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There is also the fact that all of this is abstracted away, so you don't have to answer tricky questions like "how are the bullets getting from this ammo bin in the left leg to the guns in both the left and right arms?"
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# ? Jun 10, 2024 21:57 |
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Defiance Industries posted:Because BT units weren't designed to be optimal. Mech design has been a solved question since 1991, but the game is more about making do with what you have as it comes apart, not building the perfect min-maxed unit and assuming everyone will be really impressed you thought to combine Gauss rifles with PPCs. Yeah, it's why a challenge I like to do is actually sticking with stock configurations. Actual BT it's supposed to be difficult-to-impossible to switch loadouts like this anyway. I remember reading something a while ago, don't remember where, about Solaris mechs that swap out the guns even a little bit and it throws the mech's weight balance off and makes it much harder to control. I do agree that removing the customization would remove a huge amount of the fun of a game like this, so I don't think it's a bad decision to make every mech an omnimech, but it really does make BT way easier.
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Unbalancing a mech when you change the number of tons or crits in a section is a possible result. It's less likely the better tech crew you have and the better facilities you have available. The construction rules where you can move stuff around however are for designing and building a whole unit from scratch, not remodeling an existing one.
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It's part of why Omnimechs were such a huge deal. That they could field swap weapons and have a viable Mech, rather than sending the 'Mech in for refurbishment was such a huge game-changer that the IS's collective minds were blown at the possibilities. Then they spend Blake-knows how many C-Bills trying to steal/develop the tech for themselves. And even then with Omnis, there were certain 'preferred' configurations that required less work to pull off than Custom Build #435738.
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So what you're saying is we should've made PTN do a Stock Mechs only run?
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berryjon posted:And even then with Omnis, there were certain 'preferred' configurations that required less work to pull off than Custom Build #435738. Yeah, if you do custom work someone still has to figure out where to run all the cables, feeds and poo poo. If you use a standard config, someone's already done that.
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Defiance Industries posted:Yeah, if you do custom work someone still has to figure out where to run all the cables, feeds and poo poo. If you use a standard config, someone's already done that. Also some practical concerns. As much as I love Mechwarrior 4: Mercenaries for letting me strip down most of the armor off an Adder and mount 2 LB-X/20s on it, I'm pretty sure that thing would be blown clear to space after alpha-striking with those.
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You also have to contend with a lot of Design By Committee as well when it comes to Battlemech designs, as well as dealing with Military procurement and a bunch of generals who have no idea exactly what they want from a Battlemech, rampant corruption that comes from all this, contracts from suppliers to not modified the design, etc. There's a reason why most 'Mechs are stock. 99% of the time when you do end up modifying a design, it's out of sheer necessity and not because This Week On Pimp My Ride... Most successful modifications that come out of the Houses are either attempts to field new weapons by modding an old design instead of build an entirely new chassis, or popular field refits created because 'gently caress, we got no PPCs/AC/Missile Launchers to replace the one you just ruined and we need this 'Mech back in the field before the enemy marches over and cringlefucks us. gently caress it, lets mount X instead.'
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Having a requirement to build mechs weight balanced would be fun, especially if you accounted for arm distance from the centre of mass. So many things would fall over. Probably best to stick to the basic plan of "don't think about it too hard".
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goatface posted:
Yeah, I said before I don't disagree with their decision to make everything interchangeable like it is. That's been a hallmark going back to the Mechwarrior series. Half the gameplay loop is based on customizing and upgrading mechs, and the whole strategic layer of the game wouldn't be anywhere near as deep without it. And I can forgive a lot of lore weirdness if it means I can make a Spider designed to jump behind heavy mechs and literally kick them in the rear end until they explode.
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You mean we shouldn't mod our Timber Wolves to have 4 PPCs like in the Mechwarrior 2 intro?!
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PoptartsNinja posted:It's probably an issue with the attempted early unlock of the Hatchetman. Since that's caused problems, I'll remove it and reup FYI I played through the flashpoint yesterday and it went as usual, so the fix worked.
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Aces High posted:You mean we shouldn't mod our Timber Wolves to have 4 PPCs like in the Mechwarrior 2 intro?! I mean if you want to be loving boring
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Let the Mech3 intro be your guiding star.
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Get ready Lance Leader. They're coming. ... Oh, man. ![]() MW3's intro had the Summoner's arms on backwards.
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PoptartsNinja posted:Get ready Lance Leader. They're coming. That wasn't an error, Everyone just REALLY hated that particular pilot and wanted him to suffer.
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They built his mech wrong on purpose, as a joke
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Maybe it was a Clan Batchall thing. Like before the battle that pilot declared that he would go into battle with a mech that was all hosed up to increase the honor he'd get if he won.
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RBA Starblade posted:They built his mech wrong on purpose, as a joke My mech is cored, making me the victor.
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Not Important posted:My mech is cored, making me the victor. Literally true for the Timberwolf.
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PoptartsNinja posted:Literally true for the Timberwolf. And I thought Mechwarrior didn't have the Stackpole explosions until MW4.
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Not Important posted:My mech is cored, making me the victor. joke's on you; i actually love being DFA'd by three perfect lances. and my mouth isn't filled with bloodm, it's victory wine
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Always nice to get caught up again. In the update before the most recent one, you said the SLDF Phoenix Hawk is one of the best mechs in the game - what makes it so good? I assume it has an XL engine and Endo, but what gives it an edge over other SLDF designs in the game like the Griffin? Also mission 48 is listed as no commentary but it has a delightful commentary. Would hate for anyone to miss out on it because they're skipping the ones you don't narrate.
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i'm not that far in so i might be wrong, but I think its an ecm carrier too?
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aniviron posted:Always nice to get caught up again. Massive weight savings that the SDLF Griffin also has, a BUNCH of energy and support weapon hard points, 2x heatsink capability from the outset due to DHS in the engine, and it's signature vectored thrust turns the SDLF Phawk into one of THE best Energy Boats, and the one that is easily the most agile. The Phoenix Hawk becomes one of the best backstabbers, and is easily a solid replacement for the Super Dodgey Tanking Firestarter once you slap in the +hit defense gyro. It may only get a +1 instead of a +3 hit defense mod since it's a Medium Mech, but it makes up for that by being able to jump with impunity in all but the hottest of environments.
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Pixie hawks get a stock equipment (that counts as jumpjets) that boosts jump and damage after jumping DHS added to that means the pixie can just jump forever while spamming lasers, you don't need to spend a lot of weight on medium lasers and their er and pulse versions, but you get a drat lot of damage out of it.
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BattleTech: Restoration Campaign – Episode 9: I Spoiled This Ages Ago![]() ![]() ![]() ![]() Mission 50: Liberation: Smithon (Story, Commentary) Rewards: 1,843,200 c-bills Reputation: Doesn’t matter Noteworthy Salvage: 1 CDA-3C Cicada part, 1 FS9-H Firestarter part (‘Mech complete), 2 GRF-1N Griffin parts (‘Mech complete), 1 LCT-1V Locust part ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Mission 51: Served Cold (Story, Commentary, the Youtube Thumbnail for this one is fantastic) Rewards: 2,032,800 c-bills Reputation: Local pirates -6 Noteworthy Salvage: 1 CPLT-K2 Catapult part, 1 DRG-1N Dragon part, 1 SHD-2H Shadow Hawk part, 1 WVR-6R Wolverine part (‘Mech Completed), 1 COM-2D Commando part ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Mission 52: Thorn in the Side (Assassination, No Commentary) Rewards: 314,212 c-bills Reputation: Taurian Concordat -7 Noteworthy Salvage: 1 PXH-1 Phoenix Hawk part (‘Mech completed), 2 VL-5T Vulcan parts (‘Mech completed), 1 SHD-2H Shadow Hawk part ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() PTN’s note: New Vandenburg is one of only two advanced research planets that isn’t located inside one of the Great Houses. Both of those research planets are in Taurian space; but one of them is pretty far out of the way. Now, we can’t enter the territory of any House except the Aurigan Coalition, but for some reason we can enter Taurian space after blowing up the Newgrange. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() PTN’s note: Advanced Research Worlds can spawn any of the Equipment Equalizers, and I do mean any. There are a few that can only appear on Advanced Research Worlds. We’re mostly here to get advanced Jump Jets for the Spider, buuuuuut… ![]() ![]() ![]() PTN’s note: Unfortunately, they don’t have the Vectored Jets (S) I really want, so we’re going to need to bounce and come back. I take out my frustration on some Taurians before I leave. ![]() Mission 53: An Eye for an Eye (Assassination, No Commentary) Rewards: 313,320 c-bills Reputation: Pirates +8, Taurians -6 Noteworthy Salvage: 1 BJ-1DB Blackjack part (‘Mech complete), 1 JVN-10N Javelin part (‘Mech complete), 1 WHM-6R part ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Mission 54: Hostile Territory (Battle, No Commentary) Rewards: 907,830 c-bills Reputation: Pirates +9, Taurian Concordat -7 Noteworthy Salvage: 1 CDA-2A Cicada part, 1 ON1-K Orion part (‘Mech complete), 1 WHM-6R part, 1 Arm Mod (+10 Melee Stability Damage) ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Mission 55: Titan Attack (Defend Base, Commentary) Rewards: 459,480 c-bills Reputation: Capellan Confederation +8, Taurian Concordat -6 Noteworthy Salvage: 3 NSR-9J Nightstar Parts (‘Mech Complete), 1 TDR-5SS Thunderbolt Part (‘Mech Complete), 1 WVR-6R Wolverine part, 1 SRM-6++
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It's me, Poptarts. I'm the jerk who couldn't get past that mission and took a large amount of delight watching you school it.
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The hard part's getting past it without overextending while trying to chase down the optional objectives.
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Remind me why the Dragon is bad and also why do we hate the Taurians?
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MVP OPFOR: Locust in mission one that survived multiple rounds of shooting from you somehow ![]()
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Seraphic Neoman posted:Remind me why the Dragon is bad The Dragon does have a few usable advantages. It punches pretty hard (due to its chassis boost, the Shadow Hawk punches nearly as hard). It can mount a little more armor than the Shadow Hawk (about a ton more), and... that's it. It's just a fast 60 tonner with nothing going for it (which is a problem all 60 tonners will have until XL engines are introduced in 3050). The Rifleman is the only 60 tonner that doesn't totally suck, because it's got a smaller engine. Seraphic Neoman posted:why do we hate the Taurians?
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Holy gently caress, that was one amazing shot. ![]()
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Seraphic Neoman posted:Remind me why the Dragon is bad and also why do we hate the Taurians? ![]() Now and forever.
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Regulus is always right, the Taurians are always wrong.
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Seraphic Neoman posted:Remind me why the Dragon is bad and also why do we hate the Taurians? To borrow from Tex of the Black Pants Legion, it's because they're the folk who say "hippity, hoppity, get off of my property," and back it up with nuclear weapons.
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Why didn't the SLDF blow up their own caches when they hosed off? Weren't they explicitly trying to take their firepower out of the hands of the successor states?
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Because the SLDF wanted a backup plan, and those facilities were not under Kerensky's immediate control. They were placed as a backup contingency in case the local security troops needed 'Mechs now, and were left unmanned with automated systems handling maintenance as needed. They could have been destroyed quite easily by crews on site; but Kerensky wasn't about to risk sending out troops to do that when there was a good chance those troops would go rogue and play warlord. He needed to get as many of them as possible out of the Inner Sphere right the gently caress now before too many of them realized how stupid that idea was. There wasn't a way to remotely destroy Brian Caches (supply dumps) and Castles Brian (the SLDF's secret super-fortresses) because a remote self destruct would've been an exploitable security flaw so huge the SLDF could've driven an Enterprise-class SuperCarrier through it and even they weren't that stupid. The Enterprise-class Carrier was a boondoggle that couldn't generate enough thrust to move itself. In space. It wasn't even a "can't move fast enough to be anything more than a defensive tool," they couldn't get it to move at all so the SLDF somehow designed and built a WarShip with engines that produced thrust and counter-thrust simultaneously and in equal amounts and they couldn't figure out how to fix it. PoptartsNinja fucked around with this message at 04:57 on May 7, 2021 |
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Mission 50: Liberation: Smithon They must have made that mission alot easier. When I played it, they spawned an ammo truck Every turn until the end of the mission. Mission 51: Served Cold You can get the entire mech, and headshotting her I think requires her to be on the ground. Alternatively you can just knock her over until she stops getting up with stability damage weapons. I believe she has a unique K2 catapult variant. I like K2 catapaults for PPC stuff. You could have probably instakilled many of the mechs with a precision strike to the CT with the grasshopper every other turn. Mission 52: Thorn in the Side The music makes me think of crab rave but with only the crabs clacking their claws. https://www.youtube.com/watch?v=m5raasdhT88&t=306s Also I see you didn't check if the leader had any special equipment worth looting, sometimes they have defensive gyros or something. Mission 53 - An Eye for an Eye Maybe switch to using the grasshopper for headshotting attempts? that many lasers it's almost guaranteed that someone's head pops off.
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# ? Jun 10, 2024 21:57 |
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SugarAddict posted:They must have made that mission alot easier. When I played it, they spawned an ammo truck Every turn until the end of the mission. I actually think the mission bugged out there. The second MCV didn't spawn in the same place the first one did, which... isn't the way spawns usually work. I was expecting more which was why I was moving the Grasshopper over to replace the Spider. The Grasshopper has an 18% chance for cockpit hits, which means statistically it needs two turns to headcap since it needs between 2 and 4 hits with its current armament (2 +damage medium lasers or 3 medium lasers that don't have the damage buff or any combination of medium and small lasers). It would perform about as well as our current Marauder with its nerfed 31% hit rate. I mostly go for headshots when the Marauder's overheating and Glitch can only fire a single weapon. I'm intentionally using a sub-optimal Marauder (and sub-optimal Marauder variant) to keep from crushing the OpForce too badly. ![]() I mean, I could be using an Annihilator for this instead of an Orion. PoptartsNinja fucked around with this message at 05:22 on May 7, 2021 |
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