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Zarin
Nov 11, 2008

I SEE YOU

Ravenfood posted:

Correct. You cannot knock over a mech that isn't already unsteady when you fire.

I think it is a mortar with two shots per mission instead of one. I also think the radius and damage is the same but I am not positive.


And Tyler Too! posted:

You can't knock down a mech unless it is unsteady. In earlier versions of Battletech this wasn't the case and a good salvo of +stability SRM volleys could knock a mech on its rear end in record time. HBS realized everyone was boating SRMs for easy knockdowns+freebie called shots and shut that down real fast.

Goooooooooooooootcha. Maybe that's why I think it's doable, because I did it early in my campaign or something.

So now it's a two-step process. Hmm.

So I'd have to have two stability-inducing mechs to try and make that sorta combo happen. Still doable, maybe, but not sure it's worth it; with 1 +vision and 3 +comms equipment in the lance, I can pretty much do 1 called shot on odd turns, and 2 called shots on even turns. Also unless those pilots were splitting fire, there wouldn't be enough left of the fallen mech to salvage, I reckon :v:

I guess maybe dumping the comms units and having everyone run +vision could also get me more options in combat. There are some turns I have to just do nothing because there's something juuuuuust out of LoS.

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Assessor of Maat
Nov 20, 2019

Ravenfood posted:

Correct. You cannot knock over a mech that isn't already unsteady when you fire.

I think it is a mortar with two shots per mission instead of one. I also think the radius and damage is the same but I am not positive.

It's two shots at the same damage, but with a larger radius.

Horace Kinch
Aug 15, 2007

Zarin posted:

Goooooooooooooootcha. Maybe that's why I think it's doable, because I did it early in my campaign or something.

So now it's a two-step process. Hmm.

So I'd have to have two stability-inducing mechs to try and make that sorta combo happen. Still doable, maybe, but not sure it's worth it; with 1 +vision and 3 +comms equipment in the lance, I can pretty much do 1 called shot on odd turns, and 2 called shots on even turns. Also unless those pilots were splitting fire, there wouldn't be enough left of the fallen mech to salvage, I reckon :v:

I guess maybe dumping the comms units and having everyone run +vision could also get me more options in combat. There are some turns I have to just do nothing because there's something juuuuuust out of LoS.

If you want a dedicated stability mech that doubles as an untouchable bastard fill a Rifleman/Jaegermech with as many -tonnage/+dmg UAC2's as you can get away with.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Is anyone here playing with mod overhauls? Gimme the current rundown on bexce and 3062 and roguetech?

Horace Kinch
Aug 15, 2007

Artificer posted:

Is anyone here playing with mod overhauls? Gimme the current rundown on bexce and 3062 and roguetech?

All 3 add a ton of community-made content at the expense of all of your attacks missing forever and being an overall unfun slog.

Azran
Sep 3, 2012

And what should one do to be remembered?
Nah, BEXCE doesn't do that to the point of the others. Every Gunnery point is like 2-2.5% instead of what the base game has, which makes hit rates a tad lower, but it's barely noticeable. When I played 3062 I couldn't make it past the very first mission because of the huge number of misses every turn.

anakha
Sep 16, 2009


BEXCE is what I'm playing right now, although I disabled the Galaxy at War function for now until I complete all the flashpoints because that mod is loving up the flashing graphic showing what flashpoints are available.

I'm actually glad it's hidden away most of the new weapons behind a timeline trigger because they break the game wide open in vanilla.

Goa Tse-tung
Feb 11, 2008

;3

Yams Fan
3062 is fine if you drastically up the XP gain to push gunnery

first few missions are a sprint-and-melee fest, but then it becomes good imo

Cease to Hope
Dec 12, 2011
3062 has a real problem with having 3953168 variants of every single mech so inventory screens get overloaded and it can sometimes be impossible to remember what any mech actually does, forcing you to recheck the loadout of every single enemy

this is also one of its main features

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!

Cease to Hope posted:

3062 has a real problem with having 3953168 variants of every single mech so inventory screens get overloaded and it can sometimes be impossible to remember what any mech actually does, forcing you to recheck the loadout of every single enemy

this is also one of its main features

The tech and mechlab are what attracted me but....the missing and the inventory/variant bloat does worry me.

peer
Jan 17, 2004

this is not what I wanted
edit: oops

Organ Fiend
May 21, 2007

custom title

Zarin posted:

Goooooooooooooootcha. Maybe that's why I think it's doable, because I did it early in my campaign or something.

So now it's a two-step process. Hmm.

So I'd have to have two stability-inducing mechs to try and make that sorta combo happen. Still doable, maybe, but not sure it's worth it; with 1 +vision and 3 +comms equipment in the lance, I can pretty much do 1 called shot on odd turns, and 2 called shots on even turns. Also unless those pilots were splitting fire, there wouldn't be enough left of the fallen mech to salvage, I reckon :v:

I guess maybe dumping the comms units and having everyone run +vision could also get me more options in combat. There are some turns I have to just do nothing because there's something juuuuuust out of LoS.

You really only need one stability damage engine. Other mechs just need to have at least one weapon with decent stability damage to put the last hit in. Incidentally, this is where mechs with multi-target that don't have Breaching Shot become useful. They can fire one stability weapon at the unbalanced target, and the rest into something else.

If I'm playing stability damage games, then I'll have one stability damage engine (Stalker LRM boat, BSK LBX2/5+LRM combo) and either one mech with multi-target and stability weapons (SRMs, heavier ACs, etc) or I'll run the stability damage engine with a striker pilot (MT and multi target ... you don't need bulwark if you're beyond the range/behind a hill and can't be shot), reserve to the end and then put the last hit in (while directing the bulk of my stability damage at another target) at the beginning of the next turn.

Also, never ever replace comms systems with +range. Called shots and vigilance are far, far more important. If you're having trouble with spotting, it means you're not running a brawler. Best option is a CP10-Z with 6xML, 10xSRM, near max armor, and a brawler pilot (evasive + coolant flush) with piloting 7 (for +20% sprint). Brawlers are the tankiest pilots, the CP10-Z configured like that can back shot or side shot things to death, decent melee, and the command console helps you play the initiative games that are important for utilizing stability damage. If you don't have a CP10-Z, any 65-75 ton heavy similarly configured or a melee BNC-3M (brawler pilots for both) are also great for getting up close and doing some serious damage while your LRM boat/stability engine knocks things over.

anakha
Sep 16, 2009


The Archer 2S is my favorite stability killer due to the quirk + 4 missile slots.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

anakha posted:

The Archer 2S is my favorite stability killer due to the quirk + 4 missile slots.

The Archer 2S should be killing people by putting 24 SRMs in the same place. They shouldn't have time to fall over first.

anakha
Sep 16, 2009


Jedit posted:

The Archer 2S should be killing people by putting 24 SRMs in the same place. They shouldn't have time to fall over first.

Against pristine heavies/assaults, without using Precision Strike, getting unsteady status on the initial salvo has a higher probability than getting a kill in my experience.

I tend to save my resolve for Marauder headshots.

Organ Fiend
May 21, 2007

custom title
~900 days into my latest campaign, and the only heavies I'm still using are the GHR (exactly what you'd expect), MAD (exactly what you'd expect), WHM-3D. The GHR and MAD are obvious choices, but I'm surprised by how effective the WHM has been. Its running 2xsnPPC++ (which, on a WHM do 150 damage each) and 4xML. It does >400 damage, can reliably nuke turrets and Shrecks with just the snPPCs, and rips things apart from the sides and back. Its not a bad head-shooter as well, as any of the MLs + any hit from the snPPCs will decapitate.

the yeti
Mar 29, 2008

memento disco



I was thinking of a ‘ham build like that but giving up one of the lasers to get a TAG on there for more bonus damage

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
I like to stick 2 of the +10 damage PPCs in my Warhammer to make it a long range sniper, especially if I don't have a Marauder yet to take that role. 60 damage PPCs do 72 damage in the Warhammer so they're 1 hit kill headshot weapons.

I edited PPC heat down to 28 and ERPPC heat to 35 though, which helps a lot with making PPCs viable.

e: Tag range seems stupidly short in this game?

Cease to Hope
Dec 12, 2011
tags only have LL range in TT. maybe you're thinking of MWO, where they buffed the poo poo out of the range to make TAG viable on LRM boats?

Pornographic Memory
Dec 17, 2008
I'm pretty sure you can't get the TAG damage bonus on the same action in which you're TAG-ing a mech. The TAG bonus is pretty potent with a Warhammer though, I stuffed a WHM-6R with upgraded ERPPCs, ERMLs, ERSLs, and as many DHS as I could find and an ERPPC shot on a tagged target does almost 100 damage. My TAG-bot is a GRF-2N because it can fit 4 SRM6s and full JJs with the TAG, and with 10 piloting and a full jump you have so much evasion that even a medium mech can hang in almost any difficulty of mission. One thing I really love about Heavy Metal is that a combination of new weapons, new mechs (and their quirks), and buffs to lostech make it viable to set up really lethal long range mechs that aren't just LRM boats. You can set up gunlines that just smite the AI from across the map while they're just hunkering in cover.

Organ Fiend
May 21, 2007

custom title

sean10mm posted:

I like to stick 2 of the +10 damage PPCs in my Warhammer to make it a long range sniper, especially if I don't have a Marauder yet to take that role. 60 damage PPCs do 72 damage in the Warhammer so they're 1 hit kill headshot weapons.

I edited PPC heat down to 28 and ERPPC heat to 35 though, which helps a lot with making PPCs viable.

e: Tag range seems stupidly short in this game?

Early game, before you get ANHs, MADs and ++ weapons, I can totally see that as a headcapper solution. Late game, of course, it would be overshadowed by the ANHs and MADs. The snPPC version I posted though seems to have something unique. I don't think there's another mech as fast as the WHM that can do that much damage as the WHM can with ++snPPCs.

I edited PPC heat to 30, but I also increased the damage that the ++ versions get, so the ++dmg verison is a headcapper. Stability damage ++ versions get +40 stability damage. Its a different way to make them viable, but I like it.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
This isn't an original observation on my part, but an Annihilator loaded with quad UAC10++ and DHS is literally too good. Every called shot is 8 chances to hit the target location, and every one of them is a 1 hit kill to the head. It does 576 total damage. It has enough range that everything is in range immediately pretty much all the time. And you have enough weight left over to give it heavy-rear end armor too.

Marauder builds to cheese headshots at least don't also do huge absolute damage too, and the Marauder is a lot more fragile.


Organ Fiend posted:

I don't think there's another mech as fast as the WHM that can do that much damage as the WHM can with ++snPPCs.

Black Knight 6b is a contender simply because it comes with an impossible number of DHS in the legs, so you can load it with a stupid number of energy weapons without melting.

Bobfly
Apr 22, 2007
EGADS!
So, I just got this, and it's really great, fighting giant robots with giant robots is really satisfying!
... But building them is a little daunting. Are there any guides out there to help me get in the mindset of what makes a setup work? A general ideas type of deal.
Also, how best to get an idea of what a particular chassis is supposed to be good at (and how well one might expect it to do at that)? Any particular stats you might not think to look at?
I guess biomes influence what weapon category you'd prefer due to heat? Or do other things matter more?
Sorry for a somewhat scattered post. It's a complex game!

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

Bobfly posted:

So, I just got this, and it's really great, fighting giant robots with giant robots is really satisfying!
... But building them is a little daunting. Are there any guides out there to help me get in the mindset of what makes a setup work? A general ideas type of deal.
Also, how best to get an idea of what a particular chassis is supposed to be good at (and how well one might expect it to do at that)? Any particular stats you might not think to look at?
I guess biomes influence what weapon category you'd prefer due to heat? Or do other things matter more?
Sorry for a somewhat scattered post. It's a complex game!

Some of the following are generally good archetypes:

--shitloads of ML
--shitloads of SRMs
--MLs and SRMS
--AC20s and MLs
--AC20s and SRMs
--Shitloads of lighter ACs save for AC/2s (really only possible on things like the Annihilator or Bull Shark)
--Shitloads of LRMs

Basically build for one range bracket and stick to it

Horace Kinch
Aug 15, 2007

Bobfly posted:

So, I just got this, and it's really great, fighting giant robots with giant robots is really satisfying!
... But building them is a little daunting. Are there any guides out there to help me get in the mindset of what makes a setup work? A general ideas type of deal.
Also, how best to get an idea of what a particular chassis is supposed to be good at (and how well one might expect it to do at that)? Any particular stats you might not think to look at?
I guess biomes influence what weapon category you'd prefer due to heat? Or do other things matter more?
Sorry for a somewhat scattered post. It's a complex game!

Put Bulwark on all of your pilots, ditch your Light mechs asap, put ammo in the legs. For starter builds you can't go wrong with a bunch of Medium Lasers, SRM6's, or (assuming you have the Heavy Metal DLC) LBX/Ultra Autocannons. Don't use AC2's, AC10's (exception: Annihilator), or Standard/ER PPCs.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

Bobfly posted:

So, I just got this, and it's really great, fighting giant robots with giant robots is really satisfying!
... But building them is a little daunting. Are there any guides out there to help me get in the mindset of what makes a setup work? A general ideas type of deal.
Also, how best to get an idea of what a particular chassis is supposed to be good at (and how well one might expect it to do at that)? Any particular stats you might not think to look at?
I guess biomes influence what weapon category you'd prefer due to heat? Or do other things matter more?
Sorry for a somewhat scattered post. It's a complex game!

Rush Bulwark ability (the little castle icon in the Guts skill tree) on every pilot. No exceptions.

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

Look at the "tons free" number, that's how much weapons/armor/etc. the mech can mount. More is better. That's the simplest way to rate relative mech quality. This highlights some weird stuff, like how the 50T Hunchback/Centurion/Enforcer can carry more armor & firepower than mechs that weigh up to 60 tons, or how there are 90-95T assault mechs that carry less than a 75T heavy. Basically mechs that are abnormally fast for their weight are gimped in tons free, and the trade off is almost never worth it.

Speed doesn't have much value in this game. More weapons and armor are basically always worth more than moving up a speed category.

There are some "trap" weapons. PPC, ERPPC are too hot for the damage they do. AC/2 is trash tier. Just carrying a single LRM5 or an SRM2 is usually a waste, and stock mechs that mix a tiny LRM with a tiny SRM are really dumb.

LRM are best used in mass quantities if you use them. Their main value is knocking enemies over with stability damage. The laziest way to make a mech better, especially early on, is to replace everything with some mix of ML/SRM/LBX or Ultra AC/snub PPC.

Small lasers and machine guns are good on mechs that can carry a ton of them like the Firestarter and Grasshopper. Individually they're weak but they also weigh nothing so their bang for the buck is great, but the range is poor.

sean10mm fucked around with this message at 21:16 on Feb 6, 2020

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

sean10mm posted:

Rush Bulwark ability (the little castle icon in the Guts skill tree) on every pilot. No exceptions.

A sensor lock guy can be really useful early on for turrets too

Bobfly
Apr 22, 2007
EGADS!

sean10mm posted:

Speed doesn't have much value in this game. More weapons and armor are basically always worth more than moving up a speed category.

Thank you for a very well phrased and informative post! This makes me a little sad, though. Zipping across the map is fun -- but so is firing a disco laser show into a pirates face, so I'll take it :-)

So stability damage is really important early on?

Horace Kinch
Aug 15, 2007

Knocking a mech down lowers its initiative and gives you call free called shots, it's worth doing but becomes less common as you progress. Heavier mechs are harder to knock down unless you are really piling it on.

Furthermore, cram jumpjets into your mechs. You gain the ability to reposition however you please, cover roughly as much ground as you would sprinting (and you still gain evasion), and you can shoot as well.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

Bobfly posted:

Thank you for a very well phrased and informative post! This makes me a little sad, though. Zipping across the map is fun -- but so is firing a disco laser show into a pirates face, so I'll take it :-)

So stability damage is really important early on?

Speed has more value early when everyone's gunnery skill is low, and extra evasion >>> can really reduce the enemy's ability to hit you.

Also big exception I forgot! COIL weapons do more damage the more evasion >>> you build up walking, so if you get a COIL-M or COIL-L stick it on something fast and watch the damage soar.

Also I agree that jump jets can be great.

Cease to Hope
Dec 12, 2011

Bobfly posted:

So, I just got this, and it's really great, fighting giant robots with giant robots is really satisfying!
... But building them is a little daunting. Are there any guides out there to help me get in the mindset of what makes a setup work? A general ideas type of deal.

I write a guide that answers most of these questions!

Cease to Hope posted:

How to build a mech! Because I am a goddamned lunatic, here's six thousand godforsaken words on how to build robots in this stupid game.

Bobfly
Apr 22, 2007
EGADS!

Cease to Hope posted:

I write a guide that answers most of these questions!

Oh lordy! You're a treasure, and dont let anyone tell you different! :D

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
One headshot strategy later in the game is to carry a shitload of weapons that do >30 damage per instead of just 1-2 weapons that do >60 per. Marauders with multiple small UACs and ML +10 damage variants can break the game even more.

Zarin
Nov 11, 2008

I SEE YOU

Bobfly posted:

Thank you for a very well phrased and informative post! This makes me a little sad, though. Zipping across the map is fun -- but so is firing a disco laser show into a pirates face, so I'll take it :-)

Make sure that you balance out yeeting pirates into the sun with yeeting other people ON BEHALF OF the pirates, too! The Black Market is the most important shop in the game, so you'll probably want to try and keep your rep with them in the positives somewhere.

I mean, you can access it as long as they don't actively LOATHE you, but then things are expensive (both to join the market, and then to buy from it).

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

Zarin posted:

Make sure that you balance out yeeting pirates into the sun with yeeting other people ON BEHALF OF the pirates, too! The Black Market is the most important shop in the game, so you'll probably want to try and keep your rep with them in the positives somewhere.

I mean, you can access it as long as they don't actively LOATHE you, but then things are expensive (both to join the market, and then to buy from it).

Always take missions against the planetary governments, there are no downsides to beating them up.

I also usually gently caress up the Taurians because they have no flashpoint missions to do.

binge crotching
Apr 2, 2010

Zarin posted:

Make sure that you balance out yeeting pirates into the sun with yeeting other people ON BEHALF OF the pirates, too! The Black Market is the most important shop in the game, so you'll probably want to try and keep your rep with them in the positives somewhere.

I mean, you can access it as long as they don't actively LOATHE you, but then things are expensive (both to join the market, and then to buy from it).

Doing a bunch of pirate vs local government missions early on is like a cheat code. I got them up to a little over +60, which made it really easy to get a full lance of Griffins for when I was still in the medium mech phase.

Bentai
Jul 8, 2004


NERF THIS!


sean10mm posted:

This isn't an original observation on my part, but an Annihilator loaded with quad UAC10++ and DHS is literally too good. Every called shot is 8 chances to hit the target location, and every one of them is a 1 hit kill to the head. It does 576 total damage. It has enough range that everything is in range immediately pretty much all the time. And you have enough weight left over to give it heavy-rear end armor too.
What's the full load-out for a build like that, with armor? I've been trying to put one together and it runs really hot.

Arglebargle III
Feb 21, 2006

I did the raven flashpoint and decided that mercs who sell out their employers aren't likely to have a long and prosperous life. Are there consequences for flipping sides?

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!

Arglebargle III posted:

I did the raven flashpoint and decided that mercs who sell out their employers aren't likely to have a long and prosperous life. Are there consequences for flipping sides?

Other than the reputation hit, I don't believe so.

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sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

Bentai posted:

What's the full load-out for a build like that, with armor? I've been trying to put one together and it runs really hot.

4x UAC10++ (-3 tons +10 stab)
11 tons ammo
8x DHS
1400 armor

There are literally no open slots left with this except the head.

Normally I want 2 tons per AC/10 so 4 tons per UAC10, but even 11 tons feels like plenty because things just die so fast.

sean10mm fucked around with this message at 14:05 on Feb 7, 2020

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