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fennesz posted:Playing through the campaign. Probably in the middle-ish. I have the black market unlocked but my pirate rep is so bad with them my black market prices are +1000%. You can easily edit the .json files to make the drop off in the missions offered for bad reputation less drastic. https://forum.paradoxplaza.com/forum/threads/suggestion-reputation-problem-1-low-reputation.1134610/
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# ? Jun 2, 2020 22:54 |
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# ? May 23, 2024 17:53 |
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fennesz posted:Playing through the campaign. Probably in the middle-ish. I have the black market unlocked but my pirate rep is so bad with them my black market prices are +1000%. Open data\SimGameConstants\SimGameConstants.json, scroll to the very bottom, see these lines: code:
But also in the campaign the black market is very unnecessary. The campaign will give you a SLDF mech halfway through, and you really don't need a bunch of special gear to finish it. The campaign missions are still balanced for the base game, not the OP heavy metal stuff. Finish off the campaign promptly, then start a career game to put all the things you know about rep and the blackmarket into play.
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# ? Jun 2, 2020 23:01 |
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Klyith posted:Deadsiding is IMO a strat that is extremely good if you're facing an intelligent adversary, but pretty unnecessary in SP against the AI. The AI doesn't concentrate fire very well. So it's not difficult to spread damage across multiple facings and multiple mechs, rather than intentionally take it on a sacrificial side. The way deadsiding works in the context of this game isn't so much intentionally exposing certain sections, but that having 'worthless' sections increases the overall uptime of your mech. Picture you've got an empty left arm and left torso. The HP you care about is the armor for every section but those, because those others are the sections housing weapons and equipment you don't want losing (be it due to rarity or time consumed replacing them), but the LA and LT? They can go all the way down to structure and it won't matter much. Even destroyed if your repair times are good. And what happens when you're attacked? A portion of the damage you're receiving is, due to RNG, potentially heading towards the empty sections. That's damage your real HP isn't taking. Say you get whacked by an AC20 shot from front; in the example here it's got a 29.6% chance of being swallowed by the void rather than actually hurting you. Conspiratiorist fucked around with this message at 23:13 on Jun 2, 2020 |
# ? Jun 2, 2020 23:11 |
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Klyith posted:Open data\SimGameConstants\SimGameConstants.json, scroll to the very bottom, see these lines: Got it. Thanks for the responses everyone. Just been taking my time with campaign as I'm obviously still learning the basics. Definitely bookmarking that file edit though, I feel like a merc company shouldn't be so restricted for taking contracts due to rep anyhow.
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# ? Jun 2, 2020 23:14 |
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Also keep in mind that when the opfor is local government, there's no reputation you can gain or lose with them. If you're trying to change your rep, take those missions with minimum rewards for the best effect. E: Or just get the save editor and set your rep with everyone to 100 because it's not a very interesting/fun mechanic the way it's implemented. Grand Fromage fucked around with this message at 23:23 on Jun 2, 2020 |
# ? Jun 2, 2020 23:21 |
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Grand Fromage posted:Also keep in mind that when the opfor is local government, there's no reputation you can gain or lose with them. If you're trying to change your rep, take those missions with minimum rewards for the best effect. Sweet jesus it took me to your second sentence to notice that I wasn't in uspol. On topic, this is accurate and counter-intuitive, missions against the local system are always safe for your rep, but vs pirates are not. You generally want good relations with the pirates for access to their excellent deals on mostly legit equipment.
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# ? Jun 2, 2020 23:36 |
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Plek posted:Sweet jesus it took me to your second sentence to notice that I wasn't in uspol. I feel like if rep is done this way (barring any editing/modding) they should have the pirate rep independent for each system. If I nuke pirates 200 light years from another pirate - why would he care?
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# ? Jun 3, 2020 01:46 |
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Solidyarrity. I'll see myself out.
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# ? Jun 3, 2020 02:24 |
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Conspiratiorist posted:The way deadsiding works in the context of this game isn't so much intentionally exposing certain sections, but that having 'worthless' sections increases the overall uptime of your mech. But if you aren't using facing to put shots into the worthless side, you haven't accomplished anything! It's just upped the variance on RNG results. That AC20 hit also has a 30% chance to go into the sections with all your guns, and should you take enough damage to destroy a section has a much higher impact on the mech's effectiveness (including possibly all the mech's weapons). I mean, I get that damage is usually incremental enough that you have a chance to respond before actually losing sections, but I really don't see the benefit if you aren't preferentially taking the hits to the deadside from the start. And if I'm gonna have a problem with a section loss, it's situations where the damage isn't as incremental. Generally because the reinforcement squad came from out of sensor range in a flanking direction and poured all 4 mechs worth of shots into the side of one dude. Those are situations where deadsiding as you describe it sounds like a terrible idea to me, because you're putting all your eggs in one basket and you're not even protecting the basket. Grand Fromage posted:E: Or just get the save editor and set your rep with everyone to 100 because it's not a very interesting/fun mechanic the way it's implemented. The other option is that in SimGameConstants there's two entries "TargetRepSuccessMod" : -0.8, "TargetRepGoodFaithMod" : -0.4, that set how much negative rep the opponent picks up for running a mission against them. Which generally seems like a fine thing to mod to me. Hey man, don't be mad at me! I'm just the labor, be mad at the management.
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# ? Jun 3, 2020 02:59 |
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Klyith posted:But if you aren't using facing to put shots into the worthless side, you haven't accomplished anything! It's just upped the variance on RNG results. That AC20 hit also has a 30% chance to go into the sections with all your guns, and should you take enough damage to destroy a section has a much higher impact on the mech's effectiveness (including possibly all the mech's weapons). You can't present facings liberally like that because legs have a 33% hit chance on flanks, and both legs are important sections (that said you should definitely arrange things so the deadside leg is either empty or has its ammo consumed first). And you should contemplate the alternative: if every section has components you can't afford to lose, then your disengage threshold is any section taking structure damage (because that's when you start rolling crits). Minimizing the number of sections where dipping into structure means you start playing conservatively with the mech can only be a positive. Yes, it relies on randomness, but so what? It's still better than not having it.
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# ? Jun 3, 2020 03:13 |
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Conspiratiorist posted:You can't present facings liberally like that because legs have a 33% hit chance on flanks, and both legs are important sections (that said you should definitely arrange things so the deadside leg is either empty or has its ammo consumed first). A leg is moderately sacrificial if you have jumpjets, and even if you don't is not a mission kill. (Dangerous due to AI called shots though.) Conspiratiorist posted:And you should contemplate the alternative: if every section has components you can't afford to lose, then your disengage threshold is any section taking structure damage (because that's when you start rolling crits). No, the opposite alternative is that every section has 1/4th of your firepower (or 1/5th if you have CT weapon slots). So losing any one section is affordable and your mech is still mission capable despite the loss. Not that I think graceful degradation is a virtue: ideally a mech would keep 100% of its firepower until the moment it dies. But putting everything in RT/RA isn't doing that if you don't strongly protect that side. Conspiratiorist posted:Yes, it relies on randomness, but so what? It's still better than not having it. It's not better if the average result isn't improved. Lets imagine you are hit by damage that destroys any one section. Two big weapons both happen to hit the same spot or something. Percents are how much of your firepower is lost from this event: code:
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# ? Jun 3, 2020 04:36 |
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Klyith posted:No, the opposite alternative is that every section has 1/4th of your firepower (or 1/5th if you have CT weapon slots). So losing any one section is affordable and your mech is still mission capable despite the loss. Player mechs shouldn't die, full stop. And a contract isn't worth losing rare gear, either. You already dismantled most of the rest of your follow-up argument yourself on your first response to my post: Klyith posted:damage is usually incremental enough that you have a chance to respond before actually losing sections Exactly. Deadsiding gives you better control over your HP pool, because other than for a gross misplay you aren't going to be losing sections outright. You can always take some damage and gauge the risks of taking further damage. If part of the damage is going to sections that you don't care about, that only gives you more leeway! And if it instead hits the sections you doubled down on, there's no difference! Because whether it was two SRM6++ or 3 SRM6++ and a DHS you shouldn't be risking them for whatever lovely loot a contract drops anyway! On maximizing the protection to your important bits: the first layer should be armor. You have armor everywhere. You have the most armor in the CT. The CT, on a flank, isn't going to be taking damage (4.5% hit chance) until the ST is gone. Why play to have a side destroyed from the get go? Go frontal, let the CT and important bits armor soak some damage, switch to presenting your flank (and playing conservatively) only if the armor there gets low. Again: Klyith posted:damage is usually incremental enough that you have a chance to respond before actually losing sections
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# ? Jun 3, 2020 05:21 |
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It's pretty weird thinking about it how mechanically that other half of the griffin is totally irrelevant to anything the machine is actually doing. It may as well be a twenty ton cube instead of another arm.
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# ? Jun 3, 2020 05:45 |
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When you think about, the UrbanMech is the most honest Mech
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# ? Jun 3, 2020 05:59 |
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RBA Starblade posted:It's pretty weird thinking about it how mechanically that other half of the griffin is totally irrelevant to anything the machine is actually doing. It may as well be a twenty ton cube instead of another arm. I think it'd be fun if they implemented a system for replacing an unused torso/arm with just a huge armor plate. If that side takes fire you decrease the likely hood they'll hit something else and/or a cover bonus, etc.
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# ? Jun 3, 2020 06:08 |
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Ok, I get what you're laying down there. I just have to say, "in SP against the AI" is a thing you've been incredibly dismissive of to many people ITT. The role reversal is making me feel like I'm taking crazy pills. Anyways... Deadsiding: it's probably good, though there are different opinions about how to best use it RBA Starblade posted:It's pretty weird thinking about it how mechanically that other half of the griffin is totally irrelevant to anything the machine is actually doing. It may as well be a twenty ton cube instead of another arm. I wonder if, in-universe, an asymmetrical mech or a chicken-walker or other non-humaniod mech is harder to learn how to pilot? So making a mech that's just a solid block of armor on one side would be like relearning to run after losing one arm. And if so, what does that say about the Atlas?
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# ? Jun 3, 2020 06:45 |
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Tabletop wise, incoming hit locations are based on the angle of incoming fire just like in the HBS adaptation, while outgoing fire can pretty much go wherever, especially with torso twist(which doesn't effect incoming either) For an always jumping (or able to) mech like the griffin that can just decide facings almost at will, yeah, its a lot more feasable to always present a side that has nothing in it. Once your armor's gone or you're in danger of losing legs, you swap to the other side. Deadsiding is more of a thing in the mechwarrior games, though. Especially MWO. As far as origins go, there's also some interplay between melee phase and arm mounted weapons: in tabletop, it doesn't come in either-or flavor; you can shoot AND try to slap/kick things, with the restriction being you can't fire arm mounted weapons if you want to punch. (kicks hit harder, punches can hit the head, and you two shots) HBS did a decent job combining it, from my limited experience there's a few holdover designs that are slightly better melee combatants. I think Spiders are one of the 'douchier than they appear at first glance' since they only carry torso mounted weapons and have a huge jump distance. I think there's even a few designs that have a battlefist on like, only one arm? But just, you know, imagine that most mechs were made to pop off their AC/20 and THEN do a haymaker, not one or the other.
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# ? Jun 3, 2020 07:18 |
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Klyith posted:I wonder if, in-universe, an asymmetrical mech or a chicken-walker or other non-humaniod mech is harder to learn how to pilot? So making a mech that's just a solid block of armor on one side would be like relearning to run after losing one arm. And if so, what does that say about the Atlas? Or all three. Imagine what that giant swinging cannon does to your CoG
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# ? Jun 3, 2020 07:27 |
TheParadigm posted:Tabletop wise, incoming hit locations are based on the angle of incoming fire just like in the HBS adaptation, while outgoing fire can pretty much go wherever, especially with torso twist(which doesn't effect incoming either) Why isn't torso twist in this game anyway? Was it design decision or some kind of technical limitation?
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# ? Jun 3, 2020 17:46 |
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You have finer control of your positioning than you do on a hex map, so they built it into the firing arc.
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# ? Jun 3, 2020 17:50 |
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GD_American posted:Or all three. Imagine what that giant swinging cannon does to your CoG What the gently caress is the perspective in that art. It genuinely looks like an MC Escher piece.
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# ? Jun 3, 2020 17:52 |
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More granularity in damage would be cool in Battletech 2. BEXCE has "XL engines" that overfill into left and right torsos and explode your mech if it goes. Instead I'd like to see that but you can damage the engine, reducing move speed via fewer hexes, if the an arm blows off, the other arms' guns are less accurate and the mech is less stable (because several tons just fell off), things like that. Less total destruction and more slugfests, p much. Also I want that mech up there.
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# ? Jun 3, 2020 17:57 |
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Zurai posted:What the gently caress is the perspective in that art. It genuinely looks like an MC Escher piece. Lots of classic BT art is hilariously terrible unless it was copy-pasted from an anime.
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# ? Jun 3, 2020 18:15 |
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sean10mm posted:Lots of classic BT art is hilariously terrible unless it was copy-pasted from an anime. This is why I like the new Classic redesigns. They still look like their iconic Unseen versions, but without derpy perspectives and funky angles
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# ? Jun 3, 2020 18:21 |
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sean10mm posted:Lots of classic BT art is hilariously terrible unless it was copy-pasted from an anime. I love the old lovely rectangle art The Atlas is super scary everyone
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# ? Jun 3, 2020 18:37 |
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RBA Starblade posted:I love the old lovely rectangle art
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# ? Jun 3, 2020 19:15 |
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GD_American posted:Or all three. Imagine what that giant swinging cannon does to your CoG well if you'd just mounted the gun between the legs instead... the firing action is
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# ? Jun 3, 2020 19:42 |
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Yeah, but imagine the ammo explosions
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# ? Jun 3, 2020 19:44 |
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I'm reminded of the old BattleTech toys where the crotch was the weakpoint. Their tagline was even "Hit 'em where it hurts!"
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# ? Jun 3, 2020 19:48 |
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Are there any mods to improve escort missions AI? Or failing that just remove the mission type entirely. Just had to pass up 3/3 salvage on a Marauder because a stupid inferno carrier got stuck between a cliff and a forest and the pathing AI just gave up trying to move it to the extraction point.
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# ? Jun 3, 2020 19:56 |
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I thought escorts were supposed to just auto complete when the entire opfor was dead to keep the infamous tank pathing problems from cockblocking you like that.
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# ? Jun 3, 2020 20:04 |
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PMush Perfect posted:Yeah, but imagine the ammo explosions gives a whole new meaning to the phrase blow your load Pharnakes posted:Are there any mods to improve escort missions AI? Or failing that just remove the mission type entirely. No. And yes. Though my preferred way to deal with a stuck escort is to use the debug menu and press the win mission button (or blow up the stuck vehicle, depending on the circumstance). Gwaihir posted:I thought escorts were supposed to just auto complete when the entire opfor was dead to keep the infamous tank pathing problems from cockblocking you like that. It does, but that doesn't work if the vehicle gets stuck before all enemies have spawned.
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# ? Jun 3, 2020 20:11 |
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Lol at the BEXCE Longbow OW. 85 tons, 8 missile hardpoints, 3 support ones. I loaded it up with SRMs and SLs. Get trundling big guy!
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# ? Jun 3, 2020 20:36 |
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Mission Control makes for some hectically fun games when you're running assault mechs, but I restarted and am running a lance of 50-55 tonners and it's loving ridiculous. No, guys, I'm pretty sure I'm not up to destroying 4 lances, 2 of which spawned flanking me and the 3rd and 4th which landed in consecutive rounds.
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# ? Jun 3, 2020 20:36 |
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Klyith posted:gives a whole new meaning to the phrase blow your load Escort missions are also seemingly scripted to never spawn the inevitable reinforcement lance until one of the apcs has parked their rear end in the evac point. One map is twelve turns of waiting for them to wade through a river then the reinforcements spawn on the other side of a mountain. I hate that map.
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# ? Jun 3, 2020 20:38 |
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SLDF Incoming mod gave me a 5 skull mission featuring a Warhammer 7A, Marauder 2R, Highlander 732b and an Atlas II, all immune to headshots of course. Plus another 4 regular assault mechs mixed in. That made me sweat for a while there but the salvage was worth it, it gave me enough parts to finish my 2nd 732b and an Altas II.
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# ? Jun 3, 2020 20:56 |
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Klyith posted:well if you'd just mounted the gun between the legs instead... Gauss Ammo is
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# ? Jun 3, 2020 21:04 |
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Pretty sure all ammo is cannonballs. Would explain the complete lack of AP abilities.
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# ? Jun 3, 2020 21:17 |
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PunkBoy posted:I'm reminded of the old BattleTech toys where the crotch was the weakpoint. Their tagline was even "Hit 'em where it hurts!" Because of those toys its canon that the Mauler has a malfunction where shooting it in the crotch causes the cockpit to eject
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# ? Jun 3, 2020 21:23 |
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# ? May 23, 2024 17:53 |
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RBA Starblade posted:Escort missions are also seemingly scripted to never spawn the inevitable reinforcement lance until one of the apcs has parked their rear end in the evac point. One map is twelve turns of waiting for them to wade through a river then the reinforcements spawn on the other side of a mountain. I hate that map. I'm pretty sure there are a few where enemies show up when the vehicles are still rolling. But yeah, it's kinda dumb how most of them nothing happens until you get to the objective. Makes the missions very rote. If the enemies were just on the map it would be a lot more variable when & where you ended up encountering them. Plus the missions would be shorter. sean10mm posted:SLDF Incoming mod gave me a 5 skull mission featuring a Warhammer 7A, Marauder 2R, Highlander 732b and an Atlas II, all immune to headshots of course. Plus another 4 regular assault mechs mixed in. The max difficulty lance is a SLDF assault & heavy + 2 assaults, and you got two of them!
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# ? Jun 3, 2020 21:41 |