|
kidkissinger posted:If I max our short range lasers on my firestarter it should be doing like 165dpr with melee attacks. All three ways you can build a firestarter are good in their own way. Lasers do the best overall damage, flamethrowers lock enemy mechs down hilariously, and a butt-punch followed up by 6 MGs (or really, just a 2ML then 6MG backstab) will critseek like crazy and likely detonate any torso ammo.
|
# ? May 8, 2018 18:00 |
|
|
# ? May 30, 2024 12:58 |
|
Rygar201 posted:I love that so many people in this thread both hate the Clans and are also mad that sometime the enemies field a larger force than indicated before the mission starts, as well as want incentives to field lighter Mechs than they have to.
|
# ? May 8, 2018 18:03 |
|
I appreciate how many of the pilot callsigns actually sound like pilot callsigns. My A-team right now has "Red Flag" and "Tire Fire" which I'm sure have stupid shenanigans behind them to warrant the name. Illegal street-racing and a literal tire fire, I'm sure. Pilots do the stupidest poo poo to get their callsigns.
|
# ? May 8, 2018 18:06 |
|
El Spamo posted:I appreciate how many of the pilot callsigns actually sound like pilot callsigns. My A-team right now has "Red Flag" and "Tire Fire" which I'm sure have stupid shenanigans behind them to warrant the name. Illegal street-racing and a literal tire fire, I'm sure. Friend of mine was in NFO school down in Pensacola and one of his classmates was christened FUNGUS. As an acronym, it stood for "gently caress you, new guy, you suck." https://www.youtube.com/watch?v=Hjso35OpXNk
|
# ? May 8, 2018 18:11 |
|
GuardianOfAsgaard posted:. I left one of my mechs at the bottom of the map, a Hunchback with an AC20. The other three I sprinted to the left as fast as I could. For some reason four of the mechs went towards the Hunchback who blew them up one by one. And then I used crates (as Adun said) because you're fine to blow two of them up. They do loads of damage, they blew off the arms and legs of the Dragon that was in the enemy lance, for example.
|
# ? May 8, 2018 18:14 |
|
Hieronymous Alloy posted:There seems to be a common bug in unity games where save times increase with total save #. Move some saves into a backup directory (and turn off steeam cloud saving). I haven't heard of this issue with Unity before and googling for examples of it hasn't had any success. As a struggling developer who uses Unity I think the problem is that Unity is fairly easy to get into and it appears performent on the surface. You can end up developing yourself into a corner where you suddenly realize that Unity games, like every other game, do need to be written with performance and memory management in mind. That the code you wrote may work fine in isolation but when you're dealing with a thousand other gameobjects in a scene it's not so great. When I was poking through the game's code I saw plenty of things I would consider not-so-great practices in a published game. For example they use strings for everything. In C# each string is an object that is allocated on the heap rather than the stack. The stack is basically a place where variables that are considered 'value types' are created. Things like int, floats, simple structures. Things on the stack are short lived and can essentially be created and thrown away when they're no longer needed at 0 cost. The heap, on the other hand, is managed by the runtime. Objects are moved around on the heap and every now and then a GarbageCollector runs to clean up all of the objects that are no longer being used by anything in the application. This is relatively costly and can cause noticeable stutters or multi-second pauses. Anyways, the code uses strings everywhere, none of them are constants so it means it is constantly creating dozens to thousands of new strings every frame which all need to be GarbageCollected. So creating a string to look up a value in a dictionary is kind of bad. Adding strings together creates more strings. All these strings are created on the heap and will need to be cleaned up by the GarbageCollecter - which will be running frequently because the garbage keeps piling up.That was just one of the things that I saw that made me go "uh, this is not so great looking". I wasn't curious enough to poke through the entire codebase to look for what was causing the issue with save games - chances are it is something that they are doing, not something that Unity is doing. If you are actually interested about some of the stuff studios do to optimize unity games, this presentation is a great look at one such example - getting Inside to run consistently at 60+fps across all platforms https://www.youtube.com/watch?v=mQ2KTRn4BMI
|
# ? May 8, 2018 18:24 |
|
Taear posted:I'd love to but as I mentioned earlier I don't know where they live, what folder are they in? https://www.reddit.com/r/Battletechgame/comments/8fw0id/psa_number_of_saved_games_affects_load_times_and/ A Reddit post posted:You can find the save games at: On the cloud save side: Another Reddit post posted:Right click BATTLETECH in your library, Properties>Updates>Steam Cloud
|
# ? May 8, 2018 18:28 |
|
My commander now has scars all over his face after coming back from being headshot. I'm 99% sure they weren't there before. A+ would get headshot again.
|
# ? May 8, 2018 18:34 |
|
KillianLett posted:https://www.reddit.com/r/Battletechgame/comments/8fw0id/psa_number_of_saved_games_affects_load_times_and/ Thank you very much for that!
|
# ? May 8, 2018 18:35 |
|
I might just have one of the unluckiest pilots ever: No matter the mission, I guarantee you that she'll eat a pilot hit within five turns flat, every time. But on the upside, when she actually does get on the field, she's a pretty great performer.
|
# ? May 8, 2018 18:41 |
|
Nion posted:I think adding a couple of mission types that come with tonnage limits would be a nice way to let you keep your favorite Light/Medium/Heavy Mechs in your hangar once you get to the point where you'd otherwise be better off just putting them all into storage and bringing 4 Assaults to every mission. Or, yeah, simple tonnage limits that you could maybe negotiate for to increase that would vary significantly based on the mission type and difficulty. It'd encourage a wide variety of pilot skills and mech types.
|
# ? May 8, 2018 18:53 |
|
How is the performance for this overall? Want to pick it up but wondering if I should wait for more patches. I've heard a lot of complaints about inconsistent/poor performance even in nice rigs. Did they also add any options or mods to speed things up? It seems like the slow rear end action cam really bogs it down as well
|
# ? May 8, 2018 19:05 |
|
Pikey posted:How is the performance for this overall? Want to pick it up but wondering if I should wait for more patches. I've heard a lot of complaints about inconsistent/poor performance even in nice rigs. Did they also add any options or mods to speed things up? It seems like the slow rear end action cam really bogs it down as well Performance is fine on a "Gaming Laptop" bought last year. Delays after firing can be removed and the action cam turned off as well. Game's fun.
|
# ? May 8, 2018 19:07 |
|
Seems to be a pretty well known issue, going by the reddit threads and this thread alone.
|
# ? May 8, 2018 19:16 |
|
GuardianOfAsgaard posted:Does anyone have any tips for the ammo dump story mission regarding lance composition and general tactics? My frontline guys just keep getting ganged up on and wrecked by that double enemy lance, especially since I have to rush forward to keep on top of the supply trucks.
|
# ? May 8, 2018 19:25 |
|
As long as you leave 6 ammo crates remaining you'll still get a decent chunk of money. You start with what, 9? Blow three of them up. I antagonized the enemy and then ran away so they'd follow me. At which point I blew poo poo up. That was a super easy mission that way.
|
# ? May 8, 2018 19:37 |
|
Ravenfood posted:
This is the dumbest poo poo, for real. "Hi mr. merc we want you to do a mission for us but if you want to use your strongest units to do it we're gonna pay you less money"
|
# ? May 8, 2018 19:42 |
|
Is there a heavy mech better for ACs than the Jager? I just can't keep them alive.
|
# ? May 8, 2018 19:43 |
|
WAR CRIME SYNDICAT posted:Seems to be a pretty well known issue, going by the reddit threads and this thread alone. I've seen a few people claiming that it's a known Unity issue but I haven't seen any actual instances of it actually being an issue. Trying to Google for it returns the Reddit BattletechGame thread claiming that it is an issue as one of the top results but I haven't been able to find anything else. I try to keep abreast of performance and optimization issues with C# and Unity and this claim is new to me, but people are suddenly treating it like gospel that everyone knows. I think it's more likely that someone was talking out of their rear end and then everyone started parroting it because that's how this stuff happens.
|
# ? May 8, 2018 19:45 |
|
That's why I was saying "I'd love it if Light/Medium was more viable, but I can't think of any way to make them that way without incurring some kind of fun tax" -- though the "more salvage if you drop underweight" could work... You have more room in the DropShip
|
# ? May 8, 2018 19:46 |
|
I'm looking for a way to add more cool-running mechs to my lance for vacuum and desert missions. What I really want is more AC/20s in the field, since the heat is manageable and the fun is so vast. It looks like a Dragon can be a faster AC/20 platform than a Hunchback, but it ends up with about a ton less usable weight, and I'd also be giving up an initiative phase. I don't have a lot of Hunchback experience. Is it fairly easy to get them into range, or would the extra speed of a Dragon make a meaningful difference?
|
# ? May 8, 2018 19:52 |
|
Zorak of Michigan posted:I'm looking for a way to add more cool-running mechs to my lance for vacuum and desert missions. What I really want is more AC/20s in the field, since the heat is manageable and the fun is so vast. It looks like a Dragon can be a faster AC/20 platform than a Hunchback, but it ends up with about a ton less usable weight, and I'd also be giving up an initiative phase. I don't have a lot of Hunchback experience. Is it fairly easy to get them into range, or would the extra speed of a Dragon make a meaningful difference? In random contracts you can always make the AI come to you basically, so speed isn't a giant issue. The exception are escorts and convoy ambushes.
|
# ? May 8, 2018 19:54 |
|
Just for the sake of shitposting/theorycrafting Maybe some missions should have two lance drops. The "Main" drop as we know from the game now, and the "time restricted" drop. The time restricted drop would be fought as a separate mission, and effectively be a "pre" mission that only lasts 5-10 rounds; where you have a small amount of time to achieve the objective. Doing so nets bonus payout. e.g. "You have 7 rounds to cross the map and destroy the artillery emplacement; we expect light resistance"
|
# ? May 8, 2018 19:55 |
|
Kurr de la Cruz posted:That's why I was saying "I'd love it if Light/Medium was more viable, but I can't think of any way to make them that way without incurring some kind of fun tax" -- though the "more salvage if you drop underweight" could work... You have more room in the DropShip "The Leopard only has 500 tons of cargo space so how much you can bring back depends on how much you bring" is much more rational than "arbitrary tonnage limit lol", a+
|
# ? May 8, 2018 19:57 |
|
Gwaihir posted:This is the dumbest poo poo, for real. "Tonnage tariffs for getting materiel planetside are ridiculous and we've already reserved 784k C-Bills for hiring mercenaries so if you drop lighter than we budgeted we'll pass on the savings to you!" *hiring agent pockets the difference between the actually earmarked 800k the company budgeted for the mission*
|
# ? May 8, 2018 20:01 |
|
WAR CRIME SYNDICAT posted:As long as you leave 6 ammo crates remaining you'll still get a decent chunk of money. You start with what, 9? Blow three of them up. It's 8, so you can only blow up 2, but you totally should.
|
# ? May 8, 2018 20:04 |
|
Cant wait to get more salvage for mechs I dont need because I already have 2 assaults, one heavy and an LRM boat that I can bring on every mission anyways
|
# ? May 8, 2018 20:07 |
|
Gwaihir posted:This is the dumbest poo poo, for real. "Hi Mr. Merc we want you to escort a low-level official from point A to point B. Should take maybe ten guys or so?" *Mr Merc shows up with the entire 101st Airborne and expects operating costs to be fully paid*
|
# ? May 8, 2018 20:10 |
|
If your proposed system breaks down entirely once you have 4 assaults anyways whats the point lol
|
# ? May 8, 2018 20:10 |
|
Somebody posted earlier about setting weapons to have a medium range doing nothing; I figured out why. In constants/combatgameconstants, there are values listed: code:
Edit: The TT rules call for a +2 difficulty to hit for medium range. Sandwich Anarchist fucked around with this message at 20:20 on May 8, 2018 |
# ? May 8, 2018 20:15 |
|
At core part of the problem is that as Battletech is set up, you are going to get hit. People fire a shitload of shots per attack, with 50-50 being considered 'bad' odds on a shot. So you're going to take hits. That pushes things towards mechs that can take hits being better, especially as that ability to take hits comes with a concurrent rise in ability to hit people. So Lights that rely entirely on lowering the chance they get shot are a bit risky as is, plus they bring fewer guns to the table themselves. They're still useful until the enemy is all 4 Assault Mech meatwalls, mind you; a Firestarter can hop over someone's head and meaningfully backstab the poo poo out of them for quite some time. But eventually the wall of HP and guns is enough that it would be simpler to just bring a wall of HP and guns, especially since the progression of the game is from a mixed Medium-Light lance to a Medium-Heavy to a Heavy-Assault to an Assault lance because those are the more expensive and more powerful mechs. If you had the gradation at the weight classes instead, with, say, Locusts being lovely Lights and some crazy Star League Light Mech or whatever being the 'endgame' Light Mech you might see them stick around longer.
|
# ? May 8, 2018 20:15 |
|
Night10194 posted:At core part of the problem is that as Battletech is set up, you are going to get hit. People fire a shitload of shots per attack, with 50-50 being considered 'bad' odds on a shot. So you're going to take hits. That pushes things towards mechs that can take hits being better, especially as that ability to take hits comes with a concurrent rise in ability to hit people. So Lights that rely entirely on lowering the chance they get shot are a bit risky as is, plus they bring fewer guns to the table themselves. Maybe give light mechs more of a bonus for evasion? Like a (WR-100)/100 bonus, so that Locusts get 80% more evasion than an Atlas for moving the same distance?
|
# ? May 8, 2018 20:20 |
|
Control Volume posted:If your proposed system breaks down entirely once you have 4 assaults anyways whats the point lol That's the real thing, there's no bandaiding that the game gets very easy once it's impossible for you to fail/go bankrupt/lose a mission.
|
# ? May 8, 2018 20:22 |
|
Behold my timeline. It was an awesome fight. A enemy Wolverine and Shadowhawk really used their Melee Attacks against me (Punching, Kicking and DFAs).
|
# ? May 8, 2018 20:22 |
|
Beer4TheBeerGod posted:Maybe give light mechs more of a bonus for evasion? Like a (WR-100)/100 bonus, so that Locusts get 80% more evasion than an Atlas for moving the same distance? Perhaps make evasion pips worth more, but require longer distances of movement to earn them? This is possible to do in the .jsons
|
# ? May 8, 2018 20:23 |
|
The other problem, of course, is that they have to balance campaign play against the AI and multiplayer play and I'm pretty sure making well-played Lights almost impossible to hit would be immensely frustrating to play against with a human opponent.
|
# ? May 8, 2018 20:25 |
|
This game definitely could use more hit and run missions. I dont think Ive even had a chance to evacuate since the enemy likes to spawn right on top of the evac zone.
|
# ? May 8, 2018 20:26 |
|
Night10194 posted:If you had the gradation at the weight classes instead, with, say, Locusts being lovely Lights and some crazy Star League Light Mech or whatever being the 'endgame' Light Mech you might see them stick around longer. It's just notable in this time frame, because outrageous bullshit fast mechs like that do exist, but they're all well past where this game's timeline is.
|
# ? May 8, 2018 20:26 |
|
ulmont posted:It's 8, so you can only blow up 2, but you totally should. On mine it said 9? Or so I thought. I did only end up blowing up two, though. Huh. Maybe I misread.
|
# ? May 8, 2018 20:26 |
|
|
# ? May 30, 2024 12:58 |
|
Control Volume posted:This game definitely could use more hit and run missions. I dont think Ive even had a chance to evacuate since the enemy likes to spawn right on top of the evac zone. And since trying to make a withdrawal tends to get you shot in the back, plus you get paid more if you fight it out anyway.
|
# ? May 8, 2018 20:28 |