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Zeroisanumber
Oct 23, 2010

Nap Ghost
I feel like the Corsair is undergunned, but I appreciate the fact that you shoot rad beams and nuclear waste out of its stock configuration's lasers.

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Amechwarrior
Jan 29, 2007

ilmucche posted:

20 tiles away as an optimal range???

I'm not sure what you mean? Optimal range would be a weapon specific thing. I'm talking about the dots you can move your units too. The white dots below are spaced 24m apart.

https://giant.gfycat.com/LoneHeavenlyDrafthorse.mp4

ilmucche
Mar 16, 2016

Amechwarrior posted:

I'm not sure what you mean? Optimal range would be a weapon specific thing. I'm talking about the dots you can move your units too. The white dots below are spaced 24m apart.

https://giant.gfycat.com/LoneHeavenlyDrafthorse.mp4

Ah, like trying to stay 20 tiles away from the enemy for optimal range of 480m. I guess I send other mechs forward to spot while this thing snipes away?

Carcer
Aug 7, 2010
What weapon are you talking about here?

Optimal range generally means the maximum range the weapon doesn't get any penalties for firing at, generally this is from the listed optimal range to point blank, though some weapons have a minimum range they take penalties for firing within, like LRMs and PPCs. You don't have to keep the enemy at exactly the optimal range for the gun to work best.

You also don't generally want one of your mechs either way far forward of the rest or way behind. You want to be spreading out the damage you recieve, so cycling who most likely to be targeted by the enemies is really important and having either one mech be the focus of the entire enemy team or one mech never contributing to taking damage isn't great.

sassassin
Apr 3, 2010

by Azathoth
I'm enjoying this Phoenix Hawk, it's like a Spider all grown up.

Carcer
Aug 7, 2010
Anyone had a mission on this map where the enemies just didn't shoot?



I've never seen the map before, and the enemies are just milling around.

e: They finally fired right near the end, but it was after I'd killed 2 of them with zero response.

Carcer fucked around with this message at 17:04 on Jul 7, 2021

Organ Fiend
May 21, 2007

custom title

Carcer posted:

Anyone had a mission on this map where the enemies just didn't shoot?



I've never seen the map before, and the enemies are just milling around.

Yes. This is BEX right?

I've seen it specifically on this map at this location (second scenario for the Blackout mission type), and sometimes with the third lance in the sequentially dropping reinforcements version of "The A Team" contract.

Carcer
Aug 7, 2010
Yeah its BEX. Its too bad if the map is bugged, since it looks great and it would've been a really fun fight.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

There's a known bug with vanilla that mods exacerbate (according to the BEX dev) where sometimes the AI breaks and just never shoots.

Gwaihir
Dec 8, 2009
Hair Elf
I've had that map and exact spawns many times but I guess I've just lucked in to it not bugging out at that spot.

Polaron
Oct 13, 2010

The Oncoming Storm

RBA Starblade posted:

There's a known bug with vanilla that mods exacerbate (according to the BEX dev) where sometimes the AI breaks and just never shoots.

Yeah, I've definitely had that happen on plain old vanilla missions before.

It's better than the reverse where you load an in-progress mission and suddenly every enemy on the map can see you through the fog of war and hammer you with LRMs. :v:

sassassin
Apr 3, 2010

by Azathoth
Still getting creamed by the extra difficulty reinforcements on the map presents. An escort mission is simple, then a battle of the same */tonnage kicks my teeth in with two lances as strong as my own flanking and spotting for each other.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
It's difficult, but try not to let yourself be outgunned. Concentrate fire to bring one 'Mech down at a time (until you can reliably bring 'Mechs down 1v1) and focus on eliminating the enemy ASAP. If you manage to strip a target of its weapons switch to a new one, you can finish anything crippled off when they start running in for melee.

Positioning can be really important, if there's a way to force the reinforcement lance to engage you over some sort of blocking terrain, try to use it. Keep an eye on the line-of-slight lines, you want as few of them intersecting your 'Mechs as possible. The more things that can see your 'Mech, the more things can shoot at it.

Sometimes it can be really helpful to go up a side rather than heading straight for the objective. If you can engage the reinforcements lance first, it's a good idea to do that. Reinforcements lances usually spawn LRM boats that are vulnerable to being rushed down while the main lance is usually a mix of direct-fire types that usually have fewer LRMs, so the main lance has a much harder time trying to support their reinforcements than vice-versa.

Ygolonac
Nov 26, 2007

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

The Hero We Need
Wooof. Two nice-loot-but-dangerous missions last night. First, was a Blackout, where I'd, uh, kitted out for base defense instead, oops. Start off by waking up the defenses at the first objective, and take some hits while using up most of my none-mine LRM ammo. (Pair of heavy turrets, ugh.)

Get up to the second location, all set to rail hell down on the enemy spawn...

Oh.

Ambush.

Mutilate one light-medium immediately. Followed by two enemy mechs immediately charging the Marauder who tripped the fight and melee'ing him to the ground. :aaaaa: Mines scattered some from the initial shots, though, sorry about your base pirate dudes.

"We're activating base defenses to help you! Get re"

BLAM!

"Hey, thanks for turning these on for us."

:facepalm:

Marauder is right in LoS for three turrets and the two melee mechs, barely gets away with one leg exposed and a shitload of other armor loss, while everyone else is banging direct fire on whoever is visible.

Finally beat the poo poo out of everything, Marauder is the only serious damage and that wasn't even any crits or component damage. :toot: Got another HAG20 and double-ammo for it, too, so now the Bull Shark is a stealthed hypervelocity clusterfucker.

Rest, repair, go take the mission I *wanted*, because it claims there's an assault mech attacking that base... so this time, without the 400-ton weight limit, I load up. Marauder, Bull Shark, Stalker, Storm Crow with a couple smaller Gauss for speedyshooty. Screamer kitted for melee, Sniper arty Helepolis, Thumper Orion, and the Hellbringer mortarboat.

Drop - turrets are down, wait for the APCs to show up and flip the switch according to Local 1369 guidelines.

Oh look, enemies. Lots. Some *really* close. Savage Wolf over there, Battlemaster (that's only spotted after the Screamer goes and cross-bodies 70 tons of poo poo that I really didn't want shooting), Dervish, Mauler, a few other things that I forget, and waaaay in the back is a Cicada.

Hmm. Enemy vanguard, and two support lances. poo poo.

Two turns to turrets. gently caress.

Mortars split fire to keep everyone interested in not shooting the base. Same for the Arrow and LRM mines. Thumper goes mines. Sniper plonks and misses. Everyone else throws down, because if Enemy takes damage, they'll shoot back, and not wipe the buildings - six, of which five must survive.

:smithicide:

Hold everyone off for three turns, yay! Five to go. Killed a Hunchback via the Screamer's top-rope headbutt, melted a lot of armor and internal-crits via HAG application, mortars Inferno the Savage Wolf into shutdown, we might get through this!

Second wave drops. Back behind the main fight line - LRM and MRM tracks, an Orion, and a Nidhogg VTOL. Turrets come up, start eating the close-range damaged and shut-down mechs, so it's up to me to go...

Miss the Cicada with the Screamer, so the Angry Bird starts taking hits. Good thing I loaded it with all the Harjel.

Get ready to fire next turn. Hmm, what are these targets showing for the mortars?

Oh. Second drop, behind my mechs and the base.

Just a Yellowjacket chopper with a Heavy Rifle and rockets.

And a Strix VTOL.

And another Nidhogg.

And a *stealth* Nidhogg.

:commissar:

Keep blasting the ones in front, turrets are helping with that, and no one has LoS or the correct ammo for antiair, except the one ton of mortar airburst. Zoom the Storm Crow over to plink and draw fire. Airburst mortar to sandpaper and draw fire. Start trudging the Bull Shark and Helepolis around into LoS for the backstabbers, but not before chewing down the front Nidhogg and a couple other close mechs. Mine and Inferno the poo poo out of everyone. Screamer goes for the Cicada again.

And misses. And eats more damage. *Really* happy about that Harjel.

Turrets are killing, mines are chewing armor and structure, Orion is taking nowhere near enough damage. One building takes a few hits, before the stealthed bird gets distracted by taking the last of the airburst.

Four well-armed VTOLs are now hunting my less-armored Storm Crow and Hellbringer. :ohdear:

Next turn. *Three* VTOLs, because the Crow kills the Yellowjacket. Turrets get the Cicada, and the Screamer hides to repair. The missile tracks finally mine out and explode. Orion is still moving up, shooting as it goes. Other enemies to the front are either mangled, or <Arrow IV fires> Inferno'd into shutdown. Turrets! Thumper! Inferno mortars into the ground hex the VTOLs are clustering around!

HELEPOLIS IS READY! Direct Flak shot mauls but doesn't kill a Nidhogg.

BULL SHARK IS READY! HAG vomit does finish the Nidhogg.

Finally shut down the Orion. Screamer comes out and murders a 90-tonner, and that's the end of the ground forces.

VTOLs work over the Shark and Hele. Crow on the Strix for a kill. Mortarboat for more heat and aggro. Sniper Direct Flak chews the stealth Nidhogg. So do turrets. And the HAGs go FWOKKA FWOKKA FWOKKA for the last kill.

Really didn't take a lot of damage - there was a one-shot Arrow IV out there, but it might have been in the one the Screamer killed first. Got some Nidhogg parts (probably different variants that I won't be able to kludge together). Got a couple Piloting battle computers. Passed up the weird (and probably rare) PPZ off the Strix. Passed up various other things, got some useful loot, got some I sold off immediately.

And all I really wanted was to overheat an assault for decapitation purposes. :smith:

drat exciting fights, though. Especially the VTOL horde, I fully expected to get turbofucked from behind there.

tl;dr - RogueTech can be fun.

Radical 90s Wizard
Aug 5, 2008

~SS-18 burning bright,
Bathe me in your cleansing light~
Sorry if this gets asked every other page, but is there a link to useful beginner poo poo around? Like all that basic loadout stuff about where to put jump jets, ammo etc? I'm just jumping back into this and I can't remember what the hell I'm doing :downs:

Horace Kinch
Aug 15, 2007

Radical 90s Wizard posted:

Sorry if this gets asked every other page, but is there a link to useful beginner poo poo around? Like all that basic loadout stuff about where to put jump jets, ammo etc? I'm just jumping back into this and I can't remember what the hell I'm doing :downs:

Ammo in the legs, jumpjets/heatsinks in CT/side torsos, AC2 sucks, PPC sucks. Full frontal armor when possible.

GD_American
Jul 21, 2004

LISTEN TO WHAT I HAVE TO SAY AS IT'S INCREDIBLY IMPORTANT!
Ammo goes in legs. Always.

Jump jets go wherever, but if you're roleplaying its' legs or any of the torsos.

Try to keep as many of your weapons torso-bound as possible. Arms snap off.

Put enough armor on your rear for about one medium laser shot, and no more. If you take more hits than that to your rear arc, you hosed up bad enough that you were gonna die anyway.

ECM is your very, very good friend. Use it. Even if you don't have a Raven, the 6 ton ECM gear is worth it. Keep your peeps under that ECM umbrella. Let your enemies waste as many phases as you can before you shoot at them and break your coverage.

LRMs are useless until you get 40 of them at a time.

If a Mech is in serious danger of getting gang-hosed, eject or run. There's no shame, and you'd rather salvage everything or most things than no things.

Bulwark always. It's the only must-have skill.

Always try to maneuver so that you have the best possible combination of the following:

1. Cover
2. Evasion arrows
3. Minimum enemy guns on you
4. Maximum friendly guns on an enemy

Don't spread damage around your enemies. Kill a thing, then move onto the next thing. You want to do the opposite when it comes to them damaging you. Spread that damage as thinly as you can, across both sides of your Mechs and all the Mechs you have. Armor is insanely cheap to fix. Internal components are not.

Load at least enough ammo for 6 full salvos, preferably 8, no more than 12. A heat neutral Mech is wasting tonnage. You want a Mech that will run slightly hot; but have enough cooling to go full ham for 2-3 turns (at the very least) of firing and moving before hitting the danger zone.

Best weapons depend on what mod you're playing. Medium Lasers are noice. UAC/5s are deadly. Large Laser +++ is the God Weapon.

ilmucche
Mar 16, 2016

GD_American posted:

. A heat neutral Mech is wasting tonnage. You want a Mech that will run slightly hot; but have enough cooling to go full ham for 2-3 turns (at the very least) of firing and moving before hitting the danger zone.

Best weapons depend on what mod you're playing. Medium Lasers are noice. UAC/5s are deadly. Large Laser +++ is the God Weapon.

I'm struggling with heat after two full salvos my mech basically has to take a turn punching to cool off. Mechs vent 30 heat per turn naturally? Should I be aiming for alpha strike heat gen to be like 5 above the sink?

How much heat does jumping generate?

Radical 90s Wizard
Aug 5, 2008

~SS-18 burning bright,
Bathe me in your cleansing light~
That's exactly the info I was trying to remember thanks ya'll

sassassin
Apr 3, 2010

by Azathoth

GD_American posted:

Try to keep as many of your weapons torso-bound as possible. Arms snap off.

But arms are more accurate.

Carcer
Aug 7, 2010
Arms are generally the first thing shot off, so your more accurate gun is now a pile of scrap.

If its something expensive or rare, put it in the torso.

sassassin
Apr 3, 2010

by Azathoth
When I crit a weapon but don't destroy the body part it's attached to should it still be able to fire at me?

Zephro
Nov 23, 2000

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

GD_American posted:

Put enough armor on your rear for about one medium laser shot, and no more. If you take more hits than that to your rear arc, you hosed up bad enough that you were gonna die anyway.
Not sure I agree with this. 26 armour is nothing. If you have a mission with reinforcements or turrets you'll sometimes be taking LRM fire from halfway across the map and if you have to worry about facing that stuff frontally as well as the mechs you're actually fighting you'll limit your options hugely. You don't need to max rear amour but I think you want a bit more than that.

sassassin posted:

When I crit a weapon but don't destroy the body part it's attached to should it still be able to fire at me?
The first time you crit it you just damage it, which IIRC reduces its accuracy a bit. You need to crit it again to destroy it.

On the plus side, the same rules apply to you, so the first time your shiny SLDF UAC5 eats a crit you won't lose it.

Zephro fucked around with this message at 11:48 on Jul 8, 2021

anakha
Sep 16, 2009


Carcer posted:

Arms are generally the first thing shot off, so your more accurate gun is now a pile of scrap.

If its something expensive or rare, put it in the torso.

Anecdotal evidence, but I've noticed that unless the enemy's firing position is practically perpendicular to mine, the side torso tends to get hit more than the arm.

Dyz
Dec 10, 2010

GD_American posted:

Best weapons depend on what mod you're playing. Medium Lasers are noice. UAC/5s are deadly. Large Laser +++ is the God Weapon.

I wouldn't say the LL+++ is a god weapon. It's good but it doesn't outclass a bunch of weapons.

SRMs and MLs are going to be your best friend for the medium mech portion of the game since mediums usually don't have the tonnage to carry enough ballistics/heavy weapons to make them worthwhile (the Hunchback being a big exception). Even after you get heavy and assault mechs you will still use SRMs/MLs on a lot of your mech because they do pretty good damage for their tonnage/heat.

Dyz fucked around with this message at 12:56 on Jul 8, 2021

ilmucche
Mar 16, 2016

I'm guessing running a lance without light mechs is a bad idea? I've got 5 mediums and a heavy in my bay and now have the second kamea contract available.

Gwaihir
Dec 8, 2009
Hair Elf
There's no reason you need to keep lights around, especially in the base game.

Dyz
Dec 10, 2010

ilmucche posted:

I'm guessing running a lance without light mechs is a bad idea? I've got 5 mediums and a heavy in my bay and now have the second kamea contract available.

The firestarter is the only light that really holds up for the entire game. It's fast, has good armor for a light, and a ton of support hardpoints so it can carry a lot of lightweight firepower.

sean10mm
Jun 29, 2005

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

ilmucche posted:

I'm guessing running a lance without light mechs is a bad idea? I've got 5 mediums and a heavy in my bay and now have the second kamea contract available.

It's the opposite, lights in vanilla are trash except the Firestarter, and that's only if you change its loadout completely.

e: In career mode you want 4 mechs of 50 tons or less to run certain weight restricted flashpoint missions that restrict you to a max of 50 tons each. But that's as light as you ever need to go to progress all missions.

sean10mm fucked around with this message at 13:58 on Jul 8, 2021

Ygolonac
Nov 26, 2007

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

The Hero We Need
Welp. Decided to do a run for the last mission of the Of Unknown Origin Flashpoint chain - made a stop for heavy gauss ammo, did a couple mission, and got to Tarragona.

And got RogueTeched.

FP mission shows as 5 skulls, and since I turned on all the cool advanced-era hardware, it lies like a motherfucker.

Mission: womp on one lance, reinforcements land to get womped on. AI-controlled drone tanks drop with you, one of four needs to survive.

First attempt: My forces: Marauder, Bull Shark, Stalker and Thumper Orion. AI: 2x Medium tanks, 2x heavy tanks.

Enemies: Devastator assault tank, Cascatelle assault chopper, Warthog assault VTOL, and a heavy something-or-other that drew most of the drone fire and never shot. (Elite Brawler pilot.)

Marauder gets beat down immediately, lots of incendiary/Inferno fire plus Magpulse missiles (EMP Applies stacking ECM Jamming of 1,
EMP increases enemy heat generation by 1%, +1 heat damage dealt). Falls down, sucks more damage. Everyone else takes some hits, but the mechs get roasted.

No enemies down or seriously damaged? Time for reinforcements!

Wave 2: Another Devastator, another Cascatelle, Seth Stealth Bomber (assault VTOL), and an Emperor assault mech.

Marauder gets turbofucked, restart time! :commissar: Did manage to kill both Cascatelles and the Warthog, though.

Second attempt: Swap out the Orion for my melee Screamer VTOL, and put the Boar's Head Atlas in for the Marauder.

First wave: Archer, Stalker, Archer (different variant), Banshee.

Banshee has stealth, so I spread the multishot mines and Arrow love to the others. No one has LoS so I move up to the scrub trees for cover. Screamer is flanking and waiting for a diving-headbutt opportuniy. Drones move up some, except for one that charged way to far and got multifucked.

Next turn: Screamer to the back of the Cyclops, BOOM center torso deleted! :neckbeard: Stalker, already damaged from the Arrow and mines, walks towards the drones soaking leg damage, turns, and alphabliterates the Screamer.

Quit to desktop, too late for a third attempt. Never did get the second wave.

This is the *opening* fight, too. Bounty Hunter/Black Widow three-way comes after.

Got some neat poo poo out of adding the later-era stuff, but even with that, I'm still showing up as a 2.5 skull lance versus the 5 (listed) skull fight.

Kinda wonder how far back my save is, just before I increased the loot-quality... pretty sure the current save will break if I just revert to base tech/hardware before arriving at the planet, maybe I'll just have to play refit/drop/see-what-RNGesus-has-waiting-for-me a few times.

I'm having a bit less fun right now, it's the smashing-your-balls-in-a-car-door difficulty jump that does it.

sassassin
Apr 3, 2010

by Azathoth
My ship keeps changing colour from my customised scheme to the garish blue/green combo it started me out with. As if it's forgetting the rebranding campaign I spent hours deliberating over when the "marauders" went legit.

Organ Fiend
May 21, 2007

custom title

sassassin posted:

My ship keeps changing colour from my customised scheme to the garish blue/green combo it started me out with. As if it's forgetting the rebranding campaign I spent hours deliberating over when the "marauders" went legit.

I've never seen this before.

What mods are you running?

sassassin
Apr 3, 2010

by Azathoth

Organ Fiend posted:

I've never seen this before.

What mods are you running?

None. The mechs and customisation screen all stay fine it's just the ship when idling or travelling. Load a save or finish a mission and toss a coin what colours we'll be representing.

sassassin fucked around with this message at 21:04 on Jul 8, 2021

Mutant Headcrab
May 14, 2007

sassassin posted:

None. The mechs and customisation screen all stay fine it's just the ship when idling or travelling. Load a save or finish a mission and toss a coin what colours we'll be representing.

While I feel for ya, this got me thinking an OpFor color scheme randomizer would be pretty rad.

Amechwarrior
Jan 29, 2007

Mutant Headcrab posted:

While I feel for ya, this got me thinking an OpFor color scheme randomizer would be pretty rad.

I did that.

https://www.nexusmods.com/battletech/mods/585


sassassin posted:

My ship keeps changing colour from my customised scheme to the garish blue/green combo it started me out with. As if it's forgetting the rebranding campaign I spent hours deliberating over when the "marauders" went legit.

I've also never seen this before. I assume you've already done stuff like validating your game files, then changing you color scheme, saving, exiting the game and seeing if that fixed it. If not, validate your files. Otherwise, I'm not sure what could be causing that if you're not using any mods at all.

sassassin
Apr 3, 2010

by Azathoth
It's not like any textures are missing it's just flipping between two different schemes from different points in the save (default day one merchant guard blue/green and new customised purple). Maybe cloud or local saves aren't being read properly for that one very minor but highly visible detail idk.

sassassin
Apr 3, 2010

by Azathoth
I was aware of recoil but hadn't really noticed the effect until I picked up a UAC10. Kind of funny how it negates all ammo or heat drawbacks by simply not being worth firing two turns in a row (in the hands of a fairly untrained pilot with no guts).

Zephro
Nov 23, 2000

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

sassassin posted:

I was aware of recoil but hadn't really noticed the effect until I picked up a UAC10. Kind of funny how it negates all ammo or heat drawbacks by simply not being worth firing two turns in a row (in the hands of a fairly untrained pilot with no guts).
With higher-level pilots called shot goes a long way to undoing that drawback, and UACs in general are excellent candidates for called shot because they put a lot of damage in one place.

Zephro fucked around with this message at 13:37 on Jul 9, 2021

Carcer
Aug 7, 2010
I absolutely hate the mech quirk that gives +1 initiative in Bexce. I always end up in a position where I can't see the mech giving it or have to turn my back on something dangerous to go and shoot at it and eat poo poo anyway.

Carcer fucked around with this message at 13:40 on Jul 9, 2021

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Dyz
Dec 10, 2010

Carcer posted:

I absolutely hate the mech quirk that gives +1 initiative in Bexce. I always end up in a position where I can't see the mech giving it or have to turn my back on something dangerous to go and shoot at it and eat poo poo anyway.

Meanwhile if you have a mech with it you lose that initiative bonus within the 1st 3 turns, unless you made that mech a fire support.

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