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El Spamo
Aug 21, 2003

Fuss and misery
For sure, the Leopard is so tiny compared to the Argo (and lots of other dropships) it's not like it's transporting some Jumpship economy breaking amount of ship.
It also indicates that even though it's *possible* to build a ship that can mount another ship for jumping, it has to be ~Argo-sized to mount the literal smallest possible ship that can drop a lance which has clearly proven to be a dead-end ship type.

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Veloxyll
May 3, 2011

Fuck you say?!

Xarbala posted:

People who genuinely thought the Argo broke the setting were wildly exaggerating. It's because it has a piece of equipment that wasn't canon as of the release of the game: an extra K-F boom that allows a smaller dropship to latch onto it while it's hooked up to a jumpship (it's how the Leopard sticks onto the Argo whenever it's not in use).

There was then a sourcebook released that gave rules for the equipment in question.

Imagine enjoying a setting that is notorious for technology becoming lost that LITERALLY CALLS IT LOSTECH
Then getting mad when someone introduces something with LOSTECH on it

MShadowy
Sep 30, 2013

dammit eyes don't work that way!



Fun Shoe
Well, this got me to pick this up. And now I'm getting stupidly frustrated with the campaign; this depot raid mission... the... third? I think of the Liberation series is such a massive spike in difficulty compared to the previous ones. Still been having fun quite aside from this driving me nuts right now.

Koopa Kid
Aug 21, 2007



This LP also reminded me I’d picked this game up months ago but never played it and wow... the game does not gently caress around with the jump from 1.5 to 2 skulls. Went from seeing maybe a Hunchback in Assassination missions and otherwise lights/tanks for days straight to “here’s a Warhammer and a Black Knight, have fun”

Technowolf
Nov 4, 2009




Koopa Kid posted:

This LP also reminded me I’d picked this game up months ago but never played it and wow... the game does not gently caress around with the jump from 1.5 to 2 skulls. Went from seeing maybe a Hunchback in Assassination missions and otherwise lights/tanks for days straight to “here’s a Warhammer and a Black Knight, have fun”

You really have to look at the payout for the mission (both C-bills and salvage) to get a sense of the actual difficulty, rather than look at the skulls rating. A 2 skull mission that pays out 1 million C-bills is going to be a lot harder than a 3-skull that only pays around 850k.

SpookyLizard
Feb 17, 2009
Also the names. Im familiarizing myself with it now, but the names of the contract are actually how they are organized and stuff. you can use that and the LanceDef files to get an idea of what youre facing.

berryjon
May 30, 2011

I have an invasion to go to.
Just as long as the intelligence doesn't report that you're facing a recon Lance.

Only to find that you are fighting a recon lance.

A Steiner Recon Lance.

Of Atlases.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
One of my favorite missions is "Assassinate the guy in the Cicada!" because the OpForce can be nearly anything.

SpookyLizard
Feb 17, 2009
I love that line thats like "he deserves to die for piloting a cicada"

Technowolf
Nov 4, 2009




SpookyLizard posted:

Also the names. Im familiarizing myself with it now, but the names of the contract are actually how they are organized and stuff. you can use that and the LanceDef files to get an idea of what youre facing.

Any mission that mentions the word 'Titan' is guaranteed to have an assault class in it.

Which can give you a big boost if your still in mediums, but you really need to be prepared.

Koopa Kid
Aug 21, 2007



Technowolf posted:

You really have to look at the payout for the mission (both C-bills and salvage) to get a sense of the actual difficulty, rather than look at the skulls rating. A 2 skull mission that pays out 1 million C-bills is going to be a lot harder than a 3-skull that only pays around 850k.

It was like $500k, and the cheaper/less difficult of the two missions I had available! Now I’m scared of what the other one could be...

In any case I made it through (one casualty mostly because I was being stupid), but it was real unexpected. Once I finished off the first lance I was like “well the lance covering the secondary objective can’t be that hard” and then welp.

It’s a good tip on the names, I’m gonna pay much closer attention to that stuff moving forward.

Technowolf
Nov 4, 2009




Koopa Kid posted:

It was like $500k, and the cheaper/less difficult of the two missions I had available! Now I’m scared of what the other one could be...

In any case I made it through (one casualty mostly because I was being stupid), but it was real unexpected. Once I finished off the first lance I was like “well the lance covering the secondary objective can’t be that hard” and then welp.

It’s a good tip on the names, I’m gonna pay much closer attention to that stuff moving forward.

Was the salvage max unusually high, like 4/19 or 5/23 or something like that? That can also be an indicator for 'this mission is going to be tougher than the difficulty value says it will be'.

Although sometimes you just get unlucky and the OpFor rolls really well on its composition table. It happens.

Koopa Kid
Aug 21, 2007



Technowolf posted:

Was the salvage max unusually high, like 4/19 or 5/23 or something like that? That can also be an indicator for 'this mission is going to be tougher than the difficulty value says it will be'.

Although sometimes you just get unlucky and the OpFor rolls really well on its composition table. It happens.

It may have been yeah, I was still in cash over everything mode so I probably just didn’t give it a lot of thought

Veloxyll
May 3, 2011

Fuck you say?!

PoptartsNinja posted:

One of my favorite missions is "Assassinate the guy in the Cicada!" because the OpForce can be nearly anything.

I'm like 200 days in. They had at least a Black knight and a Catapault.

But heaven forbid anyone make a called shot on the legs of the Cicada. >: (

Also I continue to wish you got a turn once they hit the LZ to stop them. But nope, if a convoy or assassination target hits the LZ it's mission failed.
Then everyone packs up their robots and goes home I guess.

Koorisch
Mar 29, 2009
It's even worse when the Assassination target's extraction point is literally right next to them so they need only a turn to get to it wasting your last 10-15 minutes for nothing.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Let’s Play BattleTech: Career Mode – Detroit

I’ve decided I do want to try to unlock the Hatchetman to give us a little more enemy variety. Cluff’s Stand would put us a little closer, but I want a little more money and hopefully a Firestarter before we try that Flashpoint and there's a travel contract to Detroit. We still have plenty of time before the Flashpoint expires so there’s no worries if we take a little detour to visit Robocop.



Our options are a convoy escort or a convoy ambush. The convoy escort’s more lucrative, but the ambush is being offered by the pirates and we’re not hurting for money at the moment. As such, I do something I normally never suggest doing in the early game: I reduce both our pay and our salvage in order to get some extra reputation out of the pirate faction.



Our griffin’s going to finish its refit before we reach Detroit, and all of our injured pilots will be back in action too!



I briefly consider slapping that snub-nose PPC into the Enforcer, but it won’t finish in time so I—



Goddamn it, Conquistador Karen! Ok, so this looks like Venture Grouchy picking a fight while Karen is just a randomly-selected background character: but she's unstable. If she's in a random event there's a good chance she's the one who triggered it. Essentially, what has happened here is that Karen’s ‘Unstable’ tag has caused her to incite our other B-Team Mechwarrior into picking a fight with the ‘MechTechs.

All of the options here loving suck. Leaving it up to Darius will make everyone unhappy. Disciplining the ‘Techs will get us a penalty to our ‘Mech rating and mean the Griffin won’t finish in time. Agreeing to the technicians demands will burn our reserves and piss off the two Mechwarriors involved. Paying a million c-bills costs us money we can’t afford.

I opt to pay our techs better because they’re right, they do deserve more money considering the amount of work I make them do.



Bad result. Rather than just picking up low spirits, Grouchy’s gained the Rebellious tag. I believe Rebellious is like Unstable, in that it can generate bad events. It also means any time we make an executive decision he’s likely to pick up poor spirits because he’s gone full libertarian. I immediately consider firing both Grouchy and Karen (which, since we’re traveling, means “out the airlock”) but I decide against it. For now.

The other thing we get from this event is very, very nice and almost worth the 500k. +4 Tech Points is like having two Mechbay upgrades, our Griffin goes from having 10 days to upgrade to 6. Not a big deal since we’d be spending the time traveling anyway, but it’s nice to have. Unfortunately, it still isn’t enough to let us upgrade the Enforcer.

Dr. Murad finishes repairing the Argo’s power systems, which unlocks a critical early-game upgrade: fixing the engines.


The Argo’s drive is only operating at a fraction of its potential, commander. With some time and materials I believe I can boost the output of the secondary fusion reactors. To put it simply, I’ll make the Argo go faster.

The drive upgrade cuts our travel time by 20%, which is huge. We’re spending nearly a month between planets right now: about 10-12 days out, 3 days on the JumpShip, and 10-12 days into the next planet. This doesn’t reduce the 3 days it takes for the JumpShip to charge up and jump, but it reduces our transit time to and from the planet.

You might be tempted to skip the engines and go for the ‘Mechbay upgrade, but that’s a mistake. At this stage in the game we don’t need more active ‘Mechs costing us money, we need to make money faster. Speaking of which, it’s payday.



I keep normal pay, which has an estimate of 351,350 c-bills. The estimates are always wrong, our MechWarriors will be gaining skills which makes them cost more. Our Mechwarriors already cost nearly three times as much as the routine maintenance on our BattleMechs.

When we arrive at Detroit, I check the shop and find a real gem:



The Marauder is a strong contender for best ‘Mech in the game. If they only had one part I’d be tempted, but with two parts here this is a must-buy. We can’t afford either right now, since that’d run us 1.8 million c-bills, so we’re going to be doing some money farming here on Detroit.

There’s nothing else really interesting in the shop and no one worth hiring in the hiring hall. Bad news, that means we can’t replace Grouchy or Karen.

Detroit 1: Rolling Metal (Commentary)

After-Action Report:
Battle Record To Date (Victory/Loss/Draw): 18/0/0

OpForce Casualties:
1 Panther, 3 Commandos, 1 Bulldog tank, 2 SRM Carriers (the Schreck we were hired to kill turned out to be an SRM Carrier. That can happen sometimes.)

Allied Casualties:
1 day repair on both the Jenner and Griffin

Rewards & Interesting Salvage:
273,000 c-bills, PNT-9R parts, COM-2D parts

MechWarrior Stat Ups:
Thoth: Tactics 8 (5/4/5/8). Tactics 8 unlocks Master Tactician, my personal favorite pilot ability. Master Tactician makes Thoth count as one size-category lighter for initiative, so in a medium ‘Mech he acts with the lights, with a heavy ‘Mech he acts with the mediums, and with an assault ‘Mech he acts with the heavies. With the right ‘Mech this can eliminate ‘Mechs in his own weight class before they can even act.



There are some good pirate missions here on Detroit, and everything is more lucrative than I was expecting. With as high value as these missions are, I think there’s a good chance we’ll bump into a Firestarter. The Firestarter is one of the game’s 4 35 ton ‘Mechs, the other three being the Jenner, the Panther, and the Raven. The Jenner is the fastest and tankiest of the lot, but its utility drops off a cliff after the early game. The Panther is the slowest and most heavily armored, but it’s so slow it’s an easy target for bigger ‘Mechs. The Firestarter is at a midpoint between the Panther and the Jenner, and has the best hardpoints to boot. It’s a strong contender for “Best ‘Mech in the Game” and you can get it in your starting lance if you get lucky. I would really like a Firestarter to replace our Jenner. I would quite literally kill to get one. We can't even see a Raven until we unlock it and even after we unlock it it's the rarest 'Mech in the game.


We’ve lost three hidden supply bases on this ball of rock, Commander, and all three losses were thanks to one man, a local government MechWarrior tasked with tracking down our activities in this region. We’re tired of letting him pick the time and place of battle, so we’d like you to give him a little surprise visit while he’s on patrol. He’ll be lightly defended but given his paranoia he’ll probably have backup waiting nearby, so watch for an ambush.


If this MechWarrior is singlehandedly making a dent in pirate activity in Detroit, he’s going to be a tough enemy.


From here on out I’m just going to be telling you what I negotiate for rather than showing you the sliders. I hope no one minds! Two salvage is usually plenty in the early game.


Sliders:
Payment+1 (c544,850) / Salvage-1 (2/8)

Detroit 2: An Eye for an Eye (Commentary)

After-Action Report:
Battle Record To Date (Victory/Loss/Draw): 19/0/0

OpForce Casualties:


Allied Casualties:
Jenner, Griffin, Centurion, and Enforcer all suffered structure damage. We have to outright replace the arm on the Griffin, but that’s fine. The Griffin’s arms are ablative armor for the SRMs in the chest. Rooster Rocky, Booster Rooster, and Thoth all ate a single pilot injury and are out of action for 14-18 days.

Rewards & Interesting Salvage:
RFL-3N parts, WVR-6K parts, JR7-D parts

MechWarrior Stat Ups:
Rooster Rocky: Gunnery 7 (7/4/5/6)
Venom: Tactics 6 (5/8/5/6)

Oof, that was a rough mission. Every enemy had full armor, there was no hard cover to prevent enemy snipers from taking shots, and the only saving grace is that the enemy light lance decided they wanted to play skirmisher and not rush us rather than rushing in for back shots. If the AI had been a little more aggressive we would’ve been dead for sure.



But we walked away from it with all of our ‘Mechs intact, I didn’t have to eject anyone, and we didn’t lose any weapons. We got incredibly lucky that the enemy destroyed the Griffin’s SRM ammo without detonating it. Our ‘Mech repairs are going to take an entire week, and we don’t have enough Mechwarriors to take contracts until one of our injured heals—Goddamn it, Karen!



Looks like Karen’s decided Grouchy is her abuse victim. She has already given him a negative trait. If we reprimand Grouchy he’s certain to get low spirits, if we tell Karen to stop loving around she’s certain to pick up rebellious, if we refuse to get involved one or both of them will wind up injured. If we tell them both off, there’s a good chance they’ll either gain low spirits or quit, but if we get lucky a dressing down will get them to stop messing with each other. I take the risk, shape up or quit, I don’t care which.



!!!

We got lucky! Grouchy loses his lovely tag, and Karen got dependable! I’m not entirely sure what most of these tags do on the back end but I’m pretty sure Dependable makes it less likely for her to generate events. It’s not a hard counter to unstable, but that’s an amazing pickup and it means she’s less likely to generate problems for us. In one fell swoop, Karen has fixed the very problem she caused!

All of our pilots will heal before the next payday, but Rooster will be back a few days early. We wait until she’s healed before launching missions because JSON is a simulator jockey and I don’t intend to deploy him unless we’re well and truly desperate.



I’m having a great day, Commander. You know why? I just got the latest logistics data from our friends down on Detroit. Turns out the local government base where they keep all the stuff they’re planning to ship off planet? It’s going to be full of some extremely valuable cargo. Things we’d like to get our hands on. You capture the base, we’ll loot it, and we’ll both get paid.


I don’t like the unspecified ‘some cargo,’ Commander, but whatever it is, it’s probably just as bad if left in local government hands.


You’re not wrong. Local governments in the periphery are basically couch potato pirate bands.


Sliders:
Payment +0 (c267,000) / Salvage +0 (4/17)

Detroit 3: Ripe for the Picking (Commentary)

After-Action Report:
Battle Record To Date (Victory/Loss/Draw): 20/0/0

OpForce Casualties:
1 Panther, 1 Javelin, 1 Firestarter, 1 Jenner, 1 Locust

Allied Casualties:
Grouchy 14 days injured

Rewards & Interesting Salvage:
3 FS9-H parts, PNT-9R parts, JVN-10A parts, LCT-1M parts

MechWarrior Stat Ups:
Rooster: Guts 8 (5/5/8/4). Guts 8 grants Coolant Vent, which lets her cool an extra 50 heat for one round at the cost of generating 8 additional heat for the next three rounds. Coolant Vent has a 4 round cooldown, and is great for situations like that rough mission when you need to dump damage into something but are just too hot to do so.
Grouchy: Guts 8 (5/5/8/3). See above.
Venom: Guts 6 (5/8/6/6)





Woo, we did have a Firestarter part already! Grouchy and Karen redeem themselves in their first mission in the field together!

Yang is full of poo poo, by the way. The Firestarter isn’t a ‘decent’ light ‘Mech hunter-killer, it’s a solid contender for strongest non-LosTech ‘Mech in the game. Before we’re done, our Firestarter will be an Assault ‘Mech soloing badass that never needs to worry about incoming fire. Essentially, we’ve just found and built our first endgame ‘Mech with 1091 days remaining! We don’t have the parts to convert it to pure murder yet, but we will soon. :getin:

The Locust -1M is trash, and in the early game trash isn’t worth keeping. We immediately sell this, we’ll get more. The ‘Mechs you collect count towards your endgame score, so eventually we will be keeping one of these, but they’re so common I’d rather have the extra 100k c-bills right now.



We don’t have any gyros yet, so this is our current Firestarter build. Yes, that’s six support weapon hardpoints. Support weapons ignore evasion pips, so the Firestarter will absolutely shred light ‘Mechs while having comparable armor to the Jenner. Unfortunately two of the support hardpoints are in the center torso, so we’ll be losing one once we can upgrade the gyro.

It’s going to take 11 days to bring the Firestarter up to working condition, and with Grouchy injured we can’t deploy without using JSON (so we’re not deploying). We wait two days to get Rocky and Thoth back. Payday is tomorrow, I’m going to make them earn it.



Our intelligence confirms a lance of Marik military units is engaged in maneuvers on Detroit, within a region we control. This is an aggressive action and local government operations are at risk as long as this lance is allowed to move unimpeded. Hunt down the enemy lance and eliminate it.


This is a straightforward battle, Commander, and nothing we haven’t handled before. Finding a military lance in a backwater like this should be no challenge at all.



Sliders:
Payment +1 (c636,650) / Salvage -1 (2/8)

Detroit 4: Aggressive Intrusion (Commentary)

After-Action Report:
Battle Record To Date (Victory/Loss/Draw): 21/0/0

OpForce Casualties:
1 Kintaro, 2 Locusts, 3 Commandos, 1 Spider, 1 Javelin,

Allied Casualties:
the Local Government’s relationship with ComStar, Enforcer suffers 1 day of damage


Rewards & Interesting Salvage:
636,650 c-bills, KTO-18 parts, SDR-5V parts



The Spider is trash, but a part of me keeps hoping I’ll find a way to make it usable. It will never be good, it’s got too much engine for that, but something about a ‘Mech that can jump farther than most ‘Mechs can sprint still makes me smile.

With the Enforcer damaged I have to run the clock, so my Mechwarriors get paid earlier than I wanted.





Commander, the Magistracy of Canopus is tracking an extremely heavy ‘Mech with pirate heraldry. This provocation is almost certainly bait for a trap; we’d like you to spring this trap. Engage the heavy ‘Mech, intercept the forces the local pirate organization sends to defend it, and destroy all of them.


I’m not comfortable with how little information we have about the enemy forces, Commander.


They had me at ‘Extremely Heavy ‘Mech.’


Sliders:
Payment +1 (c500,650) / Salvage -1 (2/8)

Detroit 5: Take the Bait (Synopsis)

After-Action Report:
Battle Record To Date (Victory/Loss/Draw): 22/0/0


Was this mission as lucrative as you were hoping, Commander?


The ‘extremely heavy ‘Mech’ was a 40 ton Vulcan.


OpForce Casualties:
1 Vulcan, 1 Panther, 2 Javelins , 1 Jenner

Allied Casualties:
My respect for the Magistracy of Canopus’s intelligence operatives.

Rewards & Interesting Salvage:
500,650 c-bills, VL-2T parts, PNT-9R parts, JR7-D parts



If it was the earliest early-game? I’d take a Panther. With a Firestarter in our line-up, the Panther is dead weight. I can’t remember if I sold it or not but we are buying those Marauder parts so I probably did.



The Canopian manufacturing facility on Detroit is an illegal intrusion into our territory, and a cover for military personnel and units. Our efforts to resolve this through diplomatic channels have been rebuffed, so we are now turning to a military solution. The facility must be destroyed.


We should expect heavy resistance; the Planetary Government isn’t saying what’s in that facility, but whatever it is has them riled up.



Sliders:
Payment +1 (c368,050) / Salvage -1 (2/9)

Detroit 6: Eviction (Synopsis)

After-Action Report:
Battle Record To Date (Victory/Loss/Draw): 23/0/0

OpForce Casualties:
4 turrets, 1 Jenner, 3 Commandos, 1 Javelin, 1 Flea, 1 Locust, 1 Panther

Allied Casualties:
Rooster 14 days injured, Enforcer 1 day repair

Rewards & Interesting Salvage:
533,672 c-bills, JR7-D parts, 1 PPC, LCT-1M parts, PNT-9R parts

MechWarrior Stat Ups:
Thoth: Tactics 9 (5/4/5/9). Thoth gets Called Shot Mastery, a vital endgame skill that bumps his chance to get a targeted cockpit hit from 1% to 18%. This is a huge increase in our ability to collect salvage and marks our entrance into the midgame!
Rooster: Tactics 6 (5/5/8/6)



This is our third salvaged Jenner and our fourth Jenner in total.



Marauder parts! :toot:

We need to run the clock a little more, which gives us a chance to fix the Firestarter. While we do our drive upgrade finishes too. That will make getting around much faster. I start work on the Beta Pod next, which is expensive and doesn’t do anything we need but unlocks the upgraded medbay. Pilot injuries is our biggest limiting factor at the moment so I’d like to put a band-aid on that.


The crew has seen the Beta Pod rec facilities on the ship’s floor plans, Commander, and it’s all they can talk about. More practically, we’d be able to bring the Beta Pod medical facilities back on line.

Just one more missions and—



Karen, not again! It looks like she and Grouchy have set aside their differences in favor of crime. As long as they’re not doing crime to me I don’t care. Sumire’s right, this is a stupid idea. Lategame this isn’t a bad gamble, 1 million c-bills for any random ‘Mech part? Sure! But most ‘mech parts aren’t worth anywhere near that much, so this isn’t money worth spending. The middle option is more of a gamble, Karen could get us the parts for free or she could get injured. The third option will probably make her sad.

I gamble on letting her try without spending any money to support her. It ends about how you’d expect.




It’s a Tigerfalcon. Emphasis on Tiger. Sumire told you it eats people and you still thought this was a good idea! No sympathy.



We have a situation here and we’d like your help. We’ve detected a joint task force of pirate and pirate units operating openly on the planet. We need to hunt them down and turn them to scrap, but even if we do manage to find them, our own forces aren’t up to the task of engaging that many enemies at once. We’d like you to send a lance to accompany our own team; the two of you can then engage the enemy together and negate their numerical advantage.


I prefer to operate solo, but if they want us to play babysitter, I suppose that’s what we’ll do.


Sliders:
Payment +2 (c1,060,400) / Salvage -2 (1/5)

Detroit 7: Tag Team (Commentary)

After-Action Report:
Battle Record To Date (Victory/Loss/Draw): 24/0/0

OpForce Casualties:
1 Firestarter, 1 Trebuchet, 1 Griffin, 5 Javelins, 2 Locusts

Allied Casualties:
1/2 of a friendly Cicada

Rewards & Interesting Salvage:
1,060,400 c-bills, GRF-1N parts, FS9-H parts, JVN-10A parts, JVN-10N parts


Please, House Marik. Please give me that Marauder. You’re using it so badly!


Next Time: Grayson Death Carlyle tries to kill one of my Mechwarriors.

PoptartsNinja fucked around with this message at 00:47 on Apr 2, 2020

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
as far as pilot skill goes I'm super lazy and just take coolant vent on everyone except my one multishot/breaching shot sniper (who's going to get a dual UAC/20 KC-0000 the instant Davion coughs up another UAC20) and it sure works. Master Tac might be something I train up a new pilot for, give him one of my DHS mechs so coolant vent isn't as essential. I've remembered how to build hot as hell mechs and it's real exciting taking these to bad thermal environments...

I'm looking forward to seeing you show how master tac is in fact amazing, I never made much good use of it before.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Goddamn I love the Firestarter. One of my personal favorite mechs because jumping directly behind people to assassinate the hell out of them is just so much fun.

The Lone Badger
Sep 24, 2007

Why do you need rep with the pirates if you already bought black market access?

VolticSurge
Jul 23, 2013

Just your friendly neighborhood photobomb raptor.



The Lone Badger posted:

Why do you need rep with the pirates if you already bought black market access?

Because prices in the black market are tired to your pirate rep. If they hate you...expect to pay an arm and a leg for things.

OddObserver
Apr 3, 2009
They can also periodically ask you to "renew" your membership.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
And there are flashpoints that will absolutely tank your rep. And it's hard to rebuild it late-game but easy to build it early.

And you get discounts in the black market if they like you enough!


Night10194 posted:

Goddamn I love the Firestarter. One of my personal favorite mechs because jumping directly behind people to assassinate the hell out of them is just so much fun.

Behind? :getin:

Seraphic Neoman
Jul 19, 2011


So would having better mechs allow you to cruise through assassination missions? They seem remarkably unfair in terms of turn economy. Like 11 units vs 4 seems like a battle of attrition you don't want to be on the wrong side regardless of what those 11 mechs are.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Short answer: yes.

Long answer, the game is balanced around 4v8AI. The AI's not bad for what it is but it doesn't hold a candle to an actual human player. It needs numbers to help offset how good we're soon going to be at murdering anything in the open.

koolkevz666
Aug 22, 2015
I have had that Tiger-bear-bird event pop up twice while trying career mode and both times when I told the mechwarrior to forget about it they just lost the criminal tag and suffered no other negative effects, don't know if I just got lucky or if maybe that is all their is to that choice?

Oh and in regards to vehicles NARC carriers can piss right off.

Narsham
Jun 5, 2008
My first encounter with Inferno Carriers in this game was in a convoy attack mission. On the Lunar map.

It was not a good time.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Narsham posted:

My first encounter with Inferno Carriers in this game was in a convoy attack mission. On the Lunar map.

It was not a good time.

Inferno launchers are 5 heat/missile and Inferno carriers have eight launchers, which means it takes slightly less than a 50% missile hit rate to put a 'Mech at the heat cap. The only downside to Infernos is the ammo comes built into the launcher so they've only got four shots. If you let an inferno carrier shoot at you four times you're in trouble.

Later on I'm going to try to show off what a player can do with Inferno++ launchers, the only heat-building weapon worth using.

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious

SSNeoman posted:

So would having better mechs allow you to cruise through assassination missions? They seem remarkably unfair in terms of turn economy. Like 11 units vs 4 seems like a battle of attrition you don't want to be on the wrong side regardless of what those 11 mechs are.

Sort of. Most of the time those 11 mechs don't get to fight you all at once, unless you happen to get unlucky and run into the entire group's firing field.

And even so, a lot of times those mechs are stock builds, which are a mix between "useless", "slightly dangerous" and "ok." Whereas your custom mechs and mechwarriors are, unless you feel like giving the enemy a handicap, "Good(tm)".

There are of course exceptions, though you only tend to see them in Flashpoints or really difficult missions.

Arglebargle III
Feb 21, 2006

Little-known fact: it's officially pronounced Banteltech.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

evilmiera posted:

Whereas your custom mechs and mechwarriors are, unless you feel like giving the enemy a handicap, "Good(tm)".



Minor spoilers for anyone who knows the games 'Mechs but you knew it was coming.

Mirrors
Oct 25, 2007
Seven headshots from the best mech in the game?

koolkevz666
Aug 22, 2015
Hahahahahaha House Liao are a bunch of lying selfish bastards and I am going to try and not work for them again. Decided to take a one and a half skull mission. Defend a base, opfor will contain an assault mech in their force. All right I thought this will be an interesting challenge.

My lance: 3 mediums and 1 light.

Go into the mission itself and what does the mission say "oh sorry commander enemy force actually has two assault mechs".

In the end I barely made it through ten rounds with any other building being destroyed resulting in a mission failure also my Enforcer got it's central torso shot out and the pilot is out for 95 days healing.

Good news though I went high on salvage and now own my own assault mech.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Any mission with the word 'Titan' in the name has at least one assault 'Mech, and very often two.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
Not being able to piss off Comstar seems very un-Battletech

Lord Koth
Jan 8, 2012

evilmiera posted:

Sort of. Most of the time those 11 mechs don't get to fight you all at once, unless you happen to get unlucky and run into the entire group's firing field.

And even so, a lot of times those mechs are stock builds, which are a mix between "useless", "slightly dangerous" and "ok." Whereas your custom mechs and mechwarriors are, unless you feel like giving the enemy a handicap, "Good(tm)".

There are of course exceptions, though you only tend to see them in Flashpoints or really difficult missions.

That first part really depends - the reinforcement lance will occasionally spawn basically right next to the initial lance so you end up engaging basically both at once. Not too bad if if you're bringing decently more tonnage, but can be something of an issue when even a single enemy lance is heavier than you, let alone both together. Had that happen when I wandered into a 4.5 skull and had the initial and reinforcing lance both consist of 3 Assault/1 Heavy (and aforementioned "reinforcements spawned right next to them" issue).

I want to say: 2 Banshees (both variants), 1 Awesome, 1 Battlemaster, 1 Highlander, 1 Zeus, 1 Catapult (hiding in the back behind a hill, of course), and one last Heavy I'm forgetting (possibly an Orion). Sure something like a Banshee isn't exactly great, but that's still a huge amount of armor to cut through with my rather lighter lance(the campaign Highlander, an LRM Stalker, a Black Knight and a Grasshopper). No DLC goodies either, just the one lostech cache.

HiroProtagonist
May 7, 2007
PoptartsNinja I just finished catching up on this amazing LP!

I know you said you didn't have the parts for it yet, but I just managed to assemble a FS9 in my career mode and I'm less than 60 days in. I have it partially fitted but am not sure what I should be aiming for considering I don't really have any LosTech yet.

What would be the best early-game fit for a Firestarter then, in that case? I already have a Vulcan and basically all I can do is fit the Firestarter the same way but with extra flamers which seems like a lot of wasted potential (except I can't find enough of those even to save my life :v:).

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

HiroProtagonist posted:

What would be the best early-game fit for a Firestarter then, in that case? I already have a Vulcan and basically all I can do is fit the Firestarter the same way but with extra flamers which seems like a lot of wasted potential (except I can't find enough of those even to save my life :v:).

Like the one in the last update!



Flamers are bad, small lasers are extremely powerful. Eventually you'll be phasing out that medium laser and one of the CT small lasers and the heat sink for something brutal, but you need a +3 hit defense gyro and a pilot with piloting 10 before that gets truly amazing.

Spoilers:


This is a Firestarter that can one-shot anything less than 50 tons. This isn't even its final form! :supaburn:


That build makes this achievement incredibly easy:


I'm not lying when I say the Firestarter is an endgame 'Mech, it will be in every one of our lances unless circumstances force me to not bring it. Morgan Kell :argh:

PoptartsNinja fucked around with this message at 00:56 on Apr 3, 2020

Narsham
Jun 5, 2008

PoptartsNinja posted:

Inferno launchers are 5 heat/missile and Inferno carriers have eight launchers, which means it takes slightly less than a 50% missile hit rate to put a 'Mech at the heat cap. The only downside to Infernos is the ammo comes built into the launcher so they've only got four shots. If you let an inferno carrier shoot at you four times you're in trouble.

Later on I'm going to try to show off what a player can do with Inferno++ launchers, the only heat-building weapon worth using.

The worse part wasn't getting structure damage from the first salvo. The worst part was that only one of my mechs could catch the convoy without jumping, and if they fired on the convoy on top of that and on top of the Inferno's extra heat generation subsequent to the first hit, they were inevitably taking more structure damage.

I did kill the whole convoy and complete the mission, but one mech got wrecked after shutting down and another did so much overheat structure damage to itself over multiple turns that one of its arms fell off.

I was "lucky" that the OpForce convoy vehicles were fairly slow and heavy; if they'd had a swifter vehicle I'd have had to withdraw. As it was, they had one of the less-dangerous tanks (a Bulldog, I think) to go along with the two Inferno Carriers and the LBX Demolisher. One of the Infernos got off three rounds of fire because my slower mechs couldn't get LOS on it and my faster mechs were the ones taking the missile hits. (That it split fire across multiple rounds was a mixed blessing.)

HiroProtagonist
May 7, 2007

PoptartsNinja posted:

Like the one in the last update!



Flamers are bad, small lasers are extremely powerful. Eventually you'll be phasing out that medium laser and one of the CT small lasers and the heat sink for something brutal, but you need a +3 hit defense gyro and a pilot with piloting 10 before that gets truly amazing.

Spoilers:


This is a Firestarter that can one-shot anything less than 50 tons. This isn't even its final form! :supaburn:


dope. looks like i'll be picking up that arm mod I saw on my current planet after all. I had no idea they can stack :stare:

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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I regularly have missions where Venom's Firestarter still gets more kills than Thoth's Marauder.

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