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So, the Guldra mission is my new roadblock-it just. Doesn't. End. Then there's the time-sensitive thing I have to hold for 3 rounds while two light mechs and an LRM carrier pound my only jumpy mechs-Orion and Centurion- silly. Half tempted to just quit and start a career mode playthrough.
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# ? Dec 21, 2019 03:03 |
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# ? Jun 10, 2024 01:50 |
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At my daughter’s Christmas dance show and someone’s wearing a “Mama Bear” shirt and all I can think about is the Heavy Metal Flashpoint AI thing. Help.
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# ? Dec 21, 2019 03:05 |
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The Victor is usually a pretty garbage opfor mech but it turns out in urban battles a lance of 3 of them (and a cannon fodder Dragon) is actually kind of scary with so much jumping AC20 action.
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# ? Dec 21, 2019 03:47 |
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Pornographic Memory posted:The Victor is usually a pretty garbage opfor mech but it turns out in urban battles a lance of 3 of them (and a cannon fodder Dragon) is actually kind of scary with so much jumping AC20 action. The Victor is literally just a bigger better Urbie. In the right environments it is god.
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# ? Dec 21, 2019 04:11 |
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Sharpshooter Victor is actually the most dangerous enemy in the game.
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# ? Dec 21, 2019 04:22 |
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They're a reason I plan on eliminating any 80-tonners as soon as they appear as a blip on radar.
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# ? Dec 21, 2019 05:46 |
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With giant props to Combat Pretzel in the Windows 10 thread:Combat Pretzel posted:When you enable full telemetry on Windows, the performance of Unity games does tank quite a bit. It might not matter that much for normal games, but with VR games based on Unity engine, you'll notice the difference between basic and full telemetry in Windows, because frame times shoot up, making things jittery. Must be installing tons of additional hooks monitoring things, into places that don't gel with Unity. Combat Pretzel posted:Yeah, I have no idea what's going on. When I enable full telemetry and a game shits the bed, when I take a stab at it with Process Explorer, it claims that 75% of the CPU time the game uses is actually spent in the kernel. When basic telemetry is set up, it's merely a few percent. I tried a bunch of random tools for systracing, whose names I forgot, and it seems like it's sitting in WaitForSingleObject most of that time. Ostensibly. Klyith posted:Hooooooooooooly poo poo you're not wrong! So, uh, if Battletech seems kinda hitchy or like you have frame stutter, check your windows privacy settings! Turn everything in the "windows permissions" section of Privacy to off, and set Diagnostic Data to basic. I am loving shocked by this, I've never heard of this problem before and it doesn't seem to be a widely known issue.
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# ? Dec 21, 2019 06:04 |
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just lol if you haven’t already turned off all that garbage and piholed the mandatory stuff
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# ? Dec 21, 2019 12:31 |
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VolticSurge posted:So, the Guldra mission is my new roadblock-it just. Doesn't. End. Then there's the time-sensitive thing I have to hold for 3 rounds while two light mechs and an LRM carrier pound my only jumpy mechs-Orion and Centurion- silly. Half tempted to just quit and start a career mode playthrough. Pilots with Bulwark (and hopefully one with at least Level 6 Tactics for Called Shots) and at least 1 LRM boat for turret generators and light mechs helped me out a lot with this mission. E: If all else fails, go with the guide here.
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# ? Dec 21, 2019 12:33 |
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God I suck at the campaign missions in this game, wave after wave of goddamn jenners spamming me to death while my lovely pilots shout "woah my armour" and fail to hit the broad side of a barn in return. I guess I should probably actually adjust the mech builds instead of leaving them as their defaults? Also rip the rogue cop who left the force to chase a Princess or whatever, dead on his first mission.
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# ? Dec 21, 2019 14:29 |
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Powerful Two-Hander posted:God I suck at the campaign missions in this game, wave after wave of goddamn jenners spamming me to death while my lovely pilots shout "woah my armour" and fail to hit the broad side of a barn in return. The default builds range from "Will eventually get me killed" to "Complete dogshit" because the mechs were designed with no real mission focus, so you have mechs with weapons that wildly conflict in what range they can be used at and lots of mechs do suicidal things like mount HIGHLY EXPLOSIVE AMMO in parts of the mech you really don't want exploding.
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# ? Dec 21, 2019 14:55 |
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Powerful Two-Hander posted:God I suck at the campaign missions in this game, wave after wave of goddamn jenners spamming me to death while my lovely pilots shout "woah my armour" and fail to hit the broad side of a barn in return. The game difficulty is based on throwing superior numbers of stock Mechs at you or in giving you difficult mission objectives. Since you can't multiply your own forces, pretty much the only way you can even the odds is to customize your Mechs and level up your Mechwarriors so that they can overcome superior numbers.
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# ? Dec 21, 2019 15:16 |
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Also feel free to ignore optional objectives.
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# ? Dec 21, 2019 15:23 |
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People cannot understate how much the default loadouts suck on so many mechs, especially in the early game. They're for the most part sorely underarmored or dedicate too much of their tonnage to mediocre-to-bad weapons, meaning they're fragile and underfunded. Great if they're a disposable opfor, not so much id you're trying to use them yourself.
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# ? Dec 21, 2019 15:27 |
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This topic begs the question: lostech-toting designs aside, what are the stock Mechs per weight class that you'd be ok to bring along on a mission?
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# ? Dec 21, 2019 15:47 |
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Stock Lights: Firestarter, Urbanmech, PPC Urbie, the ML Javelin and the Panther (I know PPCs suck in general, but it's definitely usable here) Mediums: either Centurion, either Hunchback, Vindicator 1R, Blackjack you start the Campaign with, the Crab and the Wolverine 6K. I'd consider the Shadow Hawk 2H and Griffins borderline. Heavies: Black Knight, Orion 1K, Archer 2R, Grasshopper, Warhammer 6D. I feel like I'm missing something here, but I can't quite work out what it could be. Assaults: Atlas, either Highlander (though the 733 is much better than the 733P), Stalker and I would consider the Annihilator and Banshee 3S borderline.
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# ? Dec 21, 2019 16:25 |
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Xarbala posted:BT Extended doesn't have that kind of online functionality, it just unlocks the entire Inner Sphere for travel and lets you help npc factions duke it out on the strategic map. A bit late but Roguetech has an offline war map. I'm assuming it auto calculates war between the states since there's only one player contributing to it. Granted, Roguetech goes so far into being grognardy that it's definitely not some folks cup of tea. But I can't speak to preferences of posters here. Keep in mind that I haven't tried the offline map yet though since you select which map type to install at installation of the mod. So for all I know it could be fairly primitive compared to the online map. If BE is anything like Roguetech though the online map will probably add some extra depth to the game. See my post about galactic tech levels in the wake of a massive pirate crusade taking over the galaxy as an example. My Pwwka transforming air mech I got as part of a random starting roll as Word of Blake aligned (only to discover that they had loooong since been wiped out by the tide of pirates) is basically a tiny god in lower missions despite being a light mech. Turns out that having a mech that can go full anime and turn into a jet means you not only get insane amounts of evasive pips early on but also can easily dart behind all the junk mechs to core them with ER clan lasers. Archonex fucked around with this message at 16:31 on Dec 21, 2019 |
# ? Dec 21, 2019 16:25 |
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Q_res posted:Stock Lights: Firestarter, Urbanmech, PPC Urbie, the ML Javelin and the Panther (I know PPCs suck in general, but it's definitely usable here) The Cataphract isn't terrible for a stock mech.
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# ? Dec 21, 2019 16:29 |
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Ok I'm glad that I was in the right area with my assumption about the builds. I thought having a mech billed as a long range lrm boat mounting medium lasers didn't seem right. The one that was loving me was "capture the ammo dump" because I was trying to complete the broken optional objective of "stop this supply truck from escaping except it gets a free move on you and yolos out of range in turn 1". I also don't understand how a Panther can seemingly take a massive pounding and lose an arm whereas heavy Dragon mech can take about two hits to the torso before losing all armour, does size affect the probability of hitting the same area or something?
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# ? Dec 21, 2019 16:49 |
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Powerful Two-Hander posted:Ok I'm glad that I was in the right area with my assumption about the builds. I thought having a mech billed as a long range lrm boat mounting medium lasers didn't seem right. Enemy mechs generally have way less armor overall. Dragons are also among the worst mechs in the game. Also if you want to stop the supply trucks sprint/jumpjet one of your mechs as far left as you can. You should be able to intercept it in time, or have visual to swarm it with LRMs.
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# ? Dec 21, 2019 17:22 |
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Powerful Two-Hander posted:I also don't understand how a Panther can seemingly take a massive pounding and lose an arm whereas heavy Dragon mech can take about two hits to the torso before losing all armour, does size affect the probability of hitting the same area or something? No, the Dragon is just trash, the Panther is a better mech by any reasonable metric.
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# ? Dec 21, 2019 17:30 |
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Powerful Two-Hander posted:Ok I'm glad that I was in the right area with my assumption about the builds. I thought having a mech billed as a long range lrm boat mounting medium lasers didn't seem right. Medium lasers on LRM boats actually do make sense since they are very light and hence a sensible choice for a backup weapon for when you run out of misssiles... Probably less so that having a bit more ammo instead so you don't run out, though.
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# ? Dec 21, 2019 18:13 |
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I've been stuck with a Dragon in my current playthrough for a long time now, Haven't really found it too awful to deal with! I maxxed out the armour of course and made it into a punch-bot with an AC while closing in and it definitely serves its purpose as a meatshield for the mechs with stuff I don't want to lose to crits/stupidity. Doesn't hold a candle to my marauder though, I love how much it wiggles about when unstable (and also the headshot murder-output). I've also just got a Banshee as my first assault and set it up as a replacement punch-bot with a million s and m lasers. Banshees are worth using, right??!?
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# ? Dec 21, 2019 18:58 |
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Q_res posted:Stock Lights: Firestarter, Urbanmech, PPC Urbie, the ML Javelin and the Panther (I know PPCs suck in general, but it's definitely usable here) Stock king crab isn’t bad.
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# ? Dec 21, 2019 19:06 |
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I passed on the King Crab simply because of the lack of ammo for the AC/20s. It is really good aside from that though. Cataphract is a solid choice however.
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# ? Dec 21, 2019 19:10 |
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I didn't catch the "stock" there and had a lot of opinions about that list for a second.
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# ? Dec 21, 2019 19:13 |
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The laserjack seems pretty good for a stock mech
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# ? Dec 21, 2019 19:21 |
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anakha posted:This topic begs the question: lostech-toting designs aside, what are the stock Mechs per weight class that you'd be ok to bring along on a mission? Javelin F, Suburbanmech, Panther, COM-1B Hunchback (both versions), BJ-1DB Catapult C4, Cataphract idk for assaults, I never field any on stock-only skirms
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# ? Dec 21, 2019 19:29 |
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Q_res posted:Stock Lights: Firestarter, Urbanmech, PPC Urbie, the ML Javelin and the Panther (I know PPCs suck in general, but it's definitely usable here) What about the awesomes?
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# ? Dec 21, 2019 19:47 |
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Q_res posted:I passed on the King Crab simply because of the lack of ammo for the AC/20s. It is really good aside from that though. They carry one for each right? It’s not a enormous sum but 5 alphas is enough to do most things you’ll need to get done. Might run dry at the end of a long engagement but at that point it’s been decided. I mean, I default to 2 tons of ac20 per weapon (4 for UACs) but as a stock build it’s pretty mean. KCs are at the top of my kill on site list because one alpha is enough to really gently caress up one of my mechs.
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# ? Dec 21, 2019 20:43 |
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Q_res posted:Stock Lights: Firestarter, Urbanmech, PPC Urbie, the ML Javelin and the Panther (I know PPCs suck in general, but it's definitely usable here) I think the stock Kintaro is pretty good too. It obviously works best in a polar environment when you don't have to worry about quite as much heat buildup, but unless you're in a lunar/martian biome it still works.
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# ? Dec 21, 2019 20:54 |
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i'm the idiot flying halfway across the galaxy looking for "uac ammo"
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# ? Dec 21, 2019 23:14 |
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peer posted:i'm the idiot flying halfway across the galaxy looking for "uac ammo" I'm Yang, months later and too afraid to tell the commander
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# ? Dec 21, 2019 23:19 |
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What the
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# ? Dec 21, 2019 23:43 |
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Re: beginner tips, I also had a lot of trouble starting out until I worked out some basic combat dos and don'ts: - attack from the side arc whenever possible, especially in the early game when your pilots have poo poo aim. You have to get through the mech's side torso first to get to the core and kill it, but your attacks will be much more concentrated by default and you'll gently caress up their ability to counter if you take out an arm and leg along the way. If you stand back and plink away at their front it'll take forever to kill anything. It helps to get in close range and keep your mechs together (or at least in pairs) so you can reach the side arc easier and do more concentrated damage at once. - stay near forests / dust storms for added protection. The best is when you can fight along a tree line with your mechs on the forest side and them on the outside. You get free bonus defense and if the enemy runs in to get it too, they're usually close enough to circle behind or jump behind to attack from the rear (ignores defense and less armor). Getting bulwark on your pilots makes this strategy even better, and it applies to most maps, even though some have a lot more natural cover than others. - stay defensive on the first round and let the enemy expose themselves. Every fight is a little different, but I usually start by looking for natural cover around the engagement area and approaching from that direction (the straightforward path is often pretty bad). Then when combat starts I jump or walk towards them into good defensive spots and guard for max evasion pips and defense (60% less damage when guarding in cover w/ bulwark). The enemy will come forward and attack, but their attacks will be very ineffective and they'll hopefully move closer to you so you get higher percentage shots and an shorter path to their side arc. On the second round if they're too far back or if they're defending, I'll often reserve to the assault phase and let them come forward and attack again, since your defensiveness and evasion pips should stay until you take your second turn. Then when they're close enough, pick a mech to target (close to multiple of your mechs, not guarding, low armor or dangerous weapons) and keep hitting it until it goes down. If you can kill at least one enemy mech per turn, you'll be at a good pace to win most missions.
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# ? Dec 22, 2019 01:16 |
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peer posted:i'm the idiot flying halfway across the galaxy looking for "uac ammo" Davions. They will be your best friend with all your UAC needs.
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# ? Dec 22, 2019 01:26 |
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Randallteal posted:Re: beginner tips, I also had a lot of trouble starting out until I worked out some basic combat dos and don'ts: This has the added benefit that after you leg them you can switch to the other side arc and hope you get that leg too. Early on legs are also way easier to called shot than heads. If you do this you can pretty consistently get leg kills, which will help you get better mechs faster.
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# ? Dec 22, 2019 01:31 |
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Cyrano4747 posted:This has the added benefit that after you leg them you can switch to the other side arc and hope you get that leg too. Early on legs are also way easier to called shot than heads. If you do this you can pretty consistently get leg kills, which will help you get better mechs faster. Mid to late game this has still been my go-to for getting heavy / assault parts. Back at launch before they nerfed stability damage I would just knock mechs down over and over again with an LRM boat until their pilot died (loving grim thought when you lay it out like that), but now it seems easier to just clip the legs and take the 2/3 parts. With called shot mastery you get like 90 percent chance to hit the legs when you target them from the side. It's almost too easy.
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# ? Dec 22, 2019 01:41 |
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The problem is that by the time you get called shot mastery you have a few mechs rolling around with headcappers. At that point I just aim for the head with an almost 1 in 5 chance of hitting it. You don't cap all the assaults you want, but you get a lot of them. And that's assuming you dont' have the head cap idiocy of a kitted out marauder. I find the most challenging mech harvesting period to be the early time when your pilots suck and all you really want is another medium or maybe your first heavy.
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# ? Dec 22, 2019 01:51 |
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# ? Jun 10, 2024 01:50 |
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Just had a weird assassinate mission where an enemy Orion (75 tons) was able to act at initiative 4. How is that possible?
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# ? Dec 22, 2019 02:08 |