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Klyith
Aug 3, 2007

GBS Pledge Week

"the King Crab model stands around 14 inches high and consists of 3,558 pieces" :jebstare:

the lego millennium falcon is 7500 pieces and $850, tbqh that seems like not a totally crazy price

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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
A 'good' price for lego kits is roughly $1 per 10 pieces, so a 2000 piece kit should cost $200 or less to be a decent deal on an official lego kit.

At 3558 pieces you're looking at about $350. With a markup (since you're buying individual pieces) $450 actually sounds weirdly reasonable.

The cost would probably drop if Lego sold individual pieces directly but, sadly, they do not.

Hauki
May 11, 2010


Started a new BTA run, got an early Firestarter Omni with ER flamers, then bought a fleet of Dakota gunships and BA, rushed up to clan space while building drop upgrades after my first planet and now I’m slowly gathering Gnome and Golem parts. Still in my starting mechs otherwise, but I have a pile of clan stuff to jam in now and just got the better part of a Sunspider from a 1 skull assassinate :toot:

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

Hauki posted:

Started a new BTA run, got an early Firestarter Omni with ER flamers, then bought a fleet of Dakota gunships and BA, rushed up to clan space while building drop upgrades after my first planet and now I’m slowly gathering Gnome and Golem parts. Still in my starting mechs otherwise, but I have a pile of clan stuff to jam in now and just got the better part of a Sunspider from a 1 skull assassinate :toot:

BA are so awesome with gunships/VTOLs to ride on. Completely take the scariest mech on the other team out of a fight

GD_American
Jul 21, 2004

LISTEN TO WHAT I HAVE TO SAY AS IT'S INCREDIBLY IMPORTANT!
It's funny how in every BTA run your Mechs become so slowly replaced with ClanTech that it could easily be viewed as an infection

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

GD_American posted:

It's funny how in every BTA run your Mechs become so slowly replaced with ClanTech that it could easily be viewed as an infection

I bought a six million cbill sanctuary weapon from the black market and it got destroyed the next mission

lol

Crazy Joe Wilson
Jul 4, 2007

Justifiably Mad!

PoptartsNinja posted:

A 'good' price for lego kits is roughly $1 per 10 pieces, so a 2000 piece kit should cost $200 or less to be a decent deal on an official lego kit.

At 3558 pieces you're looking at about $350. With a markup (since you're buying individual pieces) $450 actually sounds weirdly reasonable.

The cost would probably drop if Lego sold individual pieces directly but, sadly, they do not.

Lego sells individual pieces directly, check out their Pick a Brick option.

https://www.lego.com/en-us/page/static/pick-a-brick

Not all pieces are available at all times though.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

You can get a King Crab mini for $35 USD and you get another 5 mechs as bonus.

SirFozzie
Mar 28, 2004
Goombatta!
For those of you who want to read Battletech fiction, there's a HUMONGOUS humble bundle where $18 gets you SIXTY (60) Battletech fiction books:

https://www.humblebundle.com/books/...27038eea309e0d9

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

Azhais posted:

That reminds me, I don't recall if this ever got posted here, but if someone's looking for a weekend project:

https://hansenbricks.com/gallery/lego-battletech-mechwarrior-king-crab-mech/


I want thi---





no I don't


it looks cool as hell, though

McGavin
Sep 18, 2012

Battletech gets embroiled in another IP nightmare:

SirFozzie
Mar 28, 2004
Goombatta!
It made me do a doubletake. I thought it was Call To Duty.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

SirFozzie posted:

For those of you who want to read Battletech fiction, there's a HUMONGOUS humble bundle where $18 gets you SIXTY (60) Battletech fiction books:

https://www.humblebundle.com/books/...27038eea309e0d9

I'm horrified by how many of these I've read, some more than once. :ohno:

Azhais
Feb 5, 2007
Switchblade Switcharoo

Kanos posted:

I'm horrified by how many of these I've read, some more than once. :ohno:

The only battletech books I can specifically remember reading are the jade phoenix trilogy

GD_American
Jul 21, 2004

LISTEN TO WHAT I HAVE TO SAY AS IT'S INCREDIBLY IMPORTANT!

McGavin posted:

Battletech gets embroiled in another IP nightmare:



There is so much wrong with the person on the right that it has me entranced

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
they should be paying me if they want me to take a copy of DRT

Mile'ionaha
Nov 2, 2004

Psion posted:

they should be paying me if they want me to take a copy of DRT

How funny/ tragic, that's one of the only 2 BT books I've read

GD_American
Jul 21, 2004

LISTEN TO WHAT I HAVE TO SAY AS IT'S INCREDIBLY IMPORTANT!

Psion posted:

they should be paying me if they want me to take a copy of DRT

The only thing I remember about that book is the terrible setup to the THEY SAID THE NAME OF THE BOOK part 3/4 through

QuarkJets
Sep 8, 2008

Anyone want to design a Lego Firestarter for me?

Azhais
Feb 5, 2007
Switchblade Switcharoo
Do flashpoints recycle if you don't do them, or is it one and done? For some reason the main campaign flashpoint in my RT game started way the hell out in Lushann (up in Kurita space) and there's no way I can get out there before it expires

GD_American
Jul 21, 2004

LISTEN TO WHAT I HAVE TO SAY AS IT'S INCREDIBLY IMPORTANT!

Azhais posted:

Do flashpoints recycle if you don't do them, or is it one and done? For some reason the main campaign flashpoint in my RT game started way the hell out in Lushann (up in Kurita space) and there's no way I can get out there before it expires

They recycle.

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.
Playing vanilla, wanting to balance the various weapons that everyone knows are over/underpowered.
Non-exhaustive list: ML, SRM are strong. AC2+10, PLC are weak.

I assume that the thread has come to consensus on this at least 500 pages ago, so I thought I'd ask rather than trying to figure it out myself:
What are the generally accepted tweaks that could bring various weapon systems in line?
Hoping for simple things (damage, heat, tonnage, range, ammo) rather than stuff like "change how missiles fundamentally work".

Private Speech
Mar 30, 2011

I HAVE EVEN MORE WORTHLESS BEANIE BABIES IN MY COLLECTION THAN I HAVE WORTHLESS POSTS IN THE BEANIE BABY THREAD YET I STILL HAVE THE TEMERITY TO CRITICIZE OTHERS' COLLECTIONS

IF YOU SEE ME TALKING ABOUT BEANIE BABIES, PLEASE TELL ME TO

EAT. SHIT.


GD_American posted:

They recycle.

Also you can run most of the non-campaign ones multiple times to get scrap for unique mechs.

Amechwarrior
Jan 29, 2007

Atopian posted:

Playing vanilla, wanting to balance the various weapons that everyone knows are over/underpowered.
Non-exhaustive list: ML, SRM are strong. AC2+10, PLC are weak.

I assume that the thread has come to consensus on this at least 500 pages ago, so I thought I'd ask rather than trying to figure it out myself:
What are the generally accepted tweaks that could bring various weapon systems in line?
Hoping for simple things (damage, heat, tonnage, range, ammo) rather than stuff like "change how missiles fundamentally work".

The common one is lower PPC heat and lower the called shot advantage quirk on the MAD. The damage scale on the ACs was a hot topic back in beta and in the end there's not perfect mix, one of the guns is always shafted.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
yeah I'd say that's really about it. with all the DLC you get a lot of powerful weapons so ML/SRM boating isn't the end-all answer but PPC and called shot are outliers that could use a tweak. I, of course, never tweak Marauder called shot because I usually drop three of them :v:


UACs do a lot for otherwise unused autocannon types, like I'd actually mount UAC2s and UAC10s so honestly I wouldn't mess with base variants, but ymmv

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
"more damage than the next tier up while still being lighter, longer-ranged, and fewer slots required" makes a lot of weapons better, yes.

Ensign Expendable
Nov 11, 2008

Lager beer is proof that god loves us
Pillbug
For some reason 8 MLs on a Black Knight kicks rear end but 6 on a Crab feels like nothing and I'm coming out of every mission beaten to poo poo. Level appropriate ones for both mechs, obviously.

On the other hand 6 Flamers on the same Crab rules, especially for demolition missions.

Gwaihir
Dec 8, 2009
Hair Elf

Atopian posted:

Playing vanilla, wanting to balance the various weapons that everyone knows are over/underpowered.
Non-exhaustive list: ML, SRM are strong. AC2+10, PLC are weak.

I assume that the thread has come to consensus on this at least 500 pages ago, so I thought I'd ask rather than trying to figure it out myself:
What are the generally accepted tweaks that could bring various weapon systems in line?
Hoping for simple things (damage, heat, tonnage, range, ammo) rather than stuff like "change how missiles fundamentally work".

Base game wise, here's what I like. I generally go with lower weights for non AC20 autocannons, ammo per ton buffs, slight buffs for the workhorse large laser, and some heat reductions on some of the more toasty ER weapons. Basically I really like being able to build heavy dakka mechs, so my tweaks are aimed at that accordingly. I generally don't actually mess with damage values though, because I find those are pretty good stock.
my general moves are:
ammo-> 1.5-2x ammo per ton
AC2-> 2 tons
AC5-> 5 tons
AC10-> 8 tons
(ER)Large Laser-> 4 tons
LRMs: even out tonnage progression per size, so 2/4/6/8 tons for lrm 5/10/15/20
(er/snub nose)PPCs: Drop tonnage by one, reduce heat by 15%.

I don't actually even remember which of the more advanced weapons are in vanilla vs all the mod packs, since it's been so long since I played the game without something like BTA3062 installed. But in general I stick to the theme for all the advanced weapons, UACs being a ton or two heavier than their normal counterparts, LBX being a ton lighter, some buffs to pulse lasers in terms of slight tonnage and heat reductions.

If you only made one tweak I would say the small AC ones are the most impactful to me, because there are an awful lot of lighter mechs that have those smattering of ballistic hardpoints that are functionally useless, because even AC2s are far too heavy to really use in any way. But with dramatically lighter AC2s you can actually toss a few on as long range plinkers or backup weapons that are light and low heat.

e: I also generally go through and add armor/heatsinks to the stock designs that use AC2s like Blackjacks and Jagermechs, so they're not such walking free kill tinderboxes, but that's a bit higher effort than a couple find and replaces.

Gwaihir fucked around with this message at 16:23 on May 8, 2023

Carcer
Aug 7, 2010
The real problem a lot of the default designs have is ammo in the center torso or side torsos. Thunderbolts in particular are basically worthless to the AI because of this.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

Carcer posted:

The real problem a lot of the default designs have is ammo in the center torso or side torsos. Thunderbolts in particular are basically worthless to the AI because of this.

A lot of them have cartoonishly thin armor too. Like some Cyclops variants go below 1000 total

Amechwarrior
Jan 29, 2007

Carcer posted:

The real problem a lot of the default designs have is ammo in the center torso or side torsos. Thunderbolts in particular are basically worthless to the AI because of this.

I fixed that with this mod:

CT Ammo Mover

Moves stock design's CT ammo to other locations. Most units have had ammo moved to the Left or Right Torsos, with some edge cases moving to the Arms.

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.
Modding question: do AI opponents have predefined mech loadouts or are the loadouts built at the time of the mission? If I modify the size or tonnage of a piece of equipment, do my opponents’ loadouts adjust for this automatically?

Gwaihir
Dec 8, 2009
Hair Elf
They're all predefined in the base game. There are mods that dynamically account for changes, generally with extra armor or larger engines.

Amechwarrior
Jan 29, 2007

Cantorsdust posted:

Modding question: do AI opponents have predefined mech loadouts or are the loadouts built at the time of the mission? If I modify the size or tonnage of a piece of equipment, do my opponents’ loadouts adjust for this automatically?

You mean like if you swapped out a MG with a SL in the LCT json when would it actually take effect?

When you launch the mission the game generates the OPFOR from a few lists and let's say your locust is pulled, then it loads in the info from the jsons. The game cares not for illegal configs (within a certain limit) as far as I can remember. So you could probably have a 8 PPC HBK-4P showing up in OPFOR and when you load it in the lab it would then flag it as over tonnage.

It's been a while, but that's what I remember happening.

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.
Appreciate the various suggestions.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

lol i just got a teppo

LtSmash
Dec 18, 2005

Will we next create false gods to rule over us? How proud we have become, and how blind.

-Sister Miriam Godwinson,
"We Must Dissent"

I've been playing BTA 3062 and enjoying it, load times aside. By far my best performing mech is a firestarter fs9-p I've got loaded with 6 flamers and 2 srm-4s with inferno ammo. Anything with ammo cooks off in a hurry and anything without can't afford to actually fire any weapons after one round. Overheating is nasty in BTA.

GD_American
Jul 21, 2004

LISTEN TO WHAT I HAVE TO SAY AS IT'S INCREDIBLY IMPORTANT!

Captain Foo posted:

lol i just got a teppo

The dumbest thing I did was not buy 4 of them.

Crazy Joe Wilson
Jul 4, 2007

Justifiably Mad!

Amechwarrior posted:

I fixed that with this mod:

CT Ammo Mover

Moves stock design's CT ammo to other locations. Most units have had ammo moved to the Left or Right Torsos, with some edge cases moving to the Arms.

I'm not going to lie, I feel as though it's very gamey to move ammo away from the part of the 'mech where the weapon is. I just don't understand how in the fictional universe, ammo in a leg can get fed up to a missile launcher in an arm, or vice versa. So many moving parts in the way of that for a clean ammo feed. I think in my next run I'm going to put ammo in the same section that the weapon is in.

Is it way more dangerous? Yeah, but it just feels right. And if I can blow up an AI Warhammer with a few hits to its center torso, maybe the AI deserves a similar chance.

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Amechwarrior
Jan 29, 2007

Crazy Joe Wilson posted:

I'm not going to lie, I feel as though it's very gamey to move ammo away from the part of the 'mech where the weapon is. I just don't understand how in the fictional universe, ammo in a leg can get fed up to a missile launcher in an arm, or vice versa. So many moving parts in the way of that for a clean ammo feed. I think in my next run I'm going to put ammo in the same section that the weapon is in.

Is it way more dangerous? Yeah, but it just feels right. And if I can blow up an AI Warhammer with a few hits to its center torso, maybe the AI deserves a similar chance.

This moves the CT ammo for all stock designs, players and OPFOR. I moved them towards the weapons used, as usually their isn't a weapon in the CT in the first place. BT has had ammo going across crazy places since forever. But a playthrough with ammo must be located with the weapons would be a fun challenge. You could also use my mod as a base to do that to stock designs so the entire game runs off those rules.

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