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Armacham posted:Can someone actually ELI5 where I should put ammo. Anywhere but the head or CT. Ammo explosion completely destroy the section they're in, so typically you wanna put the ammo in a place with nothing else valuable, if possible.
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# ? May 1, 2018 20:49 |
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# ? May 29, 2024 07:59 |
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Having tried both, I got to say I like the Catapult K2 best. Duel PPCs and enough heatsinks to repeatedly fire them has come in pretty handy. I've been using one as a heavy "scout" for my Assault lance. Managed to salvage a 100m Rangefiner extending it's line of sight range. If it finds an enemy it can draw los too, it starts sniping. If not, then I usually put sensor lock pilots in it so they can mark for my missile boats. Plus, the Catapult looks so much cooler with giant laser guns on its shoulders than boxes.
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# ? May 1, 2018 20:50 |
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Put em in the legs so when they blow you blast off to safety like Team Rocket
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# ? May 1, 2018 20:50 |
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Is this where these motherfuckers are gettings their SRM carriers?
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# ? May 1, 2018 20:51 |
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RabidWeasel posted:The amount of nerd rage you get on Reddit or the Paradox forums if you suggest they should reduce tonnage on some of the weapons is absolutely amazing I am not at all surprised, TT grognards are pretty bad. Thank god this game is mod-able. I used to think that the battletech community was the worst gaming community out there. Then I started playing Elite Dangerous. TT is fun, but the game mechanics did not age well at all, and HBS pretty much fixed them; so I'm sure there are grogs who are pissed and refuse to play this game.
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# ? May 1, 2018 21:02 |
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To be fair changing the weight of stuff is probably the least desirable way to adjust weapons because then you'd have to go back and change every stock mech that uses that item. It's far less work to simply adjust damage and/or heat.
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# ? May 1, 2018 21:07 |
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Holy poo poo, this was some peak Battletech.mp4: https://my.mixtape.moe/uhxzsu.mp4 RIP Medusa, at least your death afforded that random pirate an incredibly rad epitaph.
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# ? May 1, 2018 21:08 |
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It'd be cool if this game had a more passive way to generate money to support having a ton of mechwarriors/mechs at a time like the argo allows, like sending lances off on auto-resolved missions and whatnot.
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# ? May 1, 2018 21:08 |
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Galaga Galaxian posted:To be fair changing the weight of stuff is probably the least desirable way to adjust weapons because then you'd have to go back and change every stock mech that uses that item. It's far less work to simply adjust damage and/or heat. That's true, but it's also a task that realistically takes almost no time at all since the answer is 99% of the time "Use the new space on armor or heatsinks." For post 3025 stuff you probably have more choices and considerations since many more of those designs are actually already adequately sinked or armored, but in this era? lol nahhhh
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# ? May 1, 2018 21:11 |
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Gwaihir posted:That's true, but it's also a task that realistically takes almost no time at all since the answer is 99% of the time "Use the new space on armor or heatsinks." If someone is going to go through and reassign weights to lot of weapons, you could at least argue that updating stock designs is a chore. How many stock mechs use the AC10? 4? 5? I don't have the mech list in front of me but its not a huge number.
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# ? May 1, 2018 21:16 |
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Didn't think I'd ever see a tabletop version of smop but here we are.
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# ? May 1, 2018 21:18 |
It's too bad the Ares Conventions are so grumpy about fighting in cities, because after watching Pacific Rim: Uprising, I really wanna smash mechs through skyscrapers and whatnot.
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# ? May 1, 2018 21:25 |
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Gwaihir posted:That's true, but it's also a task that realistically takes almost no time at all since the answer is 99% of the time "Use the new space on armor or heatsinks." I'm a developer by trade. Were I in the shoes of anyone at HBS, given the choice of changing the tonnage value with the consequence of spending the next two hours or more fiddling with loadouts, or changing the damage value without extra work or side effect and moving on to my next task, I would very much pick the latter.
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# ? May 1, 2018 21:25 |
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Eldragon posted:If someone is going to go through and reassign weights to lot of weapons, you could at least argue that updating stock designs is a chore. How many stock mechs use the AC10? 4? 5? I don't have the mech list in front of me but its not a huge number.
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# ? May 1, 2018 21:25 |
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Black Griffon posted:It's too bad the Ares Conventions are so grumpy about fighting in cities, because after watching Pacific Rim: Uprising, I really wanna smash mechs through skyscrapers and whatnot. Also urbies need to be free in their ecoystem
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# ? May 1, 2018 21:26 |
Broken Box posted:Also urbies need to be free in their ecoystem Support your local urbie habitat by hypercasting 1-800-TRASHCAN today
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# ? May 1, 2018 21:28 |
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Broken Box posted:Also urbies need to be free in their ecoystem I want the BATTLETECH sequel to be CITYTECH
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# ? May 1, 2018 21:33 |
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Arrath posted:Hmm, what's a decent Grasshopper loadout? I've got a PPC++ I could run (or even two!) in addition to a token LRM. max jump jets, Fill out the support hardpoints with MG, SL, or Flamers (all of one type) add in an Arm mod for extra melee damage, and maybe a leg mod for minus DFA self damage, and max out the armor. If you got a CT gyro to reduce incoming shot percentages, give it to the grasshopper as well. He is best paired with a pilot 1/tactics 2 Mechwarrior to really get that initiative game going strong. With some cute use of vigilance, that guy can solo a medium lance, or take on a couple heavies if you keep evasion up. Anyone know where we send crash reports? I'm apparently a dumb and have a bunch to send in.
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# ? May 1, 2018 21:34 |
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Malek Deneith posted:Banshee has one upside: There should be Chargers Charger with 5 Flamers and a +Damage Arm Mod yes please and thank you
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# ? May 1, 2018 21:38 |
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DivineCoffeeBinge posted:There should be Chargers
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# ? May 1, 2018 21:42 |
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Hieronymous Alloy posted:The problem with playing pure stock is all the ammo in the dumbest possible places Where should one keep ammo? Every place seems like a bad place. Alternate option: intentionally put a gun's ammo right next to other guns in the opposite arm. Make every mechanical engineer within 5 miles start spontaneously crying.
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# ? May 1, 2018 21:42 |
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Bruceski posted:Where should one keep ammo? Every place seems like a bad place. In order of risk (lowest - highest): Arms, Legs, ST, Head, CT (never put ammo in CT) You can argue that Head and ST could be switched, but I got the curse of (Jake) Solomon when it comes to head hits.
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# ? May 1, 2018 21:45 |
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I put all my ammo in my side torsos because my legs and arms get blown off with alarming regularity
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# ? May 1, 2018 21:49 |
I put all my ammo in the center torso and then just put more armor there. I've never had problems with ammo explosions. I figure if I'm taking enough damage that the heavily armored CT is breached then the mech is toast anyway.
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# ? May 1, 2018 21:53 |
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Gort posted:Thing is, you need stuff like the + weapons and the enemy mechs being on 50% armour and the morale abilities or you'd never survive the amount of crap the AI can throw at you. Players unironically using an AC5 because the ++ variants make them worthwhile in the long run? Better nerf them, don't you know you're cheating by using a weapon the enemy can spawn with for free? Most player lights dropping off in single player viability so clear as day the devs have phrasing in the discord like - "reserve then go twice and shoot your 2x medium lasers gg champ it turns around and puts an AC20 through your head. not a shot, the actual barrel"? CLEARLY the answer is to implement player tonnage limits to FORCE you to use lights! Don't worry, they are sure to be the first ones to ever perfectly balance the enemy comp with the additional workload of accounting for player tonnage caps. But even if you are planning on making your own Long War Mod, you are essentially doubling the balance patch workload if you have to both work out how to nerf the player, AND adjust the enemy to line up with the new player nerfs. Serious question. Has any Btech based game ever use a "You must be this tall to ride" take on tonnage limits before? Because that sounds a hell of a lot easier to get right the first time. Letting the player have more wiggle room also makes it easier to do more crazy poo poo with the enemy comp. Without having to constantly turn to "Oh you don't like fighting 7 LRM carriers with mech escort under an 180 drop limit? Should have hit that withdraw button then " By contrast, the opposite direction of turning tonnage limits into something to BEAT, would let you get away with "Demolishers riding the shoulders of assault mechs", because you're not allowed to drop in the first place without beating X tonnage in missions for real mechwarriors. "Look, we told you it was a 4 skull mission. Why the flying gently caress would we waste our time with a merc unit trying to field light mechs or 45 ton mediums for something like that?" While complaints are inevitable. There would probably be less complaints about "We wouldn't let you drop without at least one assault mech, you were loving warned." compared to "You got hosed up by a 2 skull assassin mission that had twice the enemy tonnage of the last four 3.5 skull assassin missions you ran? Cry me a river." Hieronymous Alloy posted:The problem with playing pure stock is all the ammo in the dumbest possible places Section Z fucked around with this message at 22:00 on May 1, 2018 |
# ? May 1, 2018 21:54 |
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Mazreal posted:It'd be cool if this game had a more passive way to generate money to support having a ton of mechwarriors/mechs at a time like the argo allows, like sending lances off on auto-resolved missions and whatnot. This is the way!
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# ? May 1, 2018 21:54 |
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And never put ammo in a section with no other components if you can avoid it. e.g. If you only got ammo in the side torso, and that side torso takes a crit, 100% chance the ammo is going to cook off. If that side torso has 5 slots of LRMs, its a 1 in 6 chance.
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# ? May 1, 2018 21:55 |
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Gwaihir posted:Anywhere but the head or CT. Ammo explosion completely destroy the section they're in, so typically you wanna put the ammo in a place with nothing else valuable, if possible. I wish this game had splash damage. I would put all my ammo in the legs, set the armor to zero, and do an orbital dropkick onto an Atlus (with Dekker piloting ofc)
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# ? May 1, 2018 21:56 |
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AC/10s are among the best weapons in the game. They do good damage, great stability damage, and 90% of engagements take place within their optimal range. AC/5s might edge them out on sheer tonnage efficiency by some of the spreadsheet metrics, but they do half the stability damage, have a minimum range, and don't synergize nearly as well with Breaching Shot.
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# ? May 1, 2018 21:58 |
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The Battlemaster seems a little underwhelming for an Assault.
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# ? May 1, 2018 22:11 |
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Section Z posted:
Not exactly what you are suggesting, buy right now if your drop tonnage is too much lower than the skull rating Darius will say something about it. It doesn't really help that much though since skull rating is such a terrible indicator of mission difficulty.
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# ? May 1, 2018 22:18 |
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If giving the player a reason to not just pick the 4 heaviest mechs they happen to have available at the time is desirable, the one that would make the most sense to me would be something along the lines of "Our employer is willing to pay for the fuel needed to drop X tons. Anything beyond that will eat into our profits a bit." Gives you a reason to keep your favorite lights and mediums around, while still letting you do massive overkill if you feel like it.
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# ? May 1, 2018 22:19 |
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I have a stupid question. If I say put LRM ammo in a mech then sold all the excess ammo in my inventory, then played a mission and used all my missiles, would my mech be ammo less the next mission, or will it refill magically?
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# ? May 1, 2018 22:19 |
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I kind of feel like something in the game should be forcing you to deploy damaged mechs more often with how you can repair, refit, and refit but leave the arms off if you really want to. It seems pretty in depth for something you can ignore.
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# ? May 1, 2018 22:19 |
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DurosKlav posted:I have a stupid question. If I say put LRM ammo in a mech then sold all the excess ammo in my inventory, then played a mission and used all my missiles, would my mech be ammo less the next mission, or will it refill magically? Which is why you don't sell ALL of your spare ammo Because the only thing worse than getting extra hospital time and repair bills, is having to look for a place selling the right type of ammo on top. "It's cool I have spare AC5's for my blackjack-oh mother fucker." Section Z fucked around with this message at 22:25 on May 1, 2018 |
# ? May 1, 2018 22:22 |
DurosKlav posted:I have a stupid question. If I say put LRM ammo in a mech then sold all the excess ammo in my inventory, then played a mission and used all my missiles, would my mech be ammo less the next mission, or will it refill magically? You've got limitless ammo, the ammo items are just to indicate where you're putting it. Efb; and yeah, keep spare equipment around for when you get an arm or a torso blown off.
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# ? May 1, 2018 22:23 |
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Night10194 posted:The Battlemaster seems a little underwhelming for an Assault. It can pack enough medium lasers to be reasonable, with a ppc, a stupid amount of armor, a reasonable amount of speed and very good base melee damage plus room for a couple small lasers to enhance it. It's just, good.
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# ? May 1, 2018 22:28 |
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Yeah, I was just hoping I could get 2xAC20s onto it like you apparently can some other assaults. Time to embrace the laser boat.
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# ? May 1, 2018 22:32 |
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I always heard people talk about how mediocre the Battlemaster was in TT. Then I read on Sarna that it has some fearsome reputation or whatever
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# ? May 1, 2018 22:34 |
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# ? May 29, 2024 07:59 |
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My Battlemaster is 4ML, 1AC20, 1SRM6 and performs quite nicely. It might run a little hot to alpha each time, but it contributes its weight in the field.
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# ? May 1, 2018 22:34 |