2020 05:11 |
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My Annihilator now has 4 LBX-10++ equipped. Every mech in its line of sight is reduced to dust.
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# ? Jan 13, 2020 05:13 |
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Yeah on my post-HM campaign I kept collecting them because I felt bad for selling, but I sure didn't use them (much). I think I had seven at the end. Now it's all about Marauders and Annihilators.
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# ? Jan 13, 2020 05:14 |
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anakha posted:The KC was the king of big ballistic guns pre-Heavy Metal. 2 AC20s or Gauss Rifles was more than enough for most missions. It's still excellent at barfing out MLs and SRMs or LLs and LRMs though!
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# ? Jan 13, 2020 05:16 |
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I mean, I don't know how people travel around the galaxy enough to create their wonderful builds in 1200 days. But the Annihilator's 4x AC10s, with their far better range, are vastly superior to the 2x AC20s.
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# ? Jan 13, 2020 05:41 |
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RBA Starblade posted:It's still excellent at barfing out MLs and SRMs or LLs and LRMs though! Yup, the KC can work as a jumpy SRM brawler (although the Archer 2S is preferable due to higher initiative IMO). Trying to configure it as a LRM boat just pissed me off because having all missile hardpoints in one torso is too limiting.
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# ? Jan 13, 2020 07:21 |
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I am finishing of my career and got an Annihilator, AtlasII, King Crab and is only missing the HGH-732B (1 part left). Despite having a 600 alpha on these beasts, they still feel kind underpowered to the Marauder, simply based on the head capping ability of the latter. Is there an actual point of running anything but Marauders, possibly supplemented by a Cyclops-Z for the initiative boost?
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# ? Jan 13, 2020 07:49 |
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anakha posted:Yup, the KC can work as a jumpy SRM brawler (although the Archer 2S is preferable due to higher initiative IMO). Trying to configure it as a LRM boat just pissed me off because having all missile hardpoints in one torso is too limiting. If memory serves, the KC can only mount 60 LRM tubes. Stalkers and HGN-733s can both theoretically mount 80, although the practical limit is 70 and 75 respectively if you want to load enough ammo. There's never been a reason to use a KC as anything other than a platform for twinned AC/20s and 24 SRMs, and you can't really improve on that with UACs because it runs too hot. It's now the Shadow Hawk of assaults - decent at everything, but whatever you want to do there's always a better specialist mech.
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# ? Jan 13, 2020 09:28 |
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OK, back for more dumb newb questions. I'm having a lot of trouble finding any AC/20s. I've gone to a few different systems looking for a good trading market, and mostly they have trash, but I've only been to the frontier so far, and the conflict zones with the restoration and the, uh, other guys. I did manage to find an AC/20 at a planet, and I bought it, but it didn't ever show up in my inventory, I waited around a while expecting it to be delivered or something, but I just never got it. I have to admit I was pretty under the influence at the time, so it's possible I did something wrong, but I spent a lot of money on *something*.
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# ? Jan 13, 2020 10:54 |
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Comte de Saint-Germain posted:I did manage to find an AC/20 at a planet, and I bought it, but it didn't ever show up in my inventory, I waited around a while expecting it to be delivered or something, but I just never got it. I have to admit I was pretty under the influence at the time, so it's possible I did something wrong, but I spent a lot of money on *something*. Sounds like you did something wrong, it should appear in your inventory immediately
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# ? Jan 13, 2020 11:01 |
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Wafflecopper posted:Sounds like you did something wrong, it should appear in your inventory immediately https://www.youtube.com/watch?v=Ag1o3koTLWM
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# ? Jan 13, 2020 11:14 |
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King Crabs just got kinda power creeped because Annihilators and Bull Sharks do everything a King Crab used to do but better because they have more free tonnage and hard points. Compared to the Annihilator at least it still has missile hardpoints to give it something different but the Bull Shark is literally just better in every way except a tiny amount of HP for being 5 tons lighter. The game doesn't tell you or reflect it in the durability but even the "downgraded" BSK-M3 has an XL engine, plus 4 of each type of hardpoint, so it just blows the KGC out of the water for the amount of random crap you can stuff in it.
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# ? Jan 13, 2020 11:31 |
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Are there any mods that make flashpoints available during the campaign? I mostly just want to field things like Ravens and Hatchetmen when having Lights and Mediums makes sense, and I don't really enjoy the lack of structure to the Career mode.
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# ? Jan 13, 2020 13:49 |
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It's a very easy text file edit, but I'm not sure there's a ready made mod for it.
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# ? Jan 13, 2020 14:55 |
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Pornographic Memory posted:King Crabs just got kinda power creeped because Annihilators and Bull Sharks do everything a King Crab used to do but better because they have more free tonnage and hard points. Compared to the Annihilator at least it still has missile hardpoints to give it something different but the Bull Shark is literally just better in every way except a tiny amount of HP for being 5 tons lighter. The game doesn't tell you or reflect it in the durability but even the "downgraded" BSK-M3 has an XL engine, plus 4 of each type of hardpoint, so it just blows the KGC out of the water for the amount of random crap you can stuff in it. One of the best things about the HM expansion is also the worst thing. The unique mexh modules make the new chassis so much fun to play with, but they mean that the original ones are totally overshadowed. I really wanted to make a mod pack that added these to all the classic mechs, even had some great ideas, but my skills were not up to the task! Really surprised the community hasn't offered anything yet.
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# ? Jan 13, 2020 14:58 |
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The KGC will always be one of my favorite mechs, power creep or not. I do wish HBS would go back and update the non-heavy metal mechs with quirks however.
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# ? Jan 13, 2020 16:07 |
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By the way, what the gently caress are "Darius forces" or whatever that I have to destroy? I want to believe that they're forces associated with a long-dead Persian emperor, and not that my XO decided to double-book a mission with another company. Let me guess: they coded it so that anyone who acts as your employer could then randomly be chosen as opfor in one of those missions where there are two different forces you're up against.
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# ? Jan 13, 2020 17:51 |
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# ? May 30, 2024 07:04 |
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Norton the First posted:By the way, what the gently caress are "Darius forces" or whatever that I have to destroy? I want to believe that they're forces associated with a long-dead Persian emperor, and not that my XO decided to double-book a mission with another company. There are some bugs around with descriptions and allies and opfors, based on how often Kamea showed up
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# ? Jan 13, 2020 18:05 |