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juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


Organ Fiend posted:

Did the VA die like in its gone or can you still repair it? Because that would be a great platform for that UAC20 until you get something heavier. I usually put those on a HGN until I get a GLA-B. For the Orion I'd go with that, 2xML, and SRMs. If you're using a breaching shot pilot (UAC20s work great with these guys), go with less SRMs and more heat sinks. For a coolant flush pilot more SRMs. You'll also need to invest in a ballistic targeting comp; the recoil on UAC20 is pretty huge.

The GHR is going to be key for future success in clan drops and in high skull IS drops. Load that up with all of the +dmg MLs, SLs, and MGs you can. Get a bulwark/coolant pilot with tactics 9 and piloting 7. This mech/pilot can reliably solo delete a mech (DAI and AS7 alike) every turn it can get a back precision shot. I still use this mech in 3+ skull clan drops.

Your other configs look fine. I'd probably drop the MLs on the Archer for more ammo or heat sinks. Whatever it takes to keep those LRMs firing constantly. I'd also drop one of the LLs on the STK for more MLs. With upgraded weapons, you're getting to the point where you can precision strike (with tactics 9) heavies and some assaults (like the ubiquitous LGB-OW) through the front.

Clan drops are on a difficulty scale all their own. You'll be able to take 0.5-1.5 drops when you can clear 5 skull IS drops without critical damage reliably. When you get up to 3, you're going to need mechs with SLDF tech and/or partially clan teched. Even good heavies like the GHR start to lose their usefulness because they just don't have enough armor. 5 drops require fully teched out mechs, clan mechs like the GLD and Mad Cat replacing your fast mechs, and ace pilots. Even then you're probably going to get hosed up.

One clan 5 drop was an urban assassination mission. Two stars for support and the target had a body guard. So 12 clan mechs on the field. The lightest one was 90 tons. I did not finish this mission.

i can repair the orion but its got like 500k worth of damage to it in structure alone so i havent repaired it yet. it was my primary mech for a long, long time but recent it feels like its been underperforming and i need to shake up the loadout. it gets focused on a lot by enemies and i lost a SLDF UAC/5 to that which stung so i havent tried the clan UAC/20 on it yet.

the grasshopper has been super valuable against big enemy targets, which surprised me cause I kind of threw the loadout together based on stuff i had a lot of. i intended it as a gap-filler mech while a different one was damaged but now it's part of my core lineup. i wish there was a way to make it a bit faster because on missions with a ton of enemies (ie all of them now) it can get torn up during the turn it takes it to close in.

one of the thing that does feel kinda bad in BEX is that because the enemy uses the reserve feature intelligently and has so many more units than you, you sometimes end up in a situation where you have to watch 16 enemy turns play out in a row before you can move your mechs at all.

i am not super great at the game or at exploiting mechanics so it feels rough just sitting there for like 5 minutes watching your guys die with no input.

i know its probably beyond what modders can do but it would be nice if the clanners used the honour code stuff that let them be defeated in the lore. like i was reading that they were able to be defeated by weaker IS technology because they insisted on stuff like 1v1ing and never using melee attacks, whereas the clanners in-game use melee all the time and constantly focus fire their entire team on one of your guys.

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sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Yeah, my Hot Take is the gameplay just bogs down in big mods once you get past more units than vanilla threw on the map at once. poo poo, some vanilla mission types can just bog down into "wait for all the enemies and allies to cycle their turns before you get to actually play."

Likewise called shot is OP in vanilla, but nerfing it has the side effect of just making everything drag out even more in 4v infinity battles because you don't get tangible swings in your favor when fighting outnumbered nearly as much. That and stuff like buffing vehicle and turret durability just makes everything more grind-y.

The solution always seems to be "salvage the new kinds of gear to negate the new slog we created" which is of course highly random in terms of what you get & when you get it. Or it costs 20,000,000 c-bills.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


i dont mind them buffing the vehicles as much because you can at least still stomp on them. the turrets are just a loving nightmare now and i dont know why they made them tougher. they have insane firepower and requiring 2 turns of focused fire to take out one heavy turret is just ridiculous. the turrets aren't fun to fight, they have huge firepower and constantly sensor lock you when they can't shoot you, so they are supposed to be balanced by being fairly quick to kill once you punch through the armour.

the turn order is sometimes kind of confusing and nebulous especially when you have reinforcements dropping in partway through. its just not fun to see your guys die because 8 reinforcing mechs got two turns in a row.

edit: ive ended up deciding to ally with steiner. even if they have stupid nobility they have the coolest mechs and also treat their citizens well. now i seem to get multiple stacked pieces of mech salvage as mission rewards, which is very nice. i managed to put together a battlemaster, which i've refitted with medium lasers and that Clan UAC/20. im going to try and get enough money to buy the special banshee BNC-5S which has a gauss rifle and ER PPCs, then take my roster of assaults + grasshopper back to fight the clans again.

when i looked up the banshee (cause i like to see pictures of the mechs since the in-game icons are not very indicative) i found out that there is already a steiner mercenary unit in the lore that uses my exact colourscheme and uses banshees:


i picked metallic silver + red accent cause my commander's nickname auto generated as Butcher, so i wanted my mechs to have a meat cleaver + blood theme

juggalo baby coffin fucked around with this message at 14:06 on Apr 25, 2021

Organ Fiend
May 21, 2007

custom title

juggalo baby coffin posted:

i can repair the orion but its got like 500k worth of damage to it in structure alone so i havent repaired it yet. it was my primary mech for a long, long time but recent it feels like its been underperforming and i need to shake up the loadout. it gets focused on a lot by enemies and i lost a SLDF UAC/5 to that which stung so i havent tried the clan UAC/20 on it yet.

the grasshopper has been super valuable against big enemy targets, which surprised me cause I kind of threw the loadout together based on stuff i had a lot of. i intended it as a gap-filler mech while a different one was damaged but now it's part of my core lineup. i wish there was a way to make it a bit faster because on missions with a ton of enemies (ie all of them now) it can get torn up during the turn it takes it to close in.

one of the thing that does feel kinda bad in BEX is that because the enemy uses the reserve feature intelligently and has so many more units than you, you sometimes end up in a situation where you have to watch 16 enemy turns play out in a row before you can move your mechs at all.

i am not super great at the game or at exploiting mechanics so it feels rough just sitting there for like 5 minutes watching your guys die with no input.

i know its probably beyond what modders can do but it would be nice if the clanners used the honour code stuff that let them be defeated in the lore. like i was reading that they were able to be defeated by weaker IS technology because they insisted on stuff like 1v1ing and never using melee attacks, whereas the clanners in-game use melee all the time and constantly focus fire their entire team on one of your guys.

RE the Orion: Go with the AC20/2xML/2xSRM6 build I posted earlier. Its a good focused brawler. Its fine for fighting against the IS, and it sounds like you may need to go back to IS space to build your forces up again.

RE GHR: Does your pilot have tactics 7? This stat (and this works for all pilots) gives +20% sprint distance. This makes a HUGE difference when it comes to closing the distance. If you want a heavy with more speed, your only real option are the clan heavies. The Madcat is really, really good, but can't jump. The Thor can jump but its hardpoints kinda suck.

RE Reserving/AI/numbers of enemies: Yeah, that would be Amechwarrior's AI mod (a poster ITT), which is a part of BEX. Figuring out the "initiative game" is mostly just practice, but the only concrete piece of advice I can give you is to salvage a CP-10-Z. It has a fixed piece of equipment that gives your entire lance +1 initiative. This means you can field assaults without master tactician pilots (i.e. with coolant flush) and not be at initiative 1 (you NEVER want to be at initiative 1, for reasons that I'm sure are becoming clear to you). The CP-10-Z is over-engined, but you can still load it up with 6xML, SRM10, and melee mods to taste (no JJs). Tactics 7 works wonders, as with the GHR.

RE Being massively outnumbers: You see this in vanilla drops, but especially against the clans since they come in groups of 5 instead of 4. As you've seen, this is massively exacerbated when the enemy can reserve! I can offer a few concrete suggestions:
-Never be at initiative 1. Use MT pilots in assaults or a CP-10-Z
-Reserve to the initiative 2 turn. If you don't have a vulnerable target tofocus down, reserve again to initiative 1 and spend the turn sprinting/jumping/etc to defensive positions (e.g. sprinting your GHR in to back shots the next turn).
-If you do see a vulnerable target use a precision strike to knock them back to initiative 1 and focus them down
-Prioritize big mechs with big alpha strikes when choosing GHR assassination targets
-Try different approaches to isolate one lance/star or the other so you're not fighting everyone at once.
-IS range support is usually LRMs. Distance and AMS help you tank reinforcements
-Clan range support is usually direct fire (and super nasty). Terrain and buildings to block LOS is your friend


juggalo baby coffin posted:

i dont mind them buffing the vehicles as much because you can at least still stomp on them. the turrets are just a loving nightmare now and i dont know why they made them tougher. they have insane firepower and requiring 2 turns of focused fire to take out one heavy turret is just ridiculous. the turrets aren't fun to fight, they have huge firepower and constantly sensor lock you when they can't shoot you, so they are supposed to be balanced by being fairly quick to kill once you punch through the armour.

the turn order is sometimes kind of confusing and nebulous especially when you have reinforcements dropping in partway through. its just not fun to see your guys die because 8 reinforcing mechs got two turns in a row.

Hold on, you haven't disabled the bullshit turrets?

The turrets added in BEX are just bad. The one part of the mod that is just objectively bad. I posted earlier ITT how to remove them. All you have to do is delete a few lines in one text file, and then delete a temporary directory. That's it. Do it and make your life easier. Details are in this post:

Organ Fiend posted:

So for those of you playing BEX, I've figured out how to remove the horrible turrets without editing each and every turret definition file.

There are two things you need to do.

First, in the mod.json file in the BT_Extended directory, you delete three lines that contain instructions that add the turrets and turret related files to the database. I forgot to save a version of the file, so I don't have a "before" picture, but this is what it looks like afterward:

code:
{
    "Name": "BT_Extended",
    "Enabled": true,

	"Version": "1.9.1.2",

    "Description": "The base BT Extended mod, required for Extended CE.",
    "Author": "Haree78 and Justin Kase",
    "Website": "https://www.nexusmods.com/battletech/mods/387",
    "Contact": "https://discord.gg/KSmamMz",
	
	"DependsOn": [ "CAB-Clan Mech", "CAB-IS Mech", "CAB-Misc", "CAB-Tanks", "FullXotlTables", "cFixes" ],
	"OptionallyDependsOn": [ "BT_Extended_3025_Plus" ],
	
	"DLL": "Components.dll",
	
	"Manifest": [
		
		{ "Type": "AmmunitionBoxDef", "Path": "ammunitionBox", "AddToDB": true },
		{ "Type": "ChassisDef", "Path": "chassis", "AddToDB": true },
		{ "Path": "contracts", "Type": "AdvancedJSONMerge" },
        { "Type": "ContractOverride", "Path": "contracts_new", "AddToDB": true },
        { "Type": "HardpointDataDef", "Path": "hardpoints" },
		{ "Type": "HeatSinkDef", "Path": "heatsinks", "AddToDB": true },
		{ "Type": "ItemCollectionDef", "Path": "itemCollections", "AddToDB": false },
		{ "Type": "ItemCollectionDef", "Path": "itemCollectionsE3025", "AddToDB": true },
        { "Type": "LanceDef", "Path": "lance", "ShouldMergeJSON": true, "AddToDB": false },
        { "Type": "LanceDef", "Path": "lance_new", "AddToDB": true },
		{ "Type": "MechDef", "Path": "mech", "AddToDB": true },
		{ "Type": "ChassisDef", "Path": "meleeFixes-chassisMerge", "ShouldMergeJSON": true, "AddToDB": false },
		{ "Type": "MechDef", "Path": "meleeFixes-mechMerge", "ShouldMergeJSON": true, "AddToDB": false },
		{ "Type": "MovementCapabilitiesDef", "Path": "movement", "AddToDB": true },
        { "Type": "PathingCapabilitiesDef", "Path": "pathing" },
        { "Type": "Sprite", "Path": "portraits" },
		{ "Type": "UpgradeDef", "Path": "upgrades", "AddToDB": true },
		{ "Type": "VehicleDef", "Path": "vehicle", "AddToDB": true },
		{ "Type": "VehicleChassisDef", "Path": "vehicleChassis", "AddToDB": true },
        { "Type": "VehicleDef", "Path": "vehicle_rarity", "ShouldMergeJSON": true, "AddToDB": false },
        { "Type": "VehicleDef", "Path": "vehicle_appearancedates", "ShouldMergeJSON": true, "AddToDB": false },
		{ "Type": "WeaponDef", "Path": "weapon", "AddToDB": true }
    ]
}
Second, you need to delete the .modtek folder in your Mods directory. This looks like where Modtek caches database information. When you start Battletech again, modtek will rebuild this folder, this time without the turrets.

bsamu
Mar 11, 2006

is there a reliable way to get an annihilator in bex? this is my first play through of the last dlc and I'd like to get one but not sure if it's been buried by all the other changes in the mod. I'm a few years into the clan invasion, if it matters.

Organ Fiend
May 21, 2007

custom title

bsamu posted:

is there a reliable way to get an annihilator in bex? this is my first play through of the last dlc and I'd like to get one but not sure if it's been buried by all the other changes in the mod. I'm a few years into the clan invasion, if it matters.

The ANH is exceptionally rare (like you may not see one ever), but might appear in an assault lance for any IS faction. I'm ~900 days into my current career, maybe spent 600-800 of those days fighting heavy/assault IS drops, and I have seen exactly one ANH.

That said, the ANH doesn't have its super broken +20% damage to ballistics equipment in BEX, so its not defnitively the best mech in the game. It still has the hidden XL engine free tonnage, so it is better than most assault mechs, and there aren't many mechs with as many ballistic harpoints, so its still really good.

bsamu
Mar 11, 2006

Organ Fiend posted:

The ANH is exceptionally rare (like you may not see one ever), but might appear in an assault lance for any IS faction. I'm ~900 days into my current career, maybe spent 600-800 of those days fighting heavy/assault IS drops, and I have seen exactly one ANH.

That said, the ANH doesn't have its super broken +20% damage to ballistics equipment in BEX, so its not defnitively the best mech in the game. It still has the hidden XL engine free tonnage, so it is better than most assault mechs, and there aren't many mechs with as many ballistic harpoints, so its still really good.

gotcha. i'll just work on finding more Daishi pieces, then.

Ygolonac
Nov 26, 2007

pre:
*************
CLUTCH  NIXON
*************

The Hero We Need
Hrng. Reloaded a pre-travel save to see if I could figure out why the "Of Unknown Origin" wasn't appearing when I moved to the system it was listed at.

Oh hey, even without any deadline listed in the initial description, first thing I see when I arrive is "the flashpoint has expired". :suicide:

After finishing out everything but the three-skull Clan Wolf "kill the assault" fight (and the "escort/intercept convoy" and "defend base" missions I hate), I dragged my rear end back to Solaris because the Arano storyline flashpoint to steal the Argo is available. And if it lets me use my current mechs and not the "historically correct" ones, that's gonna be a walkover.

Fun discovery: LAM wing hardpoint weapons apparently take up only slots, not weight. And I have slots left in the Screamer. And I bought some more Arrow IV hardpoint missiles. Plus some standard HE bombs.

Sky Devil gonna gently caress some people *up*.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


Organ Fiend thank you so much for telling me how to get rid of the dumb turrets, i can finally go back to doing base destruction missions again.

also thank you for the tips on initiative stuff. i need to look at my pilots skills again because i dont think I built them super well. i think my commander has entrenched and then the two piloting skills because i wanted to use a melee mech with him, but i havent found one yet.

i did, just as im writing this, finish up a cyclops 10-Z so i will fit that one for combat, and i also finished an AWS-8Q

im thinking of maybe going with STK-4N / CP-10-Z / AWS-8Q / GHR-5N as some type of anti-clan lance. ive put the clan UAC/20 on the CP-10-Z (it was on the orion like you suggested) just because i think it can fill a similar brawling role as the orion.

edit: every time i take one of my clantech weapons in the enemy just relentlessly focuses on trying to destroy it so i have to play extremely cautiously with them, and theyre basically not replaceable for me at the moment so it is pretty stressful

juggalo baby coffin fucked around with this message at 04:01 on Apr 26, 2021

Gwaihir
Dec 8, 2009
Hair Elf
fwiw the AI has no concept of focusing a mech with a clan weapon on it. It can evaluate total damage output I guess, but generally it will just shoot the target it has the best chance to hit/best average damage on. It is worth keeping in mind in general that the large mods are aimed at being a higher difficulty version of the base game, best tackled after you're used to smashing the stock contracts over your knee, and aren't always meant to feel very fair to the player.

Ygolonac
Nov 26, 2007

pre:
*************
CLUTCH  NIXON
*************

The Hero We Need

Gwaihir posted:

fwiw the AI has no concept of focusing a mech with a clan weapon on it. It can evaluate total damage output I guess, but generally it will just shoot the target it has the best chance to hit/best average damage on. It is worth keeping in mind in general that the large mods are aimed at being a higher difficulty version of the base game, best tackled after you're used to smashing the stock contracts over your knee, and aren't always meant to feel very fair to the player.

AI also likes to hit whatever is closest, even if it's poo poo chance to hit (looking at my 9-evasion-pip Screamer constantly being team-targeted just because it's zooming along behind the enemy line :ese:).

The other murder-choice is exposed-structure or downed/shut down mechs - lost a Centurion recently because a Storm Crow/Mad Dog combo just kept vomiting missiles until the AMS ran out of ammo, and the mech was knocked over. The MD had earlier been vomiting Inferno missiles at the previously-mention Screamer, and while it kept missing, it was torching so much of the surrounding terrain that the LAM was constantly at redline.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


Gwaihir posted:

fwiw the AI has no concept of focusing a mech with a clan weapon on it. It can evaluate total damage output I guess, but generally it will just shoot the target it has the best chance to hit/best average damage on. It is worth keeping in mind in general that the large mods are aimed at being a higher difficulty version of the base game, best tackled after you're used to smashing the stock contracts over your knee, and aren't always meant to feel very fair to the player.

i think its just because the clan UAC/20 and clan ER PPC are by far my highest damage weapons (100x2 and 75), and the mechs they're on are relatively slow.

Crazy Joe Wilson
Jul 4, 2007

Justifiably Mad!

Organ Fiend posted:




Hold on, you haven't disabled the bullshit turrets?

The turrets added in BEX are just bad. The one part of the mod that is just objectively bad. I posted earlier ITT how to remove them. All you have to do is delete a few lines in one text file, and then delete a temporary directory. That's it. Do it and make your life easier. Details are in this post:

Does this require starting a new campaign?

The crazy-hard turrets actually helped me out in the one base defense mission because the 3 lances of enemy mediums couldn't kill them with 1-shots, giving me time to reposition my lance of heavies and assaults to meet each new wave.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


i did a couple more clan half skull missions. i lost a good pilot and my clan ER PPC and uh about a 1.5 million c-bills in assorted repair costs, but i finally got my first clan mech.

naturally it turned out to be the iconic Mad Cat, even though what i was actually aiming to get was the gladiator/executioner. the clan missions give a max of 1 choice salvage piece and 5 random, so i chose 2 gladiator pieces across 3 missions (the third did not have a gladiator in it, booo), but random chance gave me three mad cat pieces.

i assembled the mad cat C because i had a choice between the C or the D variant and I liked the sound of the sniper one more. it's probably going to replace my commander's STK-4N, which was blown to absolute pieces in the last clan mission I did. I can fix it but it's going to cost me at least a million between the repairs themselves and replacing the components. my commander has entrenchment + the two piloting tree skills, so I think he would benefit the most from a more agile mech. he is also my only guy right now with called shot mastery.

unusually the mad cat D seems like actually a pretty good default loadout? 2 clan ER Large Lasers, 2 clan LRM15s, 1 clan UAC/5, and a clan ER Medium laser. I dropped the medium laser in order to put on some more armour on because like hell do i want this thing getting destroyed.

my final clan fighting roster was:

AWS-8Q -> mostly default loadout, upgraded the PPCs to assorted + variants, dropped a heat sink and the small laser to put on more armour
CP-10-Z -> 6 M lasers, a clan streak SRM6 and an SRM6 +++ with +2 damage. did not turn out to be a good loadout, i just had to stop the drat thing getting alpha striked any time I took it out with the clan UAC/20 fitted to it
BLR-1G -> 6 M lasers with a UAC/5
STK-4N -> 2 L lasers, 1 clan ER PPC, medium lasers and heat sinks to taste

initially i had the grasshopper along for the ride instead of the battlemaster, but it was blown to poo poo and the pilot killed and I did not have the money to fix it and be able to leave the system without bankruptcy. i had to downgrade a lot of weapons because the planet was all martian/desert biomes. i had to prioritise heat efficiency and armour enough that I could outlast the clanners, because their energy weapon based loadouts kept overheating them, so if my guys could weather the first couple of turns with their weapon systems intact then the clanners would be reduced to firing two lasers a turn while I could keep on alpha striking.

I also finally started taking a proactive approach to picking where the fights happened and making sure I had a height advantage, cover, and line of sight breaking terrain features. I wish I had played smarter on the mission where I lost my grasshopper and its pilot, but it was the first clan mission I did since stocking up on assaults and I was overconfident.

I'm not playing on iron man or anything, I restart missions all the time, but the mission where I lost the grasshopper was the least worst outcome for that mission I managed to achieve. I will go back at some point and try to get that last piece of the gladiator, but I need to build my money back up because fighting the clans is a big money sink for me atm.

Crazy Joe Wilson posted:

Does this require starting a new campaign?

The crazy-hard turrets actually helped me out in the one base defense mission because the 3 lances of enemy mediums couldn't kill them with 1-shots, giving me time to reposition my lance of heavies and assaults to meet each new wave.

i was able to get rid of the turrets mid-campaign and my game has yet to explode

Crazy Joe Wilson
Jul 4, 2007

Justifiably Mad!
That's good to know. Is the bigger drops module worth it by the way? I know it increases the difficulty, but is the trade off on having 8 mechs or more to use worth it? I feel like a merc company should you know, really get to use a company.

Organ Fiend
May 21, 2007

custom title

Crazy Joe Wilson posted:

Does this require starting a new campaign?

The crazy-hard turrets actually helped me out in the one base defense mission because the 3 lances of enemy mediums couldn't kill them with 1-shots, giving me time to reposition my lance of heavies and assaults to meet each new wave.

juggalo baby coffin posted:

i was able to get rid of the turrets mid-campaign and my game has yet to explode

Same here. Made the change mid career and haven't had any problems since then. Bases always spawn with 4 turrets, and they are stock turrets. No crashes.


juggalo baby coffin posted:

i did a couple more clan half skull missions. i lost a good pilot and my clan ER PPC and uh about a 1.5 million c-bills in assorted repair costs, but i finally got my first clan mech.

naturally it turned out to be the iconic Mad Cat, even though what i was actually aiming to get was the gladiator/executioner. the clan missions give a max of 1 choice salvage piece and 5 random, so i chose 2 gladiator pieces across 3 missions (the third did not have a gladiator in it, booo), but random chance gave me three mad cat pieces.

i assembled the mad cat C because i had a choice between the C or the D variant and I liked the sound of the sniper one more. it's probably going to replace my commander's STK-4N, which was blown to absolute pieces in the last clan mission I did. I can fix it but it's going to cost me at least a million between the repairs themselves and replacing the components. my commander has entrenchment + the two piloting tree skills, so I think he would benefit the most from a more agile mech. he is also my only guy right now with called shot mastery.

unusually the mad cat D seems like actually a pretty good default loadout? 2 clan ER Large Lasers, 2 clan LRM15s, 1 clan UAC/5, and a clan ER Medium laser. I dropped the medium laser in order to put on some more armour on because like hell do i want this thing getting destroyed.

my final clan fighting roster was:

AWS-8Q -> mostly default loadout, upgraded the PPCs to assorted + variants, dropped a heat sink and the small laser to put on more armour
CP-10-Z -> 6 M lasers, a clan streak SRM6 and an SRM6 +++ with +2 damage. did not turn out to be a good loadout, i just had to stop the drat thing getting alpha striked any time I took it out with the clan UAC/20 fitted to it
BLR-1G -> 6 M lasers with a UAC/5
STK-4N -> 2 L lasers, 1 clan ER PPC, medium lasers and heat sinks to taste

initially i had the grasshopper along for the ride instead of the battlemaster, but it was blown to poo poo and the pilot killed and I did not have the money to fix it and be able to leave the system without bankruptcy. i had to downgrade a lot of weapons because the planet was all martian/desert biomes. i had to prioritise heat efficiency and armour enough that I could outlast the clanners, because their energy weapon based loadouts kept overheating them, so if my guys could weather the first couple of turns with their weapon systems intact then the clanners would be reduced to firing two lasers a turn while I could keep on alpha striking.

I also finally started taking a proactive approach to picking where the fights happened and making sure I had a height advantage, cover, and line of sight breaking terrain features. I wish I had played smarter on the mission where I lost my grasshopper and its pilot, but it was the first clan mission I did since stocking up on assaults and I was overconfident.

I'm not playing on iron man or anything, I restart missions all the time, but the mission where I lost the grasshopper was the least worst outcome for that mission I managed to achieve. I will go back at some point and try to get that last piece of the gladiator, but I need to build my money back up because fighting the clans is a big money sink for me atm.

RE Madcat: Excellent. Take care of that one. The stock config for the D is a decent range support mech. It has alot of speed, so make sure you're taking advantage of it. Instead of parking it in some trees like a AWS or STK, keep it moving at extreme range (the clan ERLL has basically unlimited range) to get side shots. Be careful you don't wander into reinforcements, but then again, its so fast it can sprint away when in trouble (especially with a piloting 7 pilot).

Another thing with the MAD-D to consider is that you could also run it with UAC20, 2xML++ and 2xSRM6+++. Its basically that Orion config only a hell of alot faster and with the +1 inititave bonus. I know you're leery about putting the UAC20 on things, but the MAD has the speed to get into position and out of trouble quickly. Just play defensively (i.e. sprinting into cover or away from danger) until you're ready to line up the kill shot on the back or side.

RE Your lance: The AWS config is good. Since you're starting to get clan tech, you might consider putting the clan ERPPC from the STK on the AWS and focus more on ML/LL laser knifing for the STK. If you do more clan missions, I'd focus on weapons (ERPPCs) or finishing the Gladiator if the opportunity arises. If you pick up some more DHS, you might even be able to go quad clan ERPPC on the AWS. The CP-10-Z config is almost exactly what I run on mine. I'd swap the clan SSRM6 for a SRM4+++, if you have it. You'll be doing more damage and be able to fit a gyro on it. +3 hit defense gyros are your friend against the clans (the 30% stability gyros are good against the IS, which uses more LRMs,, and for pilots that don't have entrenched). I'm not a huge fan of the BLR in general. Its over-engined and doesn't have the CP-10-Z's computer or BNC-3M's melee potential. I see you're just working with what you have, but I'd replace that when you have a chance.

The STK is often used as a LRM boat, and it can be useful against the clans as well. I still use a STK LRM boat as a shotgun/finisher mech. The best LRMs I think are the +damage, -heat varieties. Clan LRMs are great too, of course. The ubiquitous STK-3F has 4 missile slots and can carry ~60 LRMs easily. The rarer (shows up most in Steiner and Marik drops) STK-3H is better, as it has 6 missile slots. This is good because it lets you use smaller launchers. The LRM5 and LRM15 are proportionally hotter than the LRM10 and LRM20 but have a lower base tonnage. LRM5+LRM15 is 1 ton lighter than the LRM20. Basically, every time you use a LRM5 or LRM15, you're saving half a ton. I'm not sure how the math works for for clan LRMs, but they weigh half.

Don't sleep on the AS7 either. The stock AS7-D config, dropping the LRM20 for another SRM6 and more HS, is completely solid. The D has two ballistic hardpoints for dual UAC5 configs. The rarer AS7-A has a ludicrous 5 or 6 missile slots. I ran one with 2xML, AC20, and SRM30 and it just shreds things. SRM24 with more HS is more consistent. The upgraded AS7s are great too. The AS7-S is on sale at Hesperus, has engine DHS, and 4 missile slots. You can take the AS7-A config, put it on the S, and just alpha strike things with a ~400 damage alpha forever. The AS7-K has an XL engine, 2 energy slots in each arm and 2 missile/ballistic hardpoints. Its good for fire support. If you play a few 5 skull drops against Kurita, you WILL see one. The AS7-K is also ridiculously easy to salvage. Target fire one side torso to kill it (XL engine kill). Every single time I've done this, I get 3 parts. Steiner and Kurita field alot of AS7s and will you look at that, they're right next door to the Clans.

armchairyoda
Sep 17, 2008
Melman
I found a couple strats to help get thru those lovely artillery spotter missions! Be warned: you will feel a little dirty after one even tho it's absolutely legit with regard to game mechanics, but like an absolute e-pig rolling in e-poo poo for the other (:shrek:).

Method A- It's legit, really!
1- Load up with 3 assaults/tankiest heavies and one fast/hyper mobile heavy.
2- Send the 3 rear end's sprinting to the 3 spotter areas, and the fast guy towards the evac zone.
3- Once you can get the 3 rear end's on the spots at once, DO IT. Ignore the OP4's as best you can and keep your fatties alive until you can do this.
4- When you pop all 3, if you can keep the rear end's alive for another round do it, if not (or after that extra round) :siren:EJECT YOUR rear end'S:siren:!
5- Stay alive with your fast robit until the fireworks start. Once they pop and the evac zone appears, GET THERE.
6- MISSION SUCCESSFUL and you get to pick up your big rear end's with a repair bill attached.


Method DIRTY GODDAMN CHEATING(it's debug mode yo)
1- With the game closed, alter the settings.json by adding the new key/value pair: "testToolsEnabled": "true".
2- Launch the game. If you did it right, you'll see a new orange "DEBUG" button under the "NEW" on the main screen.
3- Load your game and drop on your accursed mission.
4- Once in, hit control+shift+"-" (minus/dash). From the menu click on "P1 GOD". :kheldragar: (note that clicking on the menu counts as a click on the game... robots will move/not move if you're not careful)
5- Casually sprint/walk & shoot your way to the 3 spotter zones. Pop all 3 as you use multi target to one-shot ATLOXEN with a pair of ML's.
6- Run on over to the evac, only shooting once your peeps are out of the death zone.
7- Evac all 4 of your angels of death. MISSION SUCCESSFUL.


I won't admit which one I went with... But the AO was 100000% clear when I hit that evac. :v:

RE: Turret-talk- as penance, I won't be downgrading my BEX turrets.

RE: Annihilator shopping- I encountered 2 in 17 years of my current career. I did end up seeing a couple parts for sale in BM shops, but couldn't afford them at the time bc the pirates hated me and I was poor from taking $$$ and not salvaging bots. :smith:
Since then, I have made it a priority to NEVER/EXTREMELY RARELY take vs Pirate faction missions. It makes planet hopping more frequent, but I get a 10% discount and free membership now. :yeah:
My current ANH runs around with 4 SLDF UAC/5+'s and a couple SL+++ just wrecking IS nerds because it's only 3042.

armchairyoda fucked around with this message at 16:06 on Apr 26, 2021

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

armchairyoda posted:

I found a couple strats to help get thru those lovely artillery spotter missions!

(Vanilla advice): Bring four reasonably tanky light 'Mechs like Firestarters or Jenners (I've done this with Locusts which is funny, but risky) with maximum armor and jump jets. Bulwark/Sure Footing is helpful but not required, on high skulls a +3 evasion gyro is hugely beneficial.

Jump into the capture zones on turn 2-3, confident that even if an enemy 'Mech does score a lucky hit, the single medium laser or single indirect LRM they'll fire at your evasion-tanking light 'Mechs probably won't kill any of them. Jump into the exit on Turn 5 or so, take the money and run.

Those missions were designed with light 'Mechs in mind, well-built light 'Mechs trivialize them.

PoptartsNinja fucked around with this message at 17:20 on Apr 26, 2021

vyelkin
Jan 2, 2011
In Vanilla I also like rolling into those with three endgame-tier assaults and heavies plus one Firestarter, then letting the slow mechs shoot their way into the nearest capture zone while the Firestarter sprints and jumps their way to the other two. Once that's done it's basically a big battle to wipe out the hordes of enemies and claim all the bonus payments, but with Annihilators and SLDF Marauders and the like even a big battle like that is very doable and even fun since a lot of endgame content isn't super challenging by that point.

armchairyoda
Sep 17, 2008
Melman
I love you all unironically and wish I had also seen those strats. You kinda get blinders on when you go up skull levels. :shrug:

PS - Sorry, not sorry for running the god mode tho... it felt SO GOOD after getting stomped on so many times.

Bubbacub
Apr 17, 2001

Is it possible to cheat and add a Mad Cat to my hangar in BEX? After a few hundred hours of vanilla, I'm less interested in the grind and just want to dick around.

Gwaihir
Dec 8, 2009
Hair Elf
You can use the battletech save editor to add any mechs and gear you want.

Zephro
Nov 23, 2000

I suppose I could part with one and still be feared...

vyelkin posted:

In Vanilla I also like rolling into those with three endgame-tier assaults and heavies plus one Firestarter, then letting the slow mechs shoot their way into the nearest capture zone while the Firestarter sprints and jumps their way to the other two. Once that's done it's basically a big battle to wipe out the hordes of enemies and claim all the bonus payments, but with Annihilators and SLDF Marauders and the like even a big battle like that is very doable and even fun since a lot of endgame content isn't super challenging by that point.
I did a couple with an SLDF Talon, a Longbow LRM boat and a couple of heavies with AC/UAC-5s. The Talon had a COIL-L on it so it could take 150 damage potshots at fools as it zipped from zone to zone, not to mention spotting for the LRMs and UACs.

Ygolonac
Nov 26, 2007

pre:
*************
CLUTCH  NIXON
*************

The Hero We Need
My targeting missions have become: fly the Screamer in close enough to kill the turret generator. Everyone else helps, until it's dead and then it's kill whatever is easiest/dangerous. (Sometimes I drop in Speedy Locustez to help.)

Once it's relatively clear, keep all the big iron in a good position *or* run to where the extraction zone is, if I know. Kill things either way. Screamer (and ninja bug) make max-evasion sprints to target zones. Once they're all activated, everyone is booking for the exit - unless I feel frisky and want to take on the kill team.

The Screamer has been the partner on a few duo duels so far, and it's done good work. Draws fire, that usually missed due to 7-9 evasion pips, and replies to rear torso with Clan ERPPC and Ultra-Light Rotary Rifle. Meanwhile, my primary Gaussback is stooging about plonking and trying to soak damage.

Sad note: discovered that the hardpoint bombs, while showing as 0 weight, actually do require spare tonnage. :smith:

Yoinked the Argo, via the Arano historical flashpoint. (Roguetech, yo.) It let me have my good stuff too, so 2x Gaussbacks, LBX10/ArtIV LRM15 Centurion and Screamer - only things that slowed it down was lunar biome so gently caress yo' cooling, and the fact that the walkers were s l o w.

Back on Solaris for this, too, and am womping on the 4-mech 3-team fights. I can usually kill or seriously damage one or more of the first enemies, then the second team drops in and usually focuses on the other team. I keep sniping, backshooting and sensor-locking, until I'm out of team one targets and can slam team two, who tend to not maneuver in such a way that they're protected from Gaussy McFlankSniper. :unsmigghh:

Gonna try a couple different tests to figure out that drat "Of Unknown Origin" FP issue. Selling *all* my unused spare mechs and hardware, to make sure I have funds, then: 1) burn for the flashpoint location (new spot this time) and see if it fires; 2) reload and burn for Tarragona, which is what the FP text says. Either way, I want to figure this out, at least, even if I don't start it right away. (Asked in the discord, no one seems to know, and I'm at least going to verify option 2 before I start pulling logs and opening tickets.)

Also rerigged the Warhammer - removed Gauss rifles, slapped on 2x Snub PPCs and an array of Clan ERMLs, and at 170 heat Alpha yeah, I guess I better throw on that Heat Exchanger++ and the +2 engine heatsinks and Clan DHS and the stability (I think) gyro for less weight and the actual Clan ferro and hey I can put in jump jets and an AMS now... Energy Crit fire control, too, so something like +50% chance to crit :science:.

If I can get a third Helepolis part, I can switch the Sniper Artillery to that, and refit the Wolverine for something... maybe strip a Gaussback and stuff everything I can there.

Joey Steel
Jul 24, 2019
3rd mission in BTA, and I have an AS7-R atlas with a uac/20 from a clash of the titans mission. This is my first full mech salvage for this game.


:getin:

Joey Steel fucked around with this message at 11:19 on Apr 27, 2021

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


Organ Fiend posted:

General good advice

Yeah i need to head back to the core IS territories and see what fights I can find along the other steiner borders. i did another clan mission to see what I could pick up and unfortunately was not able to get the last gladiator piece, but I did pick up 2 pieces each of a dire wolf and a man'o'war. ever since i allied with steiner i've been having stacks of multiple mech parts show up as rewards which is nice, especially when you are super limited on loot slots from clan missions.

Organ Fiend
May 21, 2007

custom title

juggalo baby coffin posted:

Yeah i need to head back to the core IS territories and see what fights I can find along the other steiner borders. i did another clan mission to see what I could pick up and unfortunately was not able to get the last gladiator piece, but I did pick up 2 pieces each of a dire wolf and a man'o'war. ever since i allied with steiner i've been having stacks of multiple mech parts show up as rewards which is nice, especially when you are super limited on loot slots from clan missions.

If I were you, I'd stay to complete the GLD and DAI. Especially if you're one part away for each. They're that good. Then go back to IS space and wreck things.

The GLA-D is a mega GHR. It also seems to be fielded a lot by the wolves. Make sure you get a part. The wolves also field a lot of DAIs. It really doesn't matter which variant you get. Any one of them can be configured into a wall of pain. Conveniently, the wolves border Steiner!

Ygolonac
Nov 26, 2007

pre:
*************
CLUTCH  NIXON
*************

The Hero We Need
Welp, ran off to do the Weldry flashpoint. Loadout was my port'n'starboard Gaussbacks, the Screamer and the big(-ish) energy monster Warhammer. The usual squash match of upgraded original-storyline enemies versus Clan Ricer gear and high-end pilots.

Loot was... OK. Grabbed three parts of a Bulldog tank, so now that's available. (Wonder if I have a spare vehicle-capable pilot?), Got allocated some LRM Thunder-I ammo, so now I can FASCAM enemies and watch them damage themselves.

Oh, and loot box at the end gave me some HVAC10 ammo, which is nice because I do have one of those. Some other useful stuff.

And a Clan Enhanced Imaging cockpit.

RogueTech Wiki posted:

Allows Moving after Shooting.
Modifier of 1 to Gunnery: Allows exceeding maximum skill level.
Modifier of 1 to Piloting: Allows exceeding maximum skill level.
Use Components Menu to Toggle Item
Take pilot damage upon overheating, when active
+2 Initiative when active
+2 maximum Evasion pips when active
Increases Called Shot modifier by +20% when active
+1 accuracy when active
0% failure chance on activation
5% additional failure chance on consecutive turns
Head receives failure penalty
Deals critical hit to location on failure
Chance of failure reduced by Piloting skill
Basic Cockpit piloting systems

(Ace Pilot is hardware-based in RT, and there's some mechs that have it as a quirk/inbuilt ability.)

Hmmm, where should I stuff this?

:getin:

The Screamer can now zoom into someone's back arc at the end of the turn (via reserving), plonk a breaching PPC into their back, and get an even faster turn from Initiative. So they bust an even-more accurate shot (possibly using Offensive Push for a called shot) and gently caress right off with a possible max eleven evasion pips.

Rekt, do you speak it? :unsmigghh:

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


Organ Fiend posted:

If I were you, I'd stay to complete the GLD and DAI. Especially if you're one part away for each. They're that good. Then go back to IS space and wreck things.

The GLA-D is a mega GHR. It also seems to be fielded a lot by the wolves. Make sure you get a part. The wolves also field a lot of DAIs. It really doesn't matter which variant you get. Any one of them can be configured into a wall of pain. Conveniently, the wolves border Steiner!

i had to dip back to the IS for a bit because I was not gonna survive another month of expenses. I managed to pick up a uh AS7-LL. not the atlas variant I wanted, but i managed to decapitate one using my laser boat stalker so it's the atlas I got. I stripped out the missiles and replaced the AC/10 with the clan UAC/20 and extra armour and heat sinks.

now that I have that, a few million C-Bills, and some spare decent weapons, I am going back to shoot more wolves.

edit: rest in peace to Shrapnel (ironic name) who was blown to pieces by a gauss rifle headshot



i would have restarted the mission to save him but i took out a DAI and a madcat super early in the mission and I really wanted that DAI part. I now have DAI-B. also rest in peace to that clan double heatsink, my madcat is getting less heat efficient all the time.

juggalo baby coffin fucked around with this message at 10:49 on Apr 27, 2021

alex314
Nov 22, 2007

How do people build ManOWars on BEX? I've edited myself some clan mechs for fun, but LBX loadout doesn't seem to be that great. I've tried slapping double clan UAC20 but that way it has a total of 3t of ammo with good armour.

Crazy Joe Wilson
Jul 4, 2007

Justifiably Mad!

juggalo baby coffin posted:

i had to dip back to the IS for a bit because I was not gonna survive another month of expenses. I managed to pick up a uh AS7-LL. not the atlas variant I wanted, but i managed to decapitate one using my laser boat stalker so it's the atlas I got. I stripped out the missiles and replaced the AC/10 with the clan UAC/20 and extra armour and heat sinks.

now that I have that, a few million C-Bills, and some spare decent weapons, I am going back to shoot more wolves.

edit: rest in peace to Shrapnel (ironic name) who was blown to pieces by a gauss rifle headshot



i would have restarted the mission to save him but i took out a DAI and a madcat super early in the mission and I really wanted that DAI part. I now have DAI-B. also rest in peace to that clan double heatsink, my madcat is getting less heat efficient all the time.

Dayum, that's tough, two headcaps on two mechs. I just finished a "Destroy Manufactury in City" mission, where my main character's Orion got torn apart, but thanks to my medbay tech he'll be good to go in 66 days.

That Cyclops getting one-shotted like that though, ugh.

Organ Fiend
May 21, 2007

custom title

juggalo baby coffin posted:

i had to dip back to the IS for a bit because I was not gonna survive another month of expenses. I managed to pick up a uh AS7-LL. not the atlas variant I wanted, but i managed to decapitate one using my laser boat stalker so it's the atlas I got. I stripped out the missiles and replaced the AC/10 with the clan UAC/20 and extra armour and heat sinks.

now that I have that, a few million C-Bills, and some spare decent weapons, I am going back to shoot more wolves.

edit: rest in peace to Shrapnel (ironic name) who was blown to pieces by a gauss rifle headshot



i would have restarted the mission to save him but i took out a DAI and a madcat super early in the mission and I really wanted that DAI part. I now have DAI-B. also rest in peace to that clan double heatsink, my madcat is getting less heat efficient all the time.

I haven't messed with the AS7-LL, but an atlas is an atlas. It should be fine. The "special" AS7s are the S and the K, but the others are just fine.

The DAI-B is basically an Annihilator. You can load it up with UAC5/2s and ERMLs (clan versions of these weapons are amazing, IS ERMLs are worthless), use a tactics 9 pilot, and drill holes through the CT of most mechs with precision strikes. You can get this running cool enough that you can run it with a MT pilot instead of a coolant flush pilot. Alternately, you could do something insane like 3xUAC20. There's always the 3xGauss/3xERPPC config. Even with pure IS tech, you can make something great. Remember that +10 damage AC10s are head choppers.

Don't worry about the MAD. Remember that it (and all clan mechs) have engine DHS. Thats equivalent to 10 extra heat sinks, completelly for free, compared to the Orion.


I have three lances. Here's the one that's been giving me the most success in clan 3.5-4 skull drops:


The ANH is my "punch holes through the front" mech. A DAI-B would be better, but the ANH is cool, so I'm sticking with it. It can reliably dispatch any clan medium or heavy, and some of the lighter armored assaults like MANs and GLDs. The AS7-K is my shotgun mech. If the ANH doesn't finish things off, or if there's a crit mech, the AS7 will finish it off. At some point, I'll be replacing this with a DAI-B and put all those clan LBX5s to use. Pilots for the ANH and AS7 are both coolant flush/multi target. The CP-10-Z is there for its equipment, but its a pretty brutal brawler. It can reliably kill via back precision strikes. It punches for ~235, so it definitely has something to do when it overheats. Pilot has coolant flush/entrenched. The GLD does GLD things: sprint into range, kill with back shots, or rip sides off. There are alot of mechs that it can kill from the front with precision strikes. Pilot has breaching shot and bulwark.

Also, I'm flush with IS DHS because before going to the clans, I went to Hesperus with ~200 million in the bank. I bought a few AS7-Ss to use and then I bought like 10 ZEU-9Ss, stripped them off their DSH and sold them back. I have ~70 IS DHS in storage.

EDIT: also, by the time I got to Hesperus, I was at max rep with Steiner, and had several pilots with the "merchant" tag, so I was getting a 25% discount.

Organ Fiend fucked around with this message at 15:19 on Apr 27, 2021

Organ Fiend
May 21, 2007

custom title

alex314 posted:

How do people build ManOWars on BEX? I've edited myself some clan mechs for fun, but LBX loadout doesn't seem to be that great. I've tried slapping double clan UAC20 but that way it has a total of 3t of ammo with good armour.

The MAN is way over-engined, has all of hits hardpoints in the arms, and the arms also have FF or something in it, so it doesn't even have full space in the arms. I'm not a huge fan of it and sell them when I complete them.

If its all you've got, then I'd probably go with UAC20 + A whole pile of MLs. One of the MANs (I think the MAN-B) carries this in stock, so go with this if you can.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


my DAI-B got shredded and I lost 2 clan UAC/2s so I need to figure out a new loadout, I was running it with the stock one which seemed ok, although way too short on ammo for how many UACs it had. I'm back in the IS again because I need to stock up on some components and money.

i did several missions trying to get the last gladiator part but did not manage it, instead I ended up with a manowar (the UAC/20 + 6 ER MLs variant) which I refitted to have an IS gauss cannon and 4 clan ER MLs. I already have a clan UAC/20 mounted on my atlas, and bringing a 80T assault into close range with a pricey gun on its arm seems like asking for misery and heartbreak. the gauss cannon also runs a lot cooler and doesnt have a recoil penalty, so it can fire every turn and is much more accurate.

i picked up a little medium clan mech also, the blackhawk. it has two ER PPCs and jump jets. I kept it more because it is cute looking than because I have any real use for it right now. could be nice for tonnage restricted missions.

I ended up using the manowar in a 1v1 duel mission against a kuritan in a Hatamoto-Chi, a mech I had not seen before. i was able to nail the headshot a few turns into the fight so now I have a hatamoto-chi on my roster too. it is a very cool looking mech so I am tempted to refit it with some of my spare clantech weapons.

i refitted my STK-4N again with 2 clan ER PPCs and a range of clan medium lasers, plus an energy weapon TTS

my game timeline is at 3054 now, so the IS is really starting to roll out a bunch of high tech mechs, so I want to do a tour and pick some of those up. I'm allied with steiner so it might be expensive to get some mechs. I wish steiner would offer me fewer missions against pirates, because I don't want to keep having to pay the million dollar fees to keep my black market access going, not to mention the outrageous price penalty on the black market I have now. i also don't really like the roster of mechs the pirates seem to use.

i want to find an annihilator and a king crab, because they are cool. I am hoping to get some news about a new lostech king crab or something because I want to return to clan space with a powerful crab with gauss rifles in each claw.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I forget, what do I need to mod to increase salvage rights in clan contracts in BEX?

Organ Fiend
May 21, 2007

custom title

RBA Starblade posted:

I forget, what do I need to mod to increase salvage rights in clan contracts in BEX?

I haven't experimented with this, but it looks like what you'd need to do is go to the BATTLETECH\Mods\BT_Extended_Timeline\contracts_new\clans directory find the line containing salvagePotential and change that value to something larger. It looks like most of the stock contracts have a value of 16-20. The one clan contract I spot checked had a value of 5.

By the way, for all you BEX users who don't want to modify .jsons, there is one clan mission that has normal salvage, and is also easier than your standard clan mission. Its one of those attack/defend missions. The mission is called "covering fire." In this attack/defend scenario, you have one attacking star, one defending star, no turrets and an allied defending lance. The best parts about this mission is that the salvage is normal (probably an oversight by the mod team), and the attacking star will not shoot you until you shoot them (i.e. they are focused on attacking the buildings). Killing the attacking star is trivial and the defending star starts out far away, so they can't support.

Big salvage potential and low risk. Take this one if you see it!

Organ Fiend
May 21, 2007

custom title

juggalo baby coffin posted:

my DAI-B got shredded and I lost 2 clan UAC/2s so I need to figure out a new loadout, I was running it with the stock one which seemed ok, although way too short on ammo for how many UACs it had. I'm back in the IS again because I need to stock up on some components and money.

i did several missions trying to get the last gladiator part but did not manage it, instead I ended up with a manowar (the UAC/20 + 6 ER MLs variant) which I refitted to have an IS gauss cannon and 4 clan ER MLs. I already have a clan UAC/20 mounted on my atlas, and bringing a 80T assault into close range with a pricey gun on its arm seems like asking for misery and heartbreak. the gauss cannon also runs a lot cooler and doesnt have a recoil penalty, so it can fire every turn and is much more accurate.

i picked up a little medium clan mech also, the blackhawk. it has two ER PPCs and jump jets. I kept it more because it is cute looking than because I have any real use for it right now. could be nice for tonnage restricted missions.

I ended up using the manowar in a 1v1 duel mission against a kuritan in a Hatamoto-Chi, a mech I had not seen before. i was able to nail the headshot a few turns into the fight so now I have a hatamoto-chi on my roster too. it is a very cool looking mech so I am tempted to refit it with some of my spare clantech weapons.

i refitted my STK-4N again with 2 clan ER PPCs and a range of clan medium lasers, plus an energy weapon TTS

my game timeline is at 3054 now, so the IS is really starting to roll out a bunch of high tech mechs, so I want to do a tour and pick some of those up. I'm allied with steiner so it might be expensive to get some mechs. I wish steiner would offer me fewer missions against pirates, because I don't want to keep having to pay the million dollar fees to keep my black market access going, not to mention the outrageous price penalty on the black market I have now. i also don't really like the roster of mechs the pirates seem to use.

i want to find an annihilator and a king crab, because they are cool. I am hoping to get some news about a new lostech king crab or something because I want to return to clan space with a powerful crab with gauss rifles in each claw.

The ANH I have is pure luck. I've seen exactly one, and I was lucky to be able to salvage it. Chances are you'll never see one.

I've seen the KGC pop up several times in 5 skull drops against Kurita. Especially in the "The A Team" or "The Royal Family" contracts where you fight the Sword of Light. The field a FF armor version of the KGC too. Also, the field alot of Maulers and CGR-3Ks. They both have XL engines. Precision strike on a side torso = XL engine kill = 3 parts salvage = 3-5 million cbills in salvage.

Bubbacub
Apr 17, 2001

Gwaihir posted:

You can use the battletech save editor to add any mechs and gear you want.

I gave my Mary Sue company a head start with $10M and a Battlemaster. I didn't have enough medium lasers to equip it with much of a weapon loadout, so it became a walking mortar-carrier. I got to use the mortar twice, then it got destroyed by a machine gun bullet in the back from a Locust. :xcom:

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


i cant fuckin believe it. i rebuilt and refit my cyclops again (i did a couple of those neat 1v1 duel contracts to build up a little cash) and the first loving turn of engagement with the enemy this happens:



gauss headshot to a fresh mech, instant kill on my backup pilot. this thing is loving cursed.

One of those duel contracts had the kuritan opponent show up in a Thug THG-10E which is an extremely cool looking assault mech and I would like to kit it out all nicely.

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Gwaihir
Dec 8, 2009
Hair Elf
So... I know headshots are only a 2% chance, but that's the reason you put bulwark on every pilot and make sure that you're always in cover when facing headchoppers like gauss rifles and AC20s.

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