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Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

deathbagel posted:

I will admit I do run LRM boats a bit hot and when I had a Grasshopper I it also was built hot, but since it was a hit and run mech it didn't matter. I prefer to brawl however and choose consistent sustained fire instead of having to shut off weapons later in the fight (though I still have to on hotter biomes) I'm not saying my way is better than min/maxing heat gain like you do, I'm just saying that I've never lost a mech to anything other than a random headshot in this game, so there's really no need to min/max and I like to be lazy whenever I can.

I am lazy, that's why I did the crunch and real-world testing and found that 12~15 heat is the sweet spot where you can just use the mech everywhere while keeping a good heat management advantage.

I don't run multiple lances; that sounds like effort. I also max brawl.

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Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.

Psion posted:

in conclusion, 4x king crabs is the ultimate lance now and forever

:emptyquote:

BillyC
Feb 19, 2013

everythin' under heaven is in utter chaos, cloud


Bread Liar

NatasDog posted:


Messed around with a couple different starts; turns out the Clan start is a trap since you're so hilariously overpowered with your overfit Stormcrow and starting lance that you're stuck with 2.5+ skull missions or higher. Having mission difficulty scale based on your best mech's value is kind of a weird way to do mission difficulty IMO. I'd enjoy it more if missions scaled based on the value of the world you're at and whether or not there's currently a conflict there.

Just wanted to say that this is an option in the installer. I started with difficulty by mech value and felt the same way. Re-installed and selected difficulty by planet size and it feels much better.

NatasDog
Feb 9, 2009

BillyC posted:

Just wanted to say that this is an option in the installer. I started with difficulty by mech value and felt the same way. Re-installed and selected difficulty by planet size and it feels much better.

Thanks for this. I'll re-run the installer tonight then; any idea if I'll need to restart?

BillyC
Feb 19, 2013

everythin' under heaven is in utter chaos, cloud


Bread Liar

NatasDog posted:

Thanks for this. I'll re-run the installer tonight then; any idea if I'll need to restart?

Not sure, sorry. I was only a couple missions in and just started a new game.

Klyith
Aug 3, 2007

GBS Pledge Week

Tias posted:

I have a vindicator, a centurion, a shadowhawk, the blackjack, some nice (IMO) Jenner configs, and a host of panthers/locusts/spiders etc. in storage. I still find myself outgunned on most jobs, particularly 2½ skulls and up.

With those mechs I would stick with 2.5 skulls, because I want to complete 4 good mediums (the 50 & 55 tonners) and look for a heavy. A 3 skull is doable with those, especially on missions where you can do the main objective and withdraw, but risks running into something that will really chew you up. Getting more mech damage than naturally fits in the dead time for travel is losing money. Being unproductive with money means taking less salvage in missions because you need the cash.

The important mission to look for at that point in the game are assassination missions, because at 2.5 skulls those will generally feed you a heavy mech supported by mediums. Once you acquire a thunderbolt or something you'll be able to ditch the blackjack and take 3s with confidence.

Another thing to know is that 3 and 3.5 skull missions have super high variance. I've had 3.5s that were cakewalks with a 3-star drop tonnage, and 3s that were tense even when my drop tonnage was comfortably higher.

Control Volume
Dec 31, 2008

Is there any reason not to go ironman in this? I have a tendency to save scum and having a hard wall preventing that would be nice, but I don't want to lose a file to game-ruining bugs.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
I've ironman'ed all my play throughs of vanilla and have had a great time. Losing a priority mission can end the game but you choose when you engage them. Plus the funnest part of the game, for me, is the build up to 3-3.5 skull difficulty

Klyith
Aug 3, 2007

GBS Pledge Week

Control Volume posted:

Is there any reason not to go ironman in this? I have a tendency to save scum and having a hard wall preventing that would be nice, but I don't want to lose a file to game-ruining bugs.

A bug I see reasonably frequently is that finances get changed -- ie I set Restrictive and later on when I look it says Extravagant and I'm on the hock for 800k. And the worst part of it is the morale bonus/penalty happens at the start of the month, so I'm paying twice as much and still have the -2 morale. Though it's also happened in the opposite direction.

I guess if you are playing ironman and that happens you could correct it manually (add a zero to the cost of heatsinks and buy/sell them to make up the difference, or just cheatengine your money back to the right amount). And I've never had any bugs that made my mechs fall out of the world and explode or anything.

Pornographic Memory
Dec 17, 2008

Control Volume posted:

Is there any reason not to go ironman in this? I have a tendency to save scum and having a hard wall preventing that would be nice, but I don't want to lose a file to game-ruining bugs.

Some of the storyline missions have time limits or other gimmicks that can screw you if you're not ready for them, which will end your campaign. It's fairly easy to outgrind the difficulty of the story missions, but being able to kill everything on the map isn't always the same as being able to kill everything between you and point A while getting there in X number of turns.

Control Volume
Dec 31, 2008

Ive gone through the story already so Im not too worried about them ending the run. I just have bad memories of XCOM soft locking or crashing all the time and never bothered with ironman as a result

Acinonyx
Oct 21, 2005
I've got about 400 hrs almost all iron man and never had an issue. Injury reduction cockpits and a withdraw now and again and you'll be fine. I do like to run 8 pilots and 6 mechs asap to reduce the pain of a vicious head shot and having enough mechs to keep rolling without downtime.

Phrosphor
Feb 25, 2007

Urbanisation

Looking forward to Career mode.

What do people think is the sweetspot for salvage pieces for building a full mech? I think I read somewhere that the default for career is 5, and the campaign is 3.

I think 3 is too easy, but 5 could be a real drag, thats two mechs that you leg/pilot kill, which will not be easy with low skill pilots in commando's and locusts.

Is 4 the sweetspot, or is 5 harder but more rewarding? (Imagine having to fight 5 Hatchetmen before you can finally field one yourself!)

Also, new mechs start naked or new mechs start with default loudout? I wonder if there will be score multipliers for these.

I am so excited for this expansion.

Phrosphor fucked around with this message at 04:07 on Oct 31, 2018

Pornographic Memory
Dec 17, 2008
I played a vanilla campaign with 5 and it was grindy as gently caress. I'm pretty sure I had a lance of 10/10/10/10 pilots before I had a lance of heavy mechs. Of course, I also lost a couple mechs, and had CT destruction turned on, so that set me back quite a bit a couple times.

New mechs not having any equipment is pretty fun, though. Even though you usually strip out the default loadouts and replace them anyway, not having all that spare gear laying around can put you in a crunch and push you to use some unusual loadouts based on what's available rather than what you like. It can also put you in a credit crunch because that's less stuff for you to sell in an emergency.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
4 would be interesting, because it's still two mechs but you don't need to go for pilot kills, just legs. Would mean less of the silly "try to knock over the last mech while doing as little actual damage as possible" games.

Klyith
Aug 3, 2007

GBS Pledge Week
I think 4 is a good compromise between making acquisition harder and pure grind. Alternately, 5 would be great with some sort of mod that made mech parts show up way more often in stores.

I kinda wish they'd gone with a different system for salvaging mechs, because the current system gets worse as you add more mechs to the game.

Pornographic Memory posted:

New mechs not having any equipment is pretty fun, though. Even though you usually strip out the default loadouts and replace them anyway, not having all that spare gear laying around can put you in a crunch and push you to use some unusual loadouts based on what's available rather than what you like. It can also put you in a credit crunch because that's less stuff for you to sell in an emergency.

Yeah, I'm playing with that turned on in my current campaign and I like it a lot. One, it feels good thematically that the new mechs Yang is welding together from dismembered bits don't come with anything. Two, I actually had to buy guns early in the campaign and don't have quite so infinite piles of stock equipment sitting around. And #3 you don't waste any time stripping the stock parts from mechs that you're gonna do full rebuilds on anyways. So for some mechs its actually a benefit.

Beepity Boop
Nov 21, 2012

yay

Klyith posted:

Yeah, I'm playing with that turned on in my current campaign and I like it a lot. One, it feels good thematically that the new mechs Yang is welding together from dismembered bits don't come with anything. Two, I actually had to buy guns early in the campaign and don't have quite so infinite piles of stock equipment sitting around. And #3 you don't waste any time stripping the stock parts from mechs that you're gonna do full rebuilds on anyways. So for some mechs its actually a benefit.

Between this, a few very tense missions in a row, and not having much money in the early game, I once had a Hunchback rockin' an AC/10 for a bit.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

Hremsfeld posted:

Between this, a few very tense missions in a row, and not having much money in the early game, I once had a Hunchback rockin' an AC/10 for a bit.

I love that poo poo.

OK, I've got an empty Centurian, an AC5, three MLs, an SRM2, and SRM4, an LRM5 and a few LLs. Oh and 3 jump jets. How do I jenga this into something that's not embarrassing?

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

Cyrano4747 posted:

I love that poo poo.

OK, I've got an empty Centurian, an AC5, three MLs, an SRM2, and SRM4, an LRM5 and a few LLs. Oh and 3 jump jets. How do I jenga this into something that's not embarrassing?

AC5 (1t ammo), 2xMLs, SRM2+SRM4 (1t ammo), 3 JJs, add a couple heatsinks and the rest goes into armor.

Ammo goes in the legs.

Now take pick max salvage when you do your contracts and try to scrounge up three SRM6 to have something not embarrassing to refit into.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
Personally I'd go AC/5 + 2x LL and make it a direct fire sniper :shrug:

tho I'm pretty sure Cyrano4747 was joking

I R SMART LIKE ROCK fucked around with this message at 04:05 on Oct 31, 2018

Horace Kinch
Aug 15, 2007

Cyrano4747 posted:

I love that poo poo.

OK, I've got an empty Centurian, an AC5, three MLs, an SRM2, and SRM4, an LRM5 and a few LLs. Oh and 3 jump jets. How do I jenga this into something that's not embarrassing?

Give it an AC20 :getin:

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day
That'd take longer to refit out of once he gets the goods.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

I R SMART LIKE ROCK posted:

Personally I'd go AC/5 + 2x LL and make it a direct fire sniper :shrug:

tho I'm pretty sue Cyrano4747 was joking

Yeah that was just my theoretical grab bag of bull poo poo build that sometimes gets thrust upon you in a fun way.

See also: that dragon I had with a ppc for a while. It was just a bigger, dumber panther but hey it’s what I had.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
being forced into bad situations is very battletech :black101:

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

I R SMART LIKE ROCK posted:

being forced into bad situations is very battletech :black101:

From the novels I've read it seems to be about 50/50 split between being forced into bad situations by circumstances beyond your control and finding yourself there as a consequences of your own terrible decision making.

Guess which one typically gets bailed out by the authors!

Pornographic Memory
Dec 17, 2008

I R SMART LIKE ROCK posted:

Personally I'd go AC/5 + 2x LL and make it a direct fire sniper :shrug:

tho I'm pretty sure Cyrano4747 was joking

I honestly got way more utility than I should have from Medusa with an AC/10+LL Enforcer. AC/10s get poo poo on around here but gently caress it, it did good work with breaching shot and split fire.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

There are a lot of hyper optimal builds but you can also make a lot of sub par garbage work.

Sky Shadowing
Feb 13, 2012

At least we're not the Thalmor (yet)
Yeah, one of the most broken overpowered Mechs you can build is a Grasshopper with every energy hardpoint having a ML and every support hardpoint having a MG. Put all the jumpjets you can on it, then some heatsinks too.

A pilot with high tactics who has the called shot bonus can wipe virtually anything you face from the board in a single turn. The MLs carve the armor and the MGs knock down the structure, or ideally find a nice nest of ammo to explode.

Immensely helpful when you're dealing with missions that spawn nothing but assaults.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe

Pornographic Memory posted:

I honestly got way more utility than I should have from Medusa with an AC/10+LL Enforcer. AC/10s get poo poo on around here but gently caress it, it did good work with breaching shot and split fire.

I tend to run ENF-4R's with AC/5 + 5x ML + 4x JJ's, nearly max armor and HS as apropos. I believe the heat delta is around 23, so I can full alpha 2 times or all but AC/5 3 times. I JJ around firing off the AC/5 which also doubles for turns where I want to both reposition and cool off a bit. Then use the ML's when I want to get into the scrum. It gets even better once you get to +15 overheat limit. Honestly it's more there to finish off already weakened mechs rather than to start engagements

There's nothing wrong with your build but you might be able to shove another LL in if you dropped the AC/10 down to an AC/5. Either way I'm not as down on long range weapons as they are what I use to start engagements and soften up targets. I prefer to have at least 1 longer ranged weapon on mechs simply so that I can fall back and still contribute to the battle. Facing a breaching shot AC/20 can put you in dangerous positions where you don't want to be anywhere near it until you can focus it down and pot shots from downtown help towards that goal

Amechwarrior
Jan 29, 2007

Sky Shadowing posted:

Yeah, one of the most broken overpowered Mechs you can build is a Grasshopper with every energy hardpoint having a ML and every support hardpoint having a MG. Put all the jumpjets you can on it, then some heatsinks too.

A pilot with high tactics who has the called shot bonus can wipe virtually anything you face from the board in a single turn. The MLs carve the armor and the MGs knock down the structure, or ideally find a nice nest of ammo to explode.

Immensely helpful when you're dealing with missions that spawn nothing but assaults.

I ran one with all dmg+ MLs and two dmg+ SL in addition to 4 MGs and was able to one-hit-kill a Zeus and maybe also a Victor with rear arc called shot to the CT. With Ace Pilot it can take out any assault in two moves and flee the scene.

Organ Fiend
May 21, 2007

custom title

Conspiratiorist posted:

Ammo goes in the legs.

This isn't directed just at you, as I've seen this posted alot, but I can't get over what a terrible idea this is.

You are one ammo breach and a crit away from losing a leg, which cripples the mech. It also knocks the mech down which, depending on when it got knocked down and how far back in the initiative queue it got knocked back, means that most if not all of the enemy team is getting called shots on your mech. Getting knocked down is one of the worst possible things that can happen to your mech.

For those of you looking for mech building tips, always put ammo in the arms. This is doubly true for a mech where the AC (or missile launchers) are also in the arm. If the ammo gets crit, you only lose the arm, and your mech can keep on fighting. It also doesn't knock your mech over!

Sometimes, I'll also put ammo in the side torsos if the ammo based weapon is in the side torso (and its a fire support mech that I can easily shield the torsos of), but legs are like the second worst place to put ammo (the worst is the CT).

A related tip: In the late game Thunderbolts are made of glass because they put ammo in the CT. By the late game you should have plenty of pilots with Tactics 9. One precision strike that breaches CT armor on a Tbolt (especially one with SRMs/MLs in the mix) has a better than 50% chance of killing the Tbolt outright due to an ammo explosion. Every Tbolt has this flaw. So does the AWS 8T.

NatasDog
Feb 9, 2009
I put my ammo in the head. I figure if my Mechwarrior's going to get taken out, he'll go out in a blaze of glory! Plus, I just like the mental imagine of them sitting on a pile of shells while they lumber along the battlefield like Smaug guarding his treasure.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
Arms have less armor and higher chances to be hit. They also get cut off on a side-torso loss and legs can't be hit on backshots. Overall there's just less directions for legs to get hit from and less ways to lose them. That's why legs are a much better place to store ammo.

imweasel09
May 26, 2014


Organ Fiend posted:

This isn't directed just at you, as I've seen this posted alot, but I can't get over what a terrible idea this is.

You are one ammo breach and a crit away from losing a leg, which cripples the mech. It also knocks the mech down which, depending on when it got knocked down and how far back in the initiative queue it got knocked back, means that most if not all of the enemy team is getting called shots on your mech. Getting knocked down is one of the worst possible things that can happen to your mech.

For those of you looking for mech building tips, always put ammo in the arms. This is doubly true for a mech where the AC (or missile launchers) are also in the arm. If the ammo gets crit, you only lose the arm, and your mech can keep on fighting. It also doesn't knock your mech over!

Sometimes, I'll also put ammo in the side torsos if the ammo based weapon is in the side torso (and its a fire support mech that I can easily shield the torsos of), but legs are like the second worst place to put ammo (the worst is the CT).

A related tip: In the late game Thunderbolts are made of glass because they put ammo in the CT. By the late game you should have plenty of pilots with Tactics 9. One precision strike that breaches CT armor on a Tbolt (especially one with SRMs/MLs in the mix) has a better than 50% chance of killing the Tbolt outright due to an ammo explosion. Every Tbolt has this flaw. So does the AWS 8T.
Crits fizzle if they roll on an empty slot in this game, it's perfectly fine to store ammo in the legs.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

DatonKallandor posted:

Arms have less armor and higher chances to be hit. They also get cut off on a side-torso loss and legs can't be hit on backshots. Overall there's just less directions for legs to get hit from and less ways to lose them. That's why legs are a much better place to store ammo.

Plus they're pretty easy to shield if your ammo leg is getting a little low on armor.

I will say, though, that this game could use a dump ammo command. It would be useful to be able to take a turn - similar to bracing - and dump my ammo if a mech is a bit torn up and I'm worried about explosions but I still need it contributing with whatever energy weapons it has.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Ammo is stored in the ball joints.

Organ Fiend
May 21, 2007

custom title

imweasel09 posted:

Crits fizzle if they roll on an empty slot in this game, it's perfectly fine to store ammo in the legs.

The same is true for arms. A crit on a leg still means a crippled if not dead mech. A crit on an arm means you lost the arm.

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

Organ Fiend posted:

This isn't directed just at you, as I've seen this posted alot, but I can't get over what a terrible idea this is.

You are one ammo breach and a crit away from losing a leg, which cripples the mech. It also knocks the mech down which, depending on when it got knocked down and how far back in the initiative queue it got knocked back, means that most if not all of the enemy team is getting called shots on your mech. Getting knocked down is one of the worst possible things that can happen to your mech.

For those of you looking for mech building tips, always put ammo in the arms. This is doubly true for a mech where the AC (or missile launchers) are also in the arm. If the ammo gets crit, you only lose the arm, and your mech can keep on fighting. It also doesn't knock your mech over!

Sometimes, I'll also put ammo in the side torsos if the ammo based weapon is in the side torso (and its a fire support mech that I can easily shield the torsos of), but legs are like the second worst place to put ammo (the worst is the CT).

A related tip: In the late game Thunderbolts are made of glass because they put ammo in the CT. By the late game you should have plenty of pilots with Tactics 9. One precision strike that breaches CT armor on a Tbolt (especially one with SRMs/MLs in the mix) has a better than 50% chance of killing the Tbolt outright due to an ammo explosion. Every Tbolt has this flaw. So does the AWS 8T.

Arms are flimsy. It's best to if at all possible avoid putting anything on the arms, and enjoy them as a ablative structure HP instead, with the armor diverted to the important bits. And if you put weapons on the arms, the worst possible thing you can do is to also put ammo in them - you just increased the chances of losing valuable variant equipment. It's just a terrible idea.

CT is also terrible for reasons I needn't explain, and even if there was no risk associated with it, Heads are reserved for cockpit mods.

That just leaves side torsos and legs, and while yes, losing a leg is bad - you get knocked down and get two injuries total - getting an ammo crit on a side torso means losing all the equipment in that side torso and all the weapons in the attached arm.

OAquinas
Jan 27, 2008

Biden has sat immobile on the Iron Throne of America. He is the Master of Malarkey by the will of the gods, and master of a million votes by the might of his inexhaustible calamari.
I think there's a breakdown here of the Btech system vs this game's implementation.

On paper the arms may be a more attractive location for ammo for the reasons given. However in the actual game I can say that after hundreds of battles the number of legs I've lost are trivial vs the several kingdoms worth of iron thrones built of lost arms I've had to replace. Unless you do something dumb like paper-armor your legs or actively DFA around, it seems legs are a fairly low risk area to store ammo.

Not zero risk, obviously, but there is no zero risk area so that's moot.

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Taerkar
Dec 7, 2002

kind of into it, really

I really hope you all restrict this kind of gaming the mechanics to the PC game.

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