Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Phrosphor
Feb 25, 2007

Urbanisation


That has a criminally low number of views. It's pretty good. It opens in stills but transitions to some good action. Clearly an abandonded work in progress. Worth a watch.

Adbot
ADBOT LOVES YOU

Phrosphor
Feb 25, 2007

Urbanisation

Nasgate posted:

Yeah, as much as I am enjoying the campaign and story. I'm really looking forward to doing this and maybe grabbing/doing some other modifications.

For me I have to add the basic panic system, seeing pilots eject when they get scared really cool - and pilots having a chance to punchout makes them being so aggressive a little easier to stomach.

To tie into that, I also like the mechwarrior fatigue mod, it forces you to have more than just an A team of pilots, as everyone needs to rest after a drop. You can use them when they are tired but they will have reduced stats.

Also Amechwarrior's AI mod is a huge change, though I will wait and see how things look after the patch before I look it out.

Phrosphor
Feb 25, 2007

Urbanisation

mods changed my name posted:

you know the battlemech argument is great and yall got me there, i was thinking more general poo poo like "ECM" and "coolant" when I typed that

Also part of the explanation for people missing all the time and stuff like that is that the 'Mechs are firing out so much ECM and spoofing and misdirection at each other that their targetting computers are totally screwed and people are having to eyeball stuff.

Phrosphor
Feb 25, 2007

Urbanisation

Cobbsprite posted:

Except that members of the hereditary nobility have the time and money to spend to BECOME good mech pilots. Heck, that's pretty obvious even in THIS specific Battletech game. The reason Raju was able to teach Kamea to become an excellent mech pilot? Not because she was a natural-born robot driver. Because she came from SERIOUS NOBILITY that could afford to hire the absolute best mechwarrior instructor for lightyears, and pay that person to be her personal trainer. And then she had the free time to devote to learning to pilot them, instead of having to work for a living.

Hell, there's even an in-game event that echoes it. You have two pilots that fight, one because they're nobility and one because they don't like the noble telling them what to do. If you have a gym and tell them to go fight it out? The one with the nobility background uses a move that the game outright says they learned and practiced with a specialized instructor, and give the other pilot 1x Injury.

Having money and privilege doesn't mean you're automatically better than someone else. But it does mean that you can devote more time and energy to building up difficult skills than less-privileged people. And that sure looks like being better until you even the playing field.

At the same time, one of the factions is stereotyped as having an utterly useless nepotistic officer class, with enlisted soldiery and mechwarriors doing most of the heavy lifting to make up for their idiocy in combat.

Phrosphor
Feb 25, 2007

Urbanisation

Cobbsprite posted:

Well obviously the fact that you CAN devote the time and energy to become better than someone without your advantages doesn't mean that you necessarily will choose to do so. You could always go and sip a space mimosa while talking about the time you banged a space supermodel in the cockpit of your space robot. You just get your poo poo pushed in by Sally Trieshard when the AC/10 ammo is live instead of dummy.

I wasn't disagreeing with you! I was just pointing out you refuted my statement with. Really good noble mechwarriors, and really bad noble mechwarriors exist at the same time!

Phrosphor
Feb 25, 2007

Urbanisation

Unormal posted:

and maybe little mini quests to unlock new ship parts rather than just cash. (bring me the head of a cicada, do this mini flashpoint on planet X, or w/e)



This might be doable, the flashpoints system is available to modders to make their own flashpoints and the events are also able to played with.

Phrosphor
Feb 25, 2007

Urbanisation

Unormal posted:

8 because that's how many parts they have. :colbert:

You should have to collect the actual parts (left leg, right leg, etc) but alas everyone's too soft.

I am sure you are aware of this, but the lead designer of Battletech - isildur on SA - has been playing Qud recently and loves it!

Phrosphor
Feb 25, 2007

Urbanisation

Technowolf posted:

What the hell would a Flea's 'special role' be?

Having to fight anything other than Locust's at the start of the game is a nice change.

Phrosphor
Feb 25, 2007

Urbanisation

Stravag posted:

Na anni is ollllllld. It died out fir the most part until the wolf dragoons and clans beought them back

It was one of the biggest red flags that something was weird about the dragoons. They brought over a bunch of 'old' mechs that had died out in the inner sphere.
"Where.. where did you find all those annihilators?"

Phrosphor
Feb 25, 2007

Urbanisation

The TBolt would be a much scarier opfor mech if all the stock loadouts didnt have CT ammo.

Lorewise its supposed to be a brick shithouse that you drop into the worst scenarios to establish a beachead.

Phrosphor
Feb 25, 2007

Urbanisation

Conspiratiorist posted:

I've looked at the LB-X stats and they're long range SRMs that go in a Ballistics hardpoint.

The LB-2X in particular has exceptional damage efficiency for a non-support weapon.

Where did you get the stats from? Can you link it?

Phrosphor
Feb 25, 2007

Urbanisation

People looking gor your Heavy Metal Crate. Advance time a day or so and it pops up as an event.

Phrosphor
Feb 25, 2007

Urbanisation

Xarbala posted:

Now that all the DLC is out I'm thinking of picking up BT Extended myself.

I wish there were a mod with Clans in that wasn't Roguetech, which is interesting for its sheer amount of content but manages to tick me off with what they choose to ignore or change from canon. It's me, I'm that grog now I guess.

And this is a shame because it's the mod that has, at least on paper, mechs whose art I designed. Well, at least in name, I doubt anybody has managed to model an Agrotera or Juliano in MWO-style.

I am having a lot of fun with Extended. Just managed to salvage my first Dervish!

Phrosphor
Feb 25, 2007

Urbanisation

I really love this game, its one of my ultimate favourites at the moment and mods are really helping it stay alive for me.

Im still sad that some of the early design goals didnt pan out. Being able to maintain your own aerotech lance for calling in airstrikes in mission, amd being able to partner with ground pounder mercs who would live on the argo but you wouldnt be able to actively control - instead they would deploy into missions as allied NPC's or as off map arty if you had some long toms about - sounded really cool.

Phrosphor
Feb 25, 2007

Urbanisation

Pornographic Memory posted:

King Crabs just got kinda power creeped because Annihilators and Bull Sharks do everything a King Crab used to do but better because they have more free tonnage and hard points. Compared to the Annihilator at least it still has missile hardpoints to give it something different but the Bull Shark is literally just better in every way except a tiny amount of HP for being 5 tons lighter. The game doesn't tell you or reflect it in the durability but even the "downgraded" BSK-M3 has an XL engine, plus 4 of each type of hardpoint, so it just blows the KGC out of the water for the amount of random crap you can stuff in it.

One of the best things about the HM expansion is also the worst thing. The unique mexh modules make the new chassis so much fun to play with, but they mean that the original ones are totally overshadowed.

I really wanted to make a mod pack that added these to all the classic mechs, even had some great ideas, but my skills were not up to the task! Really surprised the community hasn't offered anything yet.

Phrosphor
Feb 25, 2007

Urbanisation

I am pretty sure I read somewhere that every single weapon on a 'mech is hooked up to it's own individual crosshair each of which has individual focusing controls. One of the things that makes piloting a 'mech so difficult is trying to wrangle all the crosshairs to converge on your target at the same time. The DI BattleComputer then translates this into firing the weapon at wherever you had the crosshair pointed. Don't forget that you are doing all this through a 360° view scrunched into something you can interpret with your own limited vision - at the same time the 'mech is balancing itself using your own personal sense of balance so you better not get dizzy or confused, or sneeze.

The reason that some pilots in the 3025 era are absolute gods compared to the rest is that rather than their NeuroHelmet just transferring the sense of balance to the BattleComputer, they are able to transfer their whole consciousness, or something, and control their 'mech as an extension of their body with their mind. If you can do this, it is usually only with a particular 'mech and is probably what the NeuroHelmets were supposed to do for everyone but I bet 99% of 'Mech's have never been restarted or reconfigured for a new pilot. It's something the Clans develop with their implants, but those make you go insane.

There aren't many pilots who can do this, Minobu Tetsuhara - the coolest samurai warrior ever - was able to this in his Panther Katana Kat for example.

Phrosphor
Feb 25, 2007

Urbanisation

I am playing Battletech Extended 3025 - Commander's Edition with the optional Beaglerush Masochism Difficulty Pack and I'm really enjoying myself.

Contracts are crushingly hard even .5 missions have swarms of light 'mechs coming at you. Most 'mechs from the start of the game have full armor. Drop costs are expensive so you need to make sure you are earning enough to cover your deployments or that you are going to get enough salvage to cover your expenses. It uses the community resource pack, so stuff like Wasps and Stingers and OstScouts are showing up, and all 'mechs have quirks. (The Assassin will kill your pilot dead if the 'mech overheats thanks to it's terrible life support system).

It is really satisfying. I am having to play it really tight, you can't afford to make mistakes because getting back on your feet is hard.

If you are looking for a challenge and want to start again I recommend giving it a go.

Phrosphor fucked around with this message at 01:54 on Jan 31, 2020

Phrosphor
Feb 25, 2007

Urbanisation

And Tyler Too! posted:

That sounds like the exact opposite of fun imo but you do you.

Oh totally it's not for everyone! I like the more simulation feel with the higher stakes but without the insanity of new things that Roguetech introduces.

One thing I really like is that your pilots tags all have an effect and they get chassis related perks for piloting the same type of mech enough.

Adbot
ADBOT LOVES YOU

Phrosphor
Feb 25, 2007

Urbanisation

OddObserver posted:

Looks like Extended for 1.9 is out... including clan invasion.

I was worried this was dead. Best modpack by far in my opinion. Even has a Beaglerush Mode.

Time to download the community asset bundle, again.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply