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VolticSurge
Jul 23, 2013

Just your friendly neighborhood photobomb raptor.



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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KDdidit
Mar 2, 2007



Grimey Drawer
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.

Pornographic Memory
Dec 17, 2008
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.

Technowolf
Nov 4, 2009




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.

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
Sharpshooter Victor is actually the most dangerous enemy in the game.

anakha
Sep 16, 2009


They're a reason I plan on eliminating any 80-tonners as soon as they appear as a blip on radar.

Klyith
Aug 3, 2007

GBS Pledge Week
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.

God knows what's going on. I posted it in the Beat Saber forums over on Steam a while ago, it seemed to have helped a few people. I guess those that enabled full telemetry on Windows install for whatever reason (I'm not even sure what's checked by default).

Klyith posted:

:aaaaa: Hooooooooooooly poo poo you're not wrong!

The quickest and dirtiest test ever:




Game: Battletech (As I happen to be playing it right now. It's a kinda badly optimized game but for these tests I was just spinning the camera around, which it does fine. When you blow mechs up it tends to go all framey.)

"My normal" isn't even telemetry completely blocked. Privacy settings are all set to off / privacy mode, but basic diagnostic data is turned on. The only telemetry-related group policy I have set is "Allow upload of User Activities" which is disabled (blocked).

For "All ON" I set that policy back to not configures, then turned all the data-collection options in Settings to on aka not private. I didn't bother turning on the advertising / "experiences" settings. So it's definitely in the data collection zone.


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.

Lazyhound
Mar 1, 2004

A squid eating dough in a polyethylene bag is fast and bulbous—got me?
just lol if you haven’t already turned off all that garbage and piholed the mandatory stuff

anakha
Sep 16, 2009


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.

Powerful Two-Hander
Mar 10, 2004

Mods please change my name to "Tooter Skeleton" TIA.


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.

Carcer
Aug 7, 2010

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.

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.

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.

anakha
Sep 16, 2009


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.

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.

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.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Also feel free to ignore optional objectives.

Runa
Feb 13, 2011

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.

anakha
Sep 16, 2009


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?

Q_res
Oct 29, 2005

We're fucking built for this shit!
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.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

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

Taerkar
Dec 7, 2002

kind of into it, really

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)

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.

The Cataphract isn't terrible for a stock mech.

Powerful Two-Hander
Mar 10, 2004

Mods please change my name to "Tooter Skeleton" TIA.


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?

Horace Kinch
Aug 15, 2007

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.

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?

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.

GHOST_BUTT
Nov 24, 2013

Fun Shoe

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.

OddObserver
Apr 3, 2009

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.

w0o0o0o
Aug 26, 2007
bloop.
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??!?

Cyrano4747
Sep 25, 2006

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

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)

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.

Stock king crab isn’t bad.

Q_res
Oct 29, 2005

We're fucking built for this shit!
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.

GHOST_BUTT
Nov 24, 2013

Fun Shoe
I didn't catch the "stock" there and had a lot of opinions about that list for a second.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

The laserjack seems pretty good for a stock mech

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

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

Lawman 0
Aug 17, 2010

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)

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.

What about the awesomes?

Cyrano4747
Sep 25, 2006

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

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.

Cataphract is a solid choice however.

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.

binge crotching
Apr 2, 2010

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)

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.

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.

peer
Jan 17, 2004

this is not what I wanted
i'm the idiot flying halfway across the galaxy looking for "uac ammo"

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

What the

Randallteal
May 7, 2006

The tears of time
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.

The Last Call
Sep 9, 2011

Rehabilitating sinner

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.

Cyrano4747
Sep 25, 2006

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

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:

- 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.

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.

Randallteal
May 7, 2006

The tears of time

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.

Cyrano4747
Sep 25, 2006

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

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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OctaMurk
Jun 21, 2013
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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