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Currently doing the Flashpoint with the Razorbacks where you are contracted to wipe out the Volkovites and I actually REALLY like this mission. I realize in game the impact is likely double money for betraying the house Liao and a rep hit but it, at least for me, does give me a kinda moral pause in terms of what option to pick. The money means next to 0 to me at this point but.....just from a story stand point. I think this one is REALLY well done
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# ? Jul 9, 2021 16:21 |
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# ? Jun 2, 2024 03:25 |
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Urban maps look better with the extra clutter option turned off.
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# ? Jul 9, 2021 16:38 |
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Tiny Chalupa posted:Currently doing the Flashpoint with the Razorbacks where you are contracted to wipe out the Volkovites and I actually REALLY like this mission. I realize in game the impact is likely double money for betraying the house Liao and a rep hit but it, at least for me, does give me a kinda moral pause in terms of what option to pick. theres a random event associated with it afterwards
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# ? Jul 9, 2021 18:10 |
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Return to Roguetech: Standoff Pt 1, aka WHAM WHAM WHAM ow my balls WHAM WHAM Actually, third time lucky. My lance: Boar's Head Atlas, HAG Shark (2 20s, 1 30, stealthed as all gently caress), Stalker Minecraft Edition (Arrow IV/2x LRM20/1xLRM 15 and every mine payload I could cram in), and the Hellbringer mortarboat (2x Mortar/6, nearly all Inferno ammo). Allies: the same 2x Medium drone tanks and 2x Heavy. Move forward from the drop, being kind of cautious until i spot th... Oh wait, drones charge forward like idiots again. Enemies: Longbow, Archer, LRM heavy track and... uh, something I didn't really catch the details on, because it kept running in the mines and got in the sights of both the Atlas and Cluster-Fucker Prime the Bull Shark. Legged almost immediately, mutilated by everyone. Longbow was in close with the Archer, so got all the Inferno mortars, plus the Inferno Arrow, and mines mines mines galore. Moved twice, and otherwise got baked to death. Everyone else got legged from mines, plus Atlas and Shark womping. Second wave arrives in the middle of all this, at the base of the hill, and AI gonna AI - they wander back and forth in the mine overspray nearly the whole battle. Marshal, Centurion, some other no-indirect-weapons heavy, and... The Legendary Pirate Banshee, Pyromancer. Who was immediately sent to Infernotown, as soon as Wave One was wiped. And a good loving thing too, because it had four weirdass Pirate RogueTech Wiki posted:"So, someone hotwired this 'Palasma' Cannon into the Mech's Cooling systems, basically routing most of the heat into the Plasma chamber, definitely increased the Toroid state of the Reaction, and also possibly blowing up your heatsinks." Base damage is 25, 25 heat, and 10 stab across all fire modes, generating 20 heat. DANGER!!! is 55/55/10 stab, and 44 self-heat. Plus some Pirate-made heavy flamer ("Dragon's Breath") that I can't find details on, because it's set as CLASSIFIED in the wiki. Why yes, I will make that fucker glow from out of LoS thank you. Especially after one Medium drone tank rolls into view and is deleted with extreme Centurion demonstrates his MASC/Supercharger use through the mass minefields. Minefields demonstrate why this is a bad idea. (Also, AI loves blowing up gear that has consecutive-turn-failure-chance-increases, so the MASC went boom before the legs did.) Whatever the gently caress the other mech was hung out near the Pyromancer and was baked/mined by splash, ain't that a shame. Now you know why the DIs say not to bunch up. Having chewed it's legs up some, the Marshal now decides to run up the hill... into the original minefields. And direct LoS of the surviving drone tanks. And the Atlas. And Bull Shark. Ballsy, but stupid. Thus endeth the lesson. Loot was pretty OK, picked all three parts of the Pyromancer plus a couple double-bins of Acid-load MRM, and Magpulse LRM ammo to make the burn *really* hurt. Allocation gave me one of the Still to come - the final big Last Mech Standing brawl between The Big Red Machine and and The Million Comcastbux Man. And me. And all the mines/Inferno/Magpulse/Acid I can indirect onto *everyone* from way over here behind solid cover. Operation Get Rekt Fuckos in Ygolonac fucked around with this message at 18:31 on Jul 9, 2021 |
# ? Jul 9, 2021 18:26 |
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Mines seem kind of OP--from how you describe it, you just shoot them indirectly and then the enemies walk over them and get wrecked? Unless I'm missing something, it seems like they should be coded to avoid walking over mines, right?
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# ? Jul 9, 2021 19:15 |
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Usually the way they get used (By you and the AI) is that you just shoot directly at a Mech. Then unless it has jets, it has to walk over some of them to get out.
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# ? Jul 9, 2021 20:17 |
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A Strange Aeon posted:Mines seem kind of OP--from how you describe it, you just shoot them indirectly and then the enemies walk over them and get wrecked? Unless I'm missing something, it seems like they should be coded to avoid walking over mines, right? Same AI will get stuck trying to path to where it can actually shoot, or want to alpha-every-turn until shutdown/heat death/ammo explosion. It's somewhat improved over vanilla, but it's still AI. (See: most other videogames.) Generally, mines *are* overpowered, especially as straight area-denial weapons. And they are in-game as well. Most mines are not detectable except hardway, unless you have some spendy sensors. They do little damage individually, but they add up quickly, especially if liberally spooged over the battlefield - you can get multiple stacks of one or more mines per hex, but the RNG rolls to see if they detonate. Once a mine/stack in a hex explodes, the rest will wait for the next victim. (Unless you jumpjet in, in which case *every* stack gets rolled.) So, someone goes sprinting up through a denial zone, they get to roll for detonation per stack (until "success"), per hex. I've seen AI-launched FASCAM leave 30-50 mines in some hexes, from a single LRM or artillery volley. RogueTech wiki posted:-70% Long-Range Missile damage The "mine" noted above? Pops on impact and spreads five submunitions, which are the actual mines. LRM20, you have 100 actual mines being spread within the beaten zone. There's FASCAM mortar, Thumper, Sniper and Long Tom artillery, and Arrow IV rounds. and I just found Heavy MRM Thunder (FASCAM) as well. Not to mention more RT weirdness - bananas. RogueTech wiki posted:"These guys are happy to plant a hidden banana peel and then ask people for money as they're hitting the sidewalk. " This might be something used by the gently caress-everyone overpowered REPORT ME mechs, that show up when certain errors occur. Mines can be cleared by HE or PPC fire, or specialized mine-clearance ammo. You think they're OP? Thunder-A (Augmented) provides 2 mines per projectile, slightly less damage, a larger spread... and IFF. Not only can you see your mines from a distance, you or your allies can wade right in. Thunder-I - Inferno mines. Only 1 mine damage, but direct hits give +1 heat; detonation provides 3 heat per mine. Lights terrain on fire, for more heat. Arrow IV FASCAM Inferno - 60 mines per projectile, spread across 60 meter range, 70% chance to trigger, 2 mine damage, 2 mine heat damage. Oh, and it has IFF. Mortars have a nasty version: AX FASCAM, Acid load mines. +50% damage dealt to armor, -50% damage dealt to structure, 44% trigger chance, 10 meter spread from projectile impact, 4 mines per projectile. 8 mine damage. "Minefield causes Target to take 1% more damage for 2 turns - does stack." (Direct-application AX munitions also exist - think of one of those SRM carriers hurfing 60 rounds of acid load at your shiny ancestral <whatever>... before everyone else piles on. For two rounds. And maybe they get to fire more than once...) Almost forgot - you can get single-use rocket racks that will dispense smaller minefields, which are generally going to be early-career. So yeah, mines are really useful and cheap ways to damage enemies - but they take time to do so, and any turn you're vomiting mines is a turn you're either not causing direct damage, or lessening said damage. On the other hand, you can aim at dirt and not have to worry about modifiers, and once spread, it's "stop hitting yourself" time. This is *especially* useful on Base Defense missions and the like, as enemies that take damage will focus on your mechs, and not vulnerable buildings or units being escorted. But, that doesn't mean I won't huck HE or regular Inferno around if I think it'll be worthwhile. Can't mine flying vehicles, after all... There's a bunch of RogueTech videos on YubTub, if you want to see utterly disgusting minecrafting. Bonus: All the red markers are AI-laid mines, that were aimed at the allied lance "helping" my forces. The fires are buildings or other terrain set alight by either mines, or other fire. (They had a Tag Barrage active as well, with drops a marker for off-mp artillery - 2 turns after activation, a *large* area takes a lower-damage bombardment, whis is mainly useful for morale-breaking, but also tends to ignite most of the burnable terrain.)
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# ? Jul 9, 2021 21:01 |
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Hey ppl, just picked up this game on steam () and I was wondering: 1- is there any dlc? 2- is it worth buying? Just looking for a tip here, thanks! AMD Treadripper (tm) 9000 6.420 ghz (oc’d) 12GB Kingston LUNCHBURNER ROYAL (tm/c) RAM 160 GB Kodak *hey look it’s Kodak* (tm/c/all rights reserved) 5 1/4” ISA SSD BeOS v a0.98 Bouncing Ball
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# ? Jul 10, 2021 02:54 |
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The thread title is for real, yea.
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# ? Jul 10, 2021 03:43 |
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Get the DLC, it adds a lot of fun cool things to the game.
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# ? Jul 10, 2021 03:46 |
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armchairyoda posted:Hey ppl, just picked up this game on steam () and I was wondering:
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# ? Jul 10, 2021 04:02 |
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Bentai posted:There are no playable Tetatae, this game is not for you. Back to Castle Crashers it is then. Seriously tho, where can I find out if the dlc is worth a drat?!?
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# ? Jul 10, 2021 04:13 |
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armchairyoda posted:Back to Castle Crashers it is then. The thread title?
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# ? Jul 10, 2021 04:13 |
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Forgot my specs! ~’~,~@ AMD Treadripper (tm) 9000 6.420 ghz (oc’d) 12GB Kingston LUNCHBURNER ROYAL (tm/c) RAM 160 GB Kodak *hey look it’s Kodak* (tm/c/all rights reserved) 5 1/4” ISA SSD BeOS v a0.98 Bouncing Ball ~’~,~@
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# ? Jul 10, 2021 04:15 |
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armchairyoda posted:Forgot my specs! What is this dumb gimmick
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# ? Jul 10, 2021 04:16 |
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I love you serious bastards. Tbf, I’d never read any of my posts in BT game threads either. ——POSTED FROM BUTTE HOLD——
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# ? Jul 10, 2021 04:18 |
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armchairyoda posted:Hey ppl, just picked up this game on steam () and I was wondering: Hey bud the game is fun you should enjoy it! To answer your questions, read the thread title!
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# ? Jul 10, 2021 04:31 |
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Ummm… “gimmick”?!? it’s so you know I’m a VERY *serious* gamer, OF COURSE! A treasured relic of my moderation days for some gamefaqs and Toyota MR2 owner boards (AOL subs only). I’m guessing I’m the first to ask these questions Anyways, this launcher i dl’d was supposed to help with the slow performance I was seeing but now all my comp will do is boot up to some weird screen that’s only asking for my cc while showing a live shot of my webcam with a red dot in the corner. Probably a driver issue. ~,~’@ my rig @‘~,~ REDACTED ~,~’@ any questions? @‘~,~
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# ? Jul 10, 2021 07:05 |
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Pretty sure you accidentally downloaded the MWO launcher.
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# ? Jul 10, 2021 07:50 |
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LOL, reassembled the Pyromaniac, and found the Dragon's Breath. On something with four of these (I got one): And this: Plus two Pirate SRM6 (fires 7 missiles @ 11 damage each (I have none). RogueTech wiki posted:"This monstrosity is actually two SRM4s strapped together with what looks like bailing wire and a mutilated power coupling system. Several of the missile tubes will occasionally fail to fire. " Loaded all-Inferno. Plus two Pirate Heavy Vehicle Flamers. 20 damage, 15 heat and 2 stability, for 5 heat generated (none of these, either). RogueTech wiki posted:"Someone took a heavy vehicle flamer and removed the igniter on several of the sprayer's sub-nozzles so they just spray liquid. There's also a recipe for a custom fuel mix etched onto the tank. It looks pretty legit, except that I doubt the blood of your enemies is strictly required." I am seriously tempted to edit the save to add in all the equipment, because the Disco Inferno needs to be reborn...
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# ? Jul 10, 2021 09:56 |
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Do I take 2/4 of a Grasshopper or 2/4 of a Flashman. I know the grasshopper is amazing but I also really want a battle R2D2.
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# ? Jul 10, 2021 10:48 |
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Carcer posted:Do I take 2/4 of a Grasshopper or 2/4 of a Flashman. The Flashman on BEX is a massive aesthetic disappointment. The model is just a downsized Imp.
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# ? Jul 10, 2021 10:56 |
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I'll take a miniature imp any day. e: Does anyone have a mech stat list for the extra mechs you get in Bexce? I've got my hands on a guillotine, which in theory should have the samish stats as a grasshopper (same weight, same speed, similar weapon slits, same stated purpose) but I had to load a save where I had a grasshopper to double check. e2: Ok so this thing looks like its also going to be a monstrous backstabber, except it can also mount inferno SRMs to really ruin someone's day. Carcer fucked around with this message at 15:01 on Jul 10, 2021 |
# ? Jul 10, 2021 11:35 |
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Hey, I'm trying to play a quick mission this morning after a few weeks off and I can't tell if something is wrong or if I've just forgotten some element of the UI: I only seem to be able to launch Death from Above melee attacks, even though my movement extends all around the mechs? Jack B Nimble fucked around with this message at 15:53 on Jul 10, 2021 |
# ? Jul 10, 2021 15:48 |
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If you select jumping for movement, DFA will be the only thing that shows up. If you select walking, you won't have the option to DFA.
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# ? Jul 10, 2021 15:53 |
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Gwaihir posted:If you select jumping for movement, DFA will be the only thing that shows up. If you select walking, you won't have the option to DFA. I dunno, I've clicked MOVE / pressed 2, and then I click the very nearby mech that has the box around it, and it says DFA: Edit: Wait, no it doesn't. I just haven't played in a while and got confused by "uses piloting skill to hit". Thanks!
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# ? Jul 10, 2021 15:55 |
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Lol, slamming am ac20 and mlaser on a medium mech is great. Every round is running away because there's very little tonnage left edit: my campaign might be over. Every time I try to start the ilmucche fucked around with this message at 20:39 on Jul 10, 2021 |
# ? Jul 10, 2021 18:29 |
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Did you try validating game files? e: Goddam every second mech is a command battlemech. Carcer fucked around with this message at 13:04 on Jul 11, 2021 |
# ? Jul 11, 2021 11:10 |
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Carcer posted:Did you try validating game files? Ah that worked. Took me a while to figure out how to do it via gog
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# ? Jul 11, 2021 15:03 |
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Extended 3025 worth playing or is it just a bloated mess like nearly all big mod compilations?
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# ? Jul 11, 2021 16:40 |
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sassassin posted:Extended 3025 worth playing or is it just a bloated mess like nearly all big mod compilations? I don't like it but seemingly everyone else does so YMMV In terms of size, 3025 < 3062 < Roguetch
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# ? Jul 11, 2021 16:56 |
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I've been playing it and its great. It doesn't add very many new mechanics, probably the biggest being quirks to mechs that just serves differentiate them from each other a bit. Most of the mechs have proper models and animations, though a few fire their weapons from the wrong area or have poor texturing, but not so much that I ever have a problem with it.
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# ? Jul 11, 2021 17:00 |
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I love bex:ce and have been hyping it for a pretty long time. really tho what sort of experience are you looking for?
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# ? Jul 11, 2021 17:23 |
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sassassin posted:Extended 3025 worth playing or is it just a bloated mess like nearly all big mod compilations? Idk, what do you consider "bloated?" The two non roguetech modpacks focus on "This game, but in X time period". Their goal is adding as many elements of the universe as possible from the relevant era (4th SW, Clan Invasion, Fedcom civil war). This means there's a ton of units, way more than the base game. There's generally more factions, typically with their own favorite forces they field. There's a few extra flashpoint chains, and new events for new pilots. Neither fundamentally change anything about the most core gameplay loop (move to good spot, shoot robot), although there are a few added mechanics in b:ex that most people seem to turn off because they suck (pilot fatigue and pilot xp difficulty caps). The things that change are mostly the Mechlab, (BTA's is more similar to the tabletop version), and numeric type things in combat (bonuses and penalties to hit, pilot skills). BTA has a couple extra things on top with more melee options (Charges, physical weapons, punch or kick) and allowing you to to field vehicles with your Mechs. I never enjoyed bex because it wasn't enough of a change from vanilla, personally, but I don't think it's bad at all. I just love the mech building customization aspect of battletech the most, so I wasn't happy with more of the stock mechlab. Neither mod is bloated imo unless you equate "content" with "bloat". The only problem is just the basic battletech engine itself being a creaky pile of garbage- So building cool stuff like an annihilator loaded with 6 LBX autocannons is going to make the game stutter juuuuust a bit when you shoot something with it.
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# ? Jul 11, 2021 17:37 |
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I think I might give BTA a go after I get bored with my current BEX run. Has anyone ever seen a Penetrator in BEX?
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# ? Jul 11, 2021 18:08 |
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BTA just did a new change to make resolve a per pilot resource instead of global, while lowering the cap and increasing skill costs a little bit, and I have no idea how that's gonna work in practice. That's the biggest change from them I've seen in a long time. Might end up feeling lovely? Or once you max out the Argo and get big resolve generation per turn it could snowball even harder.
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# ? Jul 11, 2021 19:50 |
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The super low budget star wars text crawl is not a great first impression. Mechwarrior fatigue, animations running comedically fast, hit % that doesn't end in a 0 or 5?!? A lot of change for change's sake/bloat so far but it took a while to download so will crack on with a career.
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# ? Jul 11, 2021 19:59 |
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What animation ran fast?
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# ? Jul 11, 2021 20:04 |
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Carcer posted:What animation ran fast? Everything. The mechs run fast, missiles move fast, lasers all fire at once. I'm used to unmodified vanilla slow and steady pacing.
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# ? Jul 11, 2021 20:09 |
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# ? Jun 2, 2024 03:25 |
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Uh that sounds like something is wrong? I've not got things going at warp speed.
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# ? Jul 11, 2021 20:26 |