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sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Here it is:

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BrotherJayne
Nov 28, 2019

Holy fook, wanna hover over that firepower bar?

e: Wait, do the UAC's use AC ammo?

sean10mm
Jun 29, 2005

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

BrotherJayne posted:

Holy fook, wanna hover over that firepower bar?

I think the tooltip says 480 damage/240 stability damage, but with the chassis quirk it's actually 576 damage (+20%)

BrotherJayne posted:

e: Wait, do the UAC's use AC ammo?

Yup! They just use it at double the rate.

TotalLossBrain
Oct 20, 2010

Hier graben!

BrotherJayne posted:

Holy fook, wanna hover over that firepower bar?

e: Wait, do the UAC's use AC ammo?

They're just lighter ACs that fire two rounds at a time.

Organ Fiend
May 21, 2007

custom title
Finally finished a career with a maxed out score. I'm not sure how anybody did this without flashpoints or the expanded upper portion of the map.



sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
What mechs would you use if just choosing based on how cool they look in-game?

Off the top of my head I'd say... Annihilator (even if it wasn't OP, I'd love it for how WEIRD it is), King Crab, Thunderbolt, Warhammer, Shadow Hawk, Griffin?

Stravag
Jun 7, 2009

Organ Fiend posted:

Finally finished a career with a maxed out score. I'm not sure how anybody did this without flashpoints or the expanded upper portion of the map.





Just dont move until you clear out every mission, shift to the next closest star, repeat. The change so a mission doesnt progress you a day was super early

SpookyLizard
Feb 17, 2009
Marauder. Atlas. King Crab. Catapults and Catapult K2s. Jenners and Commandos. Phoenix Hawks. Centurions. Annhilators too. Many of my favorite 'mechs are based on appearance. Uziels too.

Organ Fiend
May 21, 2007

custom title

Stravag posted:

Just dont move until you clear out every mission, shift to the next closest star, repeat. The change so a mission doesnt progress you a day was super early

Of course I'm doing that.

Before they expanded the map, there just didn't seem to be enough high-value planets to hit the c-bill requirement. I was running with generous salvage, balanced out by slow/rare pilots, pilot lethality, mech destruction, and ironman to keep the multiplier at 1.0. I hit every single 1.5+ skull world (except for two in the arano restoration, and the ones near Hellspont). I don't see how you would be able to reach the value of those worlds even if you farmed every single 3 skull world. I only got 80k for cbills with ~170 days to spare, and I needed ~150 of those days just jumping to get the planet requirement. I might have been able to save ~100 days, but thats only ~10 more worlds.

Also, what would the strategy be with faction alignment? I don't think it was possible to max out negative faction rep with DC and LC before they added the top of the map, so you'd have to be going maxed out LC/DC rep (meaning you couldn't ally yourself with anyone).

Stravag
Jun 7, 2009

You pretty much just bounced around the same 3-4 5skull planets in the early days and with maxed engines you lost minimal time to travel. They may have rebalanced the scoring after expanding the map too. Especially because with the old system planet stores only 2 werent in liao space to get the best stuff

Organ Fiend
May 21, 2007

custom title

Stravag posted:

You pretty much just bounced around the same 3-4 5skull planets in the early days and with maxed engines you lost minimal time to travel. They may have rebalanced the scoring after expanding the map too. Especially because with the old system planet stores only 2 werent in liao space to get the best stuff

It could be that I'm overestimating the amount of value you get from 4.5 skull worlds over 3 skull worlds. I mean it doesn't matter if there are 2 or 8 90-100 tonners on a map, you're only going to be able to reliably salvage 2 of them.

Or did you have to do the tedious thing where you dissect every mech you fight so that they only thing left to salvage are mech parts? This time around I was just blowing heads off left and right.

Stravag
Jun 7, 2009

Salvaging 3-4 assaults a mission is worth about 10 million more a mission than salvaging the same number of heavies

Organ Fiend
May 21, 2007

custom title

Stravag posted:

Salvaging 3-4 assaults a mission is worth about 10 million more a mission than salvaging the same number of heavies

That seems off.

Heavies sell for ~500k-700k and assaults sell for ~800k-1mil. At maximum, thats about a 500k difference, so for 4 mechs, thats a 2mil difference. I could easily see a 10mil difference for the planet.

Also, how are you reliably salvaging 4 mechs a mission? I can get 2 reliably, maybe up to 4 if I already have parts. Are you doing the "strip every mech so that only mech parts remain" thing?

Pornographic Memory
Dec 17, 2008

sean10mm posted:

What mechs would you use if just choosing based on how cool they look in-game?

Off the top of my head I'd say... Annihilator (even if it wasn't OP, I'd love it for how WEIRD it is), King Crab, Thunderbolt, Warhammer, Shadow Hawk, Griffin?

Marauder, Rifleman, Warhammer easily. I have a strange love for the Vindicator, since it looks perfect for what it is, a simple soldier mech that does the grunt work.

I'd have a lot more if they add the Clans, most of the initial invasion omnis look great in just about every incarnation.

Sky Shadowing
Feb 13, 2012

At least we're not the Thalmor (yet)
I checked in on the weekly stream yesterday that HBS and Paradox put on, and according to some of the chatters in there when I inquired, next week is the earliest Mitch and Co. will start talking about future content.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Firestarter, Vindicator and Enforcer are similar looking and I kinda like em all.

Best Friends
Nov 4, 2011

I absolutely love the look of the Vulcan for some reason.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
I like the big bonnet on the Assassin and Dragon.

Q_res
Oct 29, 2005

We're fucking built for this shit!
There's a new, free update coming Version 1.9. Some of the stuff coming in it:

Two new difficulty settings. The first of which allows you to tone down the amount of lostech and +/++/++ gear in stores to their pre-1.8 levels. The second is for half-priced Argo upgrades, this applies to the initial purchase price and monthly upkeep cost.

16 new Mech variants

8 new vehicle variants

They're taking another pass at trying to improve the Convoy AI

Some sort of "Time Advance" feature, apparently makes the in-game days pass a bit more quickly. Less time spend waiting for days to cycle. Hopefully this applies to travel time between star systems.

pmchem
Jan 22, 2010


What's the best all-around level 2 mechwarrior ability to get the most often on your mechwarriors? coolant vent? or maybe breaching shot?

I'm playing vanilla campaign and still only rolling with 55T mechs, but eventually plan on taking this crew on to assaults and freeform career mode.

the yeti
Mar 29, 2008

memento disco



pmchem posted:

What's the best all-around level 2 mechwarrior ability to get the most often on your mechwarriors? coolant vent? or maybe breaching shot?

I'm playing vanilla campaign and still only rolling with 55T mechs, but eventually plan on taking this crew on to assaults and freeform career mode.

I'd say absolutely one of those two

Q_res
Oct 29, 2005

We're fucking built for this shit!
Of the Level 2 skills, ignoring for the moment that your L1 choices lock you into only 2 of them, I'd say Breaching Shot and Coolant Vent are probably the best. Just briefly:

Breaching Shot: Great for Mechs that have 1-3 big weapons, especially against Bulwark enemies. You probably only want it on 1 or 2 Mechs in a given drop, but it's useful.

Ace Pilot: You can shoot and then move, that's it, that's the gimmick. I do feel it gets underappreciated, but it's really mostly useful if you're playing high-level initiative fuckery games, which isn't strictly necessary against the AI. I feel like this would be far more appreciated as a Multiplayer skill, but Multiplayer is dead so who loving cares?

Coolant Vent: I like this for Energy boat Mechs in particular, but it's generally useful. Sometimes it makes the difference between being able to finish off a Mech or letting it do another round of damage to yours.

Master Tactician: It seems to get oft overlooked that with this ability, hitting Reserve restores your Mechs stability. Then combined with the Vigilance ability, you can really screw around with initiative. Basically, take this on your Sensor Lock pilots that you're using as Scouts.

Technowolf
Nov 4, 2009




Q_res posted:

16 new Mech variants

Are they finally gonna add the Swayback variants?

GHOST_BUTT
Nov 24, 2013

Fun Shoe

Q_res posted:

16 new Mech variants

:eyepop:

Really if all they do for the rest of the game's lifespan is keep pumping out ever more obscure mech variants, I'll be happy

Ravenfood
Nov 4, 2011

pmchem posted:

What's the best all-around level 2 mechwarrior ability to get the most often on your mechwarriors? coolant vent? or maybe breaching shot?

I'm playing vanilla campaign and still only rolling with 55T mechs, but eventually plan on taking this crew on to assaults and freeform career mode.

You can never go wrong with coolant vent but breaching shot generally benefits from a mech built around it so coolant vent would be what I'd go for by default.

Gwaihir
Dec 8, 2009
Hair Elf

Technowolf posted:

Are they finally gonna add the Swayback variants?

That one's already in the game though? :???:

Horace Kinch
Aug 15, 2007

pmchem posted:

What's the best all-around level 2 mechwarrior ability to get the most often on your mechwarriors? coolant vent? or maybe breaching shot?

I'm playing vanilla campaign and still only rolling with 55T mechs, but eventually plan on taking this crew on to assaults and freeform career mode.

All 4 of them have their uses.

Breaching shot pairs nicely with big drat guns or a LRM20++ for dunking targets in cover or with bulwark.

Coolant flush will buy your really hot mechs another alpha strike and really shines with extremely hot weapons like UACs, Snub PPCs, and Pulse Lasers.

Ace Pilot will let your mech shoot and scoot. It's situational but is excellent if you want to pop off a shot and then dip back into cover or out of line of sight of a demolisher or SRM carrier.

Master Tactician will let that pilot act on an earlier initiative and it stacks with the Cyclops Z's battle computer which means you can have an assault mech moving on the medium phase.

Organ Fiend
May 21, 2007

custom title

pmchem posted:

What's the best all-around level 2 mechwarrior ability to get the most often on your mechwarriors? coolant vent? or maybe breaching shot?

I'm playing vanilla campaign and still only rolling with 55T mechs, but eventually plan on taking this crew on to assaults and freeform career mode.


The best all-around level 2 is, without any doubt, master tactician, and the best all around pilot type is vanguard (MT + bulwark).

All of the other level 2s are useful for specific types of mechs, but being able to decide whether you shoot first or force the enemy to shoot/move first is vitally important no matter what kind of mech you're running. The +1 initiative is also vital on assault mechs (you never want to be running at initiative 1).

MT being best overall is especially true if you're talking about leveling pilots up in the early game. MT is tactics 8 and called shot master is tactics 9. Tactics 9 is absolutely critical for the late game, both for salvaging reliably, and for killing off superior numbers of assaults efficiently. A tactics 9 pilot in a Marauder breaks the game in half. Leveling up a pilot to tactics 9 that isn't getting MT takes much longer.

So make sure you are leveling at least two vanguard pilots. They will be your only sharpshooters until you get your others up to tactics 9, and they will be your assault pilots until you get a CP-10-Z.

the yeti
Mar 29, 2008

memento disco



Am I the only one who does a double take each time the Argo flies somewhere backwards :crossarms:

Last Transmission
Aug 10, 2011

the yeti posted:

Am I the only one who does a double take each time the Argo flies somewhere backwards :crossarms:

The Argo is doing everything right:

In the middle of the trip to the planet dropships turn around and go full burn to decelerate to avoid slamming into or overshooting the planet.
So yes, you're actually flying the second leg rear end first.

And I think those backwards arrivals were added post launch.

Arglebargle III
Feb 21, 2006

That's correct physics. It's good they have that in there.

the yeti
Mar 29, 2008

memento disco



Arglebargle III posted:

That's correct physics. It's good they have that in there.

Oh right :doh:

TaurusTorus
Mar 27, 2010

Grab the bullshit by the horns

Arglebargle III posted:

That's correct physics. It's good they have that in there.

but thats going slow and i want to go fast, full burn all the way, brake on the planet.

Arglebargle III
Feb 21, 2006

It depends on where they're going. Cutscenes where the Argo enters orbit by burning prograde are also correct.

Organ Fiend
May 21, 2007

custom title

Last Transmission posted:

The Argo is doing everything right:

In the middle of the trip to the planet dropships turn around and go full burn to decelerate to avoid slamming into or overshooting the planet.
So yes, you're actually flying the second leg rear end first.

And I think those backwards arrivals were added post launch.

After launch, the dev's must have watched the Expanse.

imweasel09
May 26, 2014


pmchem posted:

What's the best all-around level 2 mechwarrior ability to get the most often on your mechwarriors? coolant vent? or maybe breaching shot?

I'm playing vanilla campaign and still only rolling with 55T mechs, but eventually plan on taking this crew on to assaults and freeform career mode.
It's coolant vent or master tactician. If something doesn't run hot enough for coolant vent to matter +1 initiative is the best thing you can be doing in it.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
Those cutscenes were in by launch. I love the one where the camera is static and the argo "falls" past the camera toward orbit.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
I always have 1 pilot with multi target for escort/base defense missions to draw enemy fire.

Otherwise splitting fire is generally dumb. Exceptions exist but not often enough to matter IMO.

Technowolf
Nov 4, 2009




Gwaihir posted:

That one's already in the game though? :???:

I mean like the -4J/-4SP which don't have the big hunch the -4G and -4P do.

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Cease to Hope
Dec 12, 2011

Technowolf posted:

I mean like the -4J/-4SP which don't have the big hunch the -4G and -4P do.

the 4J has a huge hump, it just has a bigass LRM launcher in it

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