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DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company
Man, only the Capellans would send me to go kill popular holovid star Brock Armstrong.

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Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
OK, gently caress this. No more escorts or ambushes for me. Just failed a mission because I spawned so far from the convoy I was supposed to kill, I couldn't even reach them before they had already passed me by.

This was ridiculous, I had mechs jumping and running as fast as they could, even ignoring the enemy mechs lighting up my rearsides, and I could get barely get two out of for convoy vehicles. And as soon as those (red, of course) vehicles even touched their extraction zone, the fission was immediately mailed. :shepface:


Final report: Two enemy mechs destroyed, 50% of the enemy convoy destroyed, got less than half the money needed to patch up my mechs. And two of my pilots are out of commission for a month.

But I have to give it to this game, seeing the enemy convoy racing at twice the speed of my medium mechs being red made me giggle. There's also something inherently hilarious at seeing a Centurion and a Panther running haplessly behind red racing cars while a Firestarter is lighting their asses on fire. :v:

Orcs and Ostriches
Aug 26, 2010


The Great Twist
My biggest complaint right now is mech diversity. I've gone through (and sold) a half dozen completed quickdraws, and a handful of thunder bolts and dragons. I've only seen one Orion, and never seen a Catapult or Cataphract.

Is there any way to influence what you see, aside from being in the appropriate weight range?

Narsham
Jun 5, 2008

Bruceski posted:

Dekker hasn't died on me yet, but I'm definitely naming the medbay in his honor. I can come back from a mission with pristine mechs and he's still spending at least a month in there because a machinegun bullet pinged off the head and he had a panic attack.

I just had my first pilot death after 28 hours of play, and it was Glitch, not Dekker. Dekker avoided damage almost completely until I had to switch him into a Medium to keep up with enemy tonnage. Glitch died when I opted to switch her from my missile boat into a Hunchback and she took two shots to the head. She can dish them out but she can't take them, I guess.

kater
Nov 16, 2010

Orcs and Ostriches posted:

Is there any way to influence what you see, aside from being in the appropriate weight range?

Reload! It's all loving random I think.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

RBA Starblade posted:

Jumpjets let you not care about positioning and also seem amazingly overpowered so yes keep those.

JJs are at their absolute best on the 45T and 50T mediums, once you get up to 90T+ assaults they're not quite so broken feeling (because you can only fit 3 and they weight 2T each)

In general the mechs have an extremely weird power curve / brackets which are something like:

Locust lol

Most light mechs

Good 35T light mechs (Firestarter, Panther)

45-60T mechs

65T-80T mechs, plus the Battlemaster, and excluding the Awesome variant with the missile launchers which is a higher tier

85T+ except the Banshee which is just a dumb outlier

Obviously you get some variance within tiers but due to all of the nonlinearities in the system you have stuff like going from a Dragon to a Thunderbolt being a huge upgrade with nearly double the capacity for weapons in spite of only being a 5T difference, and then that same Thunderbolt comparing to an 85T Battlemaster and the only difference is that the Battlemaster can fit a big slab of extra armour but actually has less weight left over for internals if you do so.

The Saddest Robot
Apr 17, 2007
In case if anyone else is interested in doing this:

After running into an unbeatable convoy mission - even with a jenner it was literally impossible to reach the convoy vehicles - I modified the vehicle sprint speeds. Things like Galleons and APCs had a walk distance of 165 and a sprint distance of 275. And roads give a 1.5x or 2x bonus (not sure which). A jenner has a walk distance of 190 and a sprint distance of 315... so yeah.

I went in and changed the sprint speeds of all vehicles. I just made them sprint 25 meters faster than they walked. A galleon/apc is now 165/180. Setting them to a percentage would probably be smarter but this is easier. The other idea I had which I might go back to is to reduce the total speed of the wheeled vehicles so that they will go their stated speed on roads, and would be slower off-road.

The files are in BattleTech_Data\StreamingAssets\data\movement\ - just change the MaxSprintDistance value to what you desire.

The files that control the vehicle speeds are
movedef_APC_Wheeled.json
movedef_BULLDOG.json
movedef_CARRIER_LRM.json
movedef_CARRIER_SRM.json
movedef_DEMOLISHER.json
movedef_GAELLEON.json
movedef_MANTICORE.json
movedef_SCHREK.json
movedef_SCORPION.json
movedef_WHEELEDAPC.json (I'm not sure where there is a APC_Wheeled and a WHEELEDAPC.

Campaign Spoilers:
movedef_SLDFDroneHeavy.json
movedef_SLDFDroneMedium.json


It is also possible to tweak the movement modifiers for roads, rough terrain, forests etc. Those are all in BattleTech_Data\StreamingAssets\data\designMasks\ . Wheeled vehicles have a 0.5x movement modifier for roads - just changing that to 1 would make them move at their given speed on roads. I might do this later on and also make tweaks so light mechs can go faster on roads than heavies and other things.

The Saddest Robot
Apr 17, 2007
Vanilla:

A Galleon or APC on a road will move 550m/turn.

A Jenner on a road (before bonuses from piloting) can move 331m/turn.

Mo_Steel
Mar 7, 2008

Let's Clock Into The Sunset Together

Fun Shoe
Got into a mission where their immediate reinforcements made it 8 Medium mechs against my 3 Medium and 1 Light mech setup. So I pulled all my mechs back through a chokepoint and let them come to me. The people who recommended putting a pair of AC5s on the Blackjack and all the LRMs on the Centurion saved my lance that mission. As soon as one mech would clear the ravine to brawl with my Shadowhawk I got to pummel it into pulp, rinse and repeat. My light was a max jumpjet Spider with MLs and MGs. Delay to turn 1, jump over an entire mountain, barrage them point blank either in the back / with a called shot, hop out again on the next turn 4.

The valley was littered with fallen mechs. :black101:

I see a lot of references to coring in the thread; I assume that's blowing the everloving poo poo out of the center torso of a mech? Does that impact how much salvage you get versus blowing off the legs, or is it just less than killing the pilot via injuries?

Malek Deneith
Jun 1, 2011

Mo_Steel posted:

I see a lot of references to coring in the thread; I assume that's blowing the everloving poo poo out of the center torso of a mech? Does that impact how much salvage you get versus blowing off the legs, or is it just less than killing the pilot via injuries?
It does. I believe it goes something like that: CT kill is one salvage part, legging a mech is two, killing the pilot via pilot injuries, cockpit crit, or straight up blowing head clean off is three.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


cheesetriangles posted:

Is this going to include the missions not all insanely ramping in difficulty constantly as the game progresses? I miss the days of brawling it out in light and meds.

Yes I was planning to set it up that way. Much of the map would be 1-2.5 skulls and stuff above 4 skulls pretty rare.

I also think I saw a variable that influences how much the contracts can vary from a systems average difficulty so I might play with that too.

My plan is to just make two slightly different versions Argo vs Leopard. Where you start with your commander, a lance of lights and maybe a mediocre medium, and a bit of cash and you gotta hire some pilots (my solution to being unable to change the starting points lots was to just get rid of them), and get cracking.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Skippy McPants posted:

Oh sure, I just mean that it would be amazing even without the high stability damage. A weapon that does 75 damage for 5 heat is already pretty bananas in a tech era where the heat economy is so tight.

It's actually better balanced than you might expect due to being so heavy, its biggest advantage is that nothing else hole punches so hard at that range, and it can and will get you some amazing random headshots. And it looks loving amazing when you shoot it.

2x upgraded AC5s (with extra +20 stability damage each!) deal higher total damage and higher stability damage with a similar range profile and weight, they only fall down on heat.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

RabidWeasel posted:

It's actually better balanced than you might expect due to being so heavy, its biggest advantage is that nothing else hole punches so hard at that range, and it can and will get you some amazing random headshots. And it looks loving amazing when you shoot it.

2x upgraded AC5s (with extra +20 stability damage each!) deal higher total damage and higher stability damage with a similar range profile and weight, they only fall down on heat.

Ah, the Build-Your-Own-Ultra-AC5 solution

cheesetriangles
Jan 5, 2011





It can do crazy silly headshots though. I have a 18% chance of basically instant killing anything.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

RabidWeasel posted:

It's actually better balanced than you might expect due to being so heavy, its biggest advantage is that nothing else hole punches so hard at that range, and it can and will get you some amazing random headshots. And it looks loving amazing when you shoot it.

2x upgraded AC5s (with extra +20 stability damage each!) deal higher total damage and higher stability damage with a similar range profile and weight, they only fall down on heat.

two smaller hits < one big hit

Comstar
Apr 20, 2007

Are you happy now?
I did the mission where you follow up a lead from a memory core (3/4(?) way through the game spoilers).

In conclusion, I want to throw Yang out of the airlock after an entirety of torture. HE BLEW IT UP! He Blew it all up!!!!!!!!! We have an entire battalion of SLDF Mech's to use first!

Also, that's MY ATLAS SHE JUST STOLE! Mine! I worked for it! AND the other 2 mechs!

That's it. I quit and want to go work for The Directorate.

Malek Deneith
Jun 1, 2011

Comstar posted:

I want to throw Yang out of the airlock after an entirety of torture. HE BLEW IT UP! He Blew it all up!!!!!!!!! We have an entire battalion of SLDF Mech's to use first!
Only you didn't. Kamea and co. were legging it from the place, trying to escape a whole battalion of mechs and support. And after they were gone Taurian Concordat and Directorate would take all those SLDF mechs and send them at you. Blowing the base was the smart choice here.

The Saddest Robot
Apr 17, 2007
Quick trip report, vehicles were still going ridiculously fast on roads (even with my modification, galleons were going 360 meters/turn on roads)

My hunch is that the movement rates for the vehicles were for their 'on road' rates - ie the Galleons were supposed to go 275 when sprinting on a road. Then someone forgot that, assumed that those speeds were for their off-road travel and made the roads give 2x the movement for wheeled vehicles. So we get the light/medium wheeled vehicles that go 550 meters in a single turn.

I undid my previous changes and edited BattleTech_Data\StreamingAssets\data\designMasks\DesignMaskRoad.json and set the "moveCostWheeled*" rates to 1.0 and it feels pretty good. I actually have a chance to catch the convoy, they're not moving multiple screen widths in a single turn. I also made lights move faster on roads because why not.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Malek Deneith posted:

Only you didn't. Kamea and co. were legging it from the place, trying to escape a whole battalion of mechs and support. And after they were gone Taurian Concordat and Directorate would take all those SLDF mechs and send them at you. Blowing the base was the smart choice here.

Even better, its just the latest in the hundreds of years of 'smart choices' like this across the whole inner sphere that's responsible for the technological regression since the days of the SLDF. That mission and also the entire plot with the pissed off Taurian noble gets the way the Inner Sphere and noble bullshit works better than any other video game set in the universe imo.

TheBlandName
Feb 5, 2012

Voyager I posted:

two smaller hits < one big hit

This is less true in a game with frequent called shots than it was in tabletop. When you're at gauss stage and shooting 95% to hit volleys and with 90% chances to hit center torso raw damage per ton and smaller hits are both advantages.

Koorisch
Mar 29, 2009
So how do you guys build your Quickdraws and Jagermechs (both variants)?

Mo_Steel
Mar 7, 2008

Let's Clock Into The Sunset Together

Fun Shoe

Malek Deneith posted:

It does. I believe it goes something like that: CT kill is one salvage part, legging a mech is two, killing the pilot via pilot injuries, cockpit crit, or straight up blowing head clean off is three.

I'm going to have to experiment with it; might be best if I can kill everything except one mech and then knock it down a few times and try to called shot the head. Most of the time I'm just trying to keep my mechs not wrecked currently though.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Koorisch posted:

So how do you guys build your Quickdraws and Jagermechs (both variants)?

The quick answer to "how do you build <blank>" is "put as many medium lasers and SRMs or LRMs as you can cram on it, add JJs if you're using SRMs, go to town". Maybe squeeze in an AC5 somewhere.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

The Saddest Robot posted:

Quick trip report, vehicles were still going ridiculously fast on roads (even with my modification, galleons were going 360 meters/turn on roads)

My hunch is that the movement rates for the vehicles were for their 'on road' rates - ie the Galleons were supposed to go 275 when sprinting on a road. Then someone forgot that, assumed that those speeds were for their off-road travel and made the roads give 2x the movement for wheeled vehicles. So we get the light/medium wheeled vehicles that go 550 meters in a single turn.

I undid my previous changes and edited BattleTech_Data\StreamingAssets\data\designMasks\DesignMaskRoad.json and set the "moveCostWheeled*" rates to 1.0 and it feels pretty good. I actually have a chance to catch the convoy, they're not moving multiple screen widths in a single turn. I also made lights move faster on roads because why not.

A Battletech turn is supposed to be 10 seconds, right? That would mean those tanks are traveling at roughly 198 km/hour. Speedy little buggers. :v:

Sheep
Jul 24, 2003

UberJew posted:

Even better, its just the latest in the hundreds of years of 'smart choices' like this across the whole inner sphere that's responsible for the technological regression since the days of the SLDF. That mission and also the entire plot with the pissed off Taurian noble gets the way the Inner Sphere and noble bullshit works better than any other video game set in the universe imo.

Speaking of that particular mission, about how far along into the game is that? And can you keep mercenarying it up once the game is "over"? I just finished that mission and extracted back to 'safe' space so wondering how much is left.

Eej
Jun 17, 2007

HEAVYARMS
The more armour your targets have the worse ML boats are unless they're firing Called Shots.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

RabidWeasel posted:

Obviously you get some variance within tiers but due to all of the nonlinearities in the system you have stuff like going from a Dragon to a Thunderbolt being a huge upgrade with nearly double the capacity for weapons in spite of only being a 5T difference, and then that same Thunderbolt comparing to an 85T Battlemaster and the only difference is that the Battlemaster can fit a big slab of extra armour but actually has less weight left over for internals if you do so.
Wish the game told you how much a mech's engine weighs so I could see how much tonnage I have to play with without stripping the entire thing.

The Saddest Robot
Apr 17, 2007
Trip report: I was actually able to intercept the convoy after changing the wheeled vehicle modifier to 1x. Feelsgoodman.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


RabidWeasel posted:

The quick answer to "how do you build <blank>" is "put as many medium lasers and SRMs or LRMs as you can cram on it, add JJs if you're using SRMs, go to town". Maybe squeeze in an AC5 somewhere.
The plan that I follow for any mech:

- Compare speed armor and hardpoints to current mechs (a spreadsheet like this (may not be up to date) is handy)
- decide whether the boat should have ballistics or missiles (either or) and whether I want short or long range, based on armor and speed
- Open the mech up in the mechbay, strip equipment, max the armor (but set the torsos to the correct total maximum value for front and rear, being 2x their structure, in a 3:1 ratio--known bug, dunno when it'll be fixed)
- Throw on appropriate ballistics/missiles first, followed by maximum jump jets, followed optionally by support weapons (if intending to be anywhere near melee range)
- Fill any remaining energy hardpoints with M Lasers if building short range, L Lasers or PPCs if possible and building long range, and heat sinks as needed/comfortable, while redistributing armor (100hp of armor = 1t always, I think, if that helps you plan it out)
- Be really annoyed because you always bring too much or too little freaking ammo, refit it again, have a new build idea, GOTO 1

Ciaphas fucked around with this message at 22:02 on Apr 28, 2018

Malek Deneith
Jun 1, 2011

Mo_Steel posted:

I'm going to have to experiment with it; might be best if I can kill everything except one mech and then knock it down a few times and try to called shot the head. Most of the time I'm just trying to keep my mechs not wrecked currently though.
You might not even want to try called shots to the head. Four injuries usually does the trick, you can get three rather easily by knocking a mech down and then blowing off their side torsos. You just need to get one more before doing this, either by knocking the mech down once more before final knockdown coupled with torso removal, or by a bit of luck and a lot of LRM spam. But yeah it works real nice, got myself an Atlas this way today :D

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
How much campaign is left after you get the Highlander?

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Speaking of injuries, could you theoretically get two or more hits on the head in a single attack, like with a massive LRM called shot? Or is it limited to one injury from head damage per attack?

Random Asshole
Nov 8, 2010

Has anyone figured out how to tweak shops so that rare poo poo shows up more often? I'm spending huge amounts of (in-game) time and money jumping between research systems but very little of the cool poo poo is showing up. I just want to try out some of those alternative heatsinks :)

NmareBfly
Jul 16, 2004

I posted my food for USPOL Thanksgiving!


re: convoys being too fast, that does bring to mind another idea for making lights useful -- not just drop weight, but some sort of speed floor. 'This is urgent but we can only drop you X distance away because of anti-air fire so all mechs must be capable of Z speed to go on this mission.'

Skippy McPants
Mar 19, 2009

RabidWeasel posted:

they only fall down on heat.

You tack this on as a throwaway, but the minuscule heat generation is the #1 upside of the Gauss Rifle and the reason it's a beast in pretty much every iteration of Battletech. Like, that AC/5 combo does around 15% more damage at similar tonnage, but it slops out four times as much heat.

Even with DHS and Clan tech, the weapon is a strong contender. Turned loose in a world with nothing but piddly single heat sinks and standard engines, it is a terror. And that's without considering the stability damage they tacked on! It's a good thing they only give you one, cause I'd plaster them on every single mech if I could.

Skippy McPants fucked around with this message at 22:16 on Apr 28, 2018

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

NmareBfly posted:

re: convoys being too fast, that does bring to mind another idea for making lights useful -- not just drop weight, but some sort of speed floor. 'This is urgent but we can only drop you X distance away because of anti-air fire so all mechs must be capable of Z speed to go on this mission.'

And then the mission throws heavies at you and all your lights get one-shotted


Joking aside, something similar would have happened in that convoy-mission I failed at: There were just enough enemy mechs to gently caress over a light lance trying to get past them, so you had this weird situation were very fast lights could have intercepted the convoy, but would have then not have had enough firepower to get through the thick armor on those APCs. Also the enemy mechs would have shot all of them in the back anyway

Filthy Monkey
Jun 25, 2007

Been having a good time. Just did the escape story mission, which was not easy. Got some nice gear though.

Turns out the highlander is pretty good with double AC20s. The thing rips though anything and everything it can reach.


Black knights are pretty good, but the stock design is TERRIBLE. My favorite loadout for it involves medium and small lasers everywhere, and a bunch of heatsinks. The TTS with +accuracy to energy weapons is very much appreciated too. This actually has enough heat efficiency to keep putting out damage in most situations.

sebmojo
Oct 23, 2010


Legit Cyberpunk









Sandwich Anarchist posted:

Is there no way to speed the game up? Having to watch every ponderous animation and wait for every attack to resolved is a huge amount of time. I already turned everything I could in settings down or off.

Yeah I posted a .json tweak earlier that helps a bit. Could we get it in the op?

Ravenfood
Nov 4, 2011

Koorisch posted:

So how do you guys build your Quickdraws and Jagermechs (both variants)?

Yeah, I just grabbed a Quickdraw and a Centurion from the moon story mission and am staring at them wondering what to do with them, to be honest. Sticking Glitch and her multi-target skill in the Shadowhawk helped immensely in the early game and I lucked out and got a Panther from salvage earlier too.

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Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

I gave the Quickdraw as many lasers and SRMs as I could and then named it Big Ted and that seems to have worked out.

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