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Eej
Jun 17, 2007

HEAVYARMS
Haven't really been keeping up with this game at all and I just want to check can I just go all tanks and aerospace or do I really gotta use mechs

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Eej
Jun 17, 2007

HEAVYARMS
Aw that sucks. If they don't have the time to implement that stuff I assume they don't have time for more fluffy stuff like AC's of the same rating differing in RoF/calibre but performing the same.

Eej
Jun 17, 2007

HEAVYARMS

Dramicus posted:

The latter, certainly. Why the hell would anyone buy a game about giant robutts in order to use not giant robutts?

Because combined arms is fun and even more so it's more fun to take down a bunch of robot lords with the lowly tank.

Q_res posted:

They have differing visual effects for ACs, some are a stream and some are a single projectile. For the same class of AC.

Oh sick instant preorder

Eej
Jun 17, 2007

HEAVYARMS
So is the Raven supposed to be coming as DLC? What's with everyone trying to shoehorn it into the 3025 setting anyway

Eej
Jun 17, 2007

HEAVYARMS

Gwaihir posted:

It's a cool birbmech!!

(Also the original raven was built 3024 so it's fine in 3025)

I thought the original was supposed to be garbage until they found lostech to fix it.

In any case the best version of the Raven had cool black paint with red trim and a super sharp beak but was only found in MPBT3025 (again with the setting being too early...) but that game died such a fast death I can't even find the loadscreen with the burning Raven.

Eej
Jun 17, 2007

HEAVYARMS
How are you gonna do that if the Hatchetman isn't in

Eej
Jun 17, 2007

HEAVYARMS
I hope when they eventually do a Clan expansion or sequel they let you decide when to pop the seal on being honourless scum by breaking a zellbrigen for the easy mission win and then spending the rest of the campaign being focus fired by ER PPCs and the like.

Eej
Jun 17, 2007

HEAVYARMS
The only good thing PGI ever did was make flyingdebris' designs canon to Battletech at some level

Eej
Jun 17, 2007

HEAVYARMS

Axetrain posted:

I kinda wish there were a few extra lostech star league mechs, I always thought the Lancelot was pretty neat whenever it made an appearance.

I hope they add some Lostech stuff in a DLC that is a rare spawn that you gotta take out and salvage.

Eej
Jun 17, 2007

HEAVYARMS

Paingod556 posted:

DFA
Able to last longer than 5 seconds in a firefight
Snipers are annoying hit and fade bastards, not the optimum way to play, especially with poptarting

Uh which MW games didn't have poptarting aside from maybe MW1 (because duh) and MW2 because I don't remember that far back very well.

Eej
Jun 17, 2007

HEAVYARMS

Zaodai posted:

In base MW4 pop-tarting was popular but not very effective. A number of the maps made it hard either by not having cover set up in a way where you could do it within weapons range or having an area that made you easily flankable behind your cover if you tried. Plus you could lock people behind cover if you had a sensor lock on them so it was easy to see when they were going up for their jump and drill them right as they came up with your super accurate weapons and use that to throw off their shot. In competitive games you basically never ran into it (or at least I didn't), it was just what pubbies would do in open games and they'd usually get smashed.

I am concerned to discover that there was such a thing as competitive MW4

Eej
Jun 17, 2007

HEAVYARMS

Cyrano4747 posted:

The justification for fingers etc. is that they are actually really useful for manipulating complex objects and as an added bonus your mechwarrior who is plugged in via a neurohelmet intuitively grasps how to use them in a way he might not some kind of industrial claw. Yes this clashes a lot with how you have some exceedingly un-humaniod mechs (hard to imagine morphological similarity helping you drive a locust, for example) but like I said before there are a lot of inconsistencies.

smh at this non-rube who has never stuck their arms down their pajama pants as a kid and run around as a two legged gremlin

Eej
Jun 17, 2007

HEAVYARMS
There are anti-air mechs like the Jagermech that basically look like WW2 AA guns with legs.

Eej
Jun 17, 2007

HEAVYARMS
If you're just playing to win then Stellaris won't really do anything for you. It's much more of a roleplaying game and it's more fun if you roll with that.

Eej
Jun 17, 2007

HEAVYARMS
love 2 double post

Eej
Jun 17, 2007

HEAVYARMS

Kanos posted:

It's a culture thing. Clanners are trained to abhor waste and to prize efficiency, and melee is a way of fighting that will typically mangle your mech as much as the enemy's so it's viewed as beneath a truly skillful warrior.

That said, much like most Clan honor things, this taboo is easily broken if the difference between victory or defeat is putting your foot through the enemy's kneecap. A slightly dishonorable victory is preferable to an honorable defeat, after all.

e: :argh:

You know I never know how orientalist Battletech is cause Space Japan was super down for one on one duels with the Clans even though they were vastly out gunned but at the same time their leadership was capable of sneaky conduct becoming of Space China (ahem).

On the other hand the Cappellans are the inscrutable, untrustworthy Chinese dictatorship so all I can say is the 90's were a wild time

Eej
Jun 17, 2007

HEAVYARMS
I'm wondering if Battletech is going to modernize and move beyond the dynamic of White Good Guys, honouraboru Space Samurai who are inflexible to new ideas, inscrutable Space Mandarins running convoluted sneaky plans, belligerent Space Teutons who are willing to betray you when convenient and profiteering Space America.

The Clans are pretty dumb across the board and barely even Space Mongolians aside from Ghost Bear who are like cool chill peaceful which is great but when you make Space Scandinavians the only good, level-headed people in a galaxy of racial pastiches it's just a big :thunk:

Eej
Jun 17, 2007

HEAVYARMS
Yeah I'm just really excited Weisman's back in control and HBS Battletech is looking real good. I hope that the game is going to be the first step in fleshing out the universe to be more than Well Of Course Kurita Is Up To No Good Again

Eej
Jun 17, 2007

HEAVYARMS
If you can't think of anything for your Merc company name you can never go wrong with

http://i.imgur.com/09T6r3Q.png

The Butte Holders

Eej
Jun 17, 2007

HEAVYARMS
I love AC20s even though they're almost always a bad choice. I'm gonna put AC20s in as many mechs as I can and the rest of the lance will exist to funnel enemies into my AC20s.

SpaceDrake posted:

This has also historically been very true, and it's why the game this thread discusses kind of excites me - the entire main cast is basically nonwhites. Literally your entire command staff, plus Kamea, are all non-WASPs. Hell, I plan on running a whitebread Steiner girl for my MC because she'll stand out against the rest of the cast.

Just gonna throw this out there but I don't think making a white character in a sea of brown is as brave as you think it is

In fact there's like an entire genre of movies about this

Eej
Jun 17, 2007

HEAVYARMS
Played for five hours after release, been having a blast despite the stutters and that one jump ship cutscene you can't skip even though the other ones can be. Just clearing merc contracts to build up some dough and maybe salvage some new mechs and ran into a triple Wolverine mission with LRM carrier reinforcements that put me back a month in repairs and then the next one I fought my first heaviest after the Argo and it was two of them. Got me 3 salvage pieces of a Tbolt though (I forgot how cool the flyingdebris design for it is).

Also Dekker ate poo poo in the first mission and in true XCOM tradition I soldiered on with a new guy. The Jenner is definitely the light to go with for noobs like me cause the default loadout is perfect for alpha striking an idiot in the back and then taking the next turn to run away to cool off.

The Cent sucks as it always does because you can't engine swap. Maybe it'll feel better if I can salvage an AC10 or something. SRM spam doesn't feel very strong, almost feels like it should cause more stability damage or something. Oh well time to test out my new Tbolt after lunch!

Eej
Jun 17, 2007

HEAVYARMS
tfw you accidentally DFA a tank when you just wanted to run up to it and stomp

Eej
Jun 17, 2007

HEAVYARMS
Also I greatly appreciate the rivulets of molten metal when being hit by PPCs

Eej
Jun 17, 2007

HEAVYARMS

Khisanth Magus posted:

Because a lot of people make lovely unity games some people assume all unity games are poo poo.

Biggest online cardgame in the world is poo poo? who knew!

Eej
Jun 17, 2007

HEAVYARMS
Hearthstone has never crashed on me what are you on about

Eej
Jun 17, 2007

HEAVYARMS
Wow the first Catapult K2 I ran into just loving headshot Behemoth from out of sensor range and now she's dead

Eej
Jun 17, 2007

HEAVYARMS
Oh, the default Tbolt 5SE loadout sucks all the rear end

Eej
Jun 17, 2007

HEAVYARMS

Lord Koth posted:

Got Blaze of Glory done in the very first merc mission with the Dekker's Spider against the Shadow Hawk at the end. Game's good.




With that said, plenty of valid complaints, and bugs that really shouldn't have still been in after a 5 year development cycle. Also, while perhaps not a bug, the contract descriptions and actual contents are a goddamn mess, which is incredibly unpleasant given just how massive the swing is in the contract payments if you're looking for salvage.

Just from some of the early ones, multiple "Clear out this lance" missions - which you'd think would be good for salvage - consisted of precisely two random bug mechs and that's it; especially combined with the need for triple parts and the sales bug you'd probably be better off just taking the money. Meanwhile, a random Assassination mission, same difficulty, has the supposedly "lightly defended" pirate captain coming in with an actual full lance including a medium.

Or, my favorite so far, just got a "defend this lostech cache" mission - with the description down below talking about how great it'd be to go for salvage this mission... consisted of a single Firestarter. Final reward was like one piece of it, plus two LRM launchers, in terms of actual vaguely decent salvage offered.



edit: And yes, in-verse contracts shouldn't necessarily be entirely accurate - something that might be interesting to keep around - but these missions are consistently doing this, which doesn't square well when the advice blurb at the bottom of the contracts is basically blatantly false 90% of the time.

The unit comps are totally random. I replayed the same mission after losing my entire squad and instead of a lance of two mediums, a Catapult K2 and a Spider it was just 3 mediums and a Spider.

Eej
Jun 17, 2007

HEAVYARMS

Gamerofthegame posted:

A battletech game without a raven, hollander or hunchback is weird

extremely weird. . .


Still, ticket to success; drop that dumb idiot scoripion for a laser commando ASAP and you'll be smooth sailing

Hunchback is in, ran into a 4P that charged right at me to get into ML range and I unloaded everything into him and he just limped away

big MWO feels

Eej
Jun 17, 2007

HEAVYARMS
You want a Tactics Gunner to reduce indirect fire penalty and increase chance to hit and a mech that can boat enough LRMs to be scary like a Catapult. The accuracy dropoff at medium range on LRMs is pretty bad and really apparent on the default bracket build mechs so I don't think just tossing an LRM10 onto a medium range loadout is worthwhile.

Eej
Jun 17, 2007

HEAVYARMS

dogsupremacy posted:

why does this game pause 1 second every 3 seconds every action...why do i have to alt tab whenever a new mech enters the battle beacuse i gotta watch some bullshit.... why is the mp tacked on poo poo... refunding for now holy hell 1v1 bullshit tacked on fffffffff

MEGAMEK FOREVER BITCHES

You can disable the new mech entering los thing you know

Eej
Jun 17, 2007

HEAVYARMS

Pylons posted:

Yeah, I've had a fairly easy time of it so far but I have absolutely no clue what I'm doing WRT design. Waiting for inevitable goon write-up!

Just make sure to maximize (front) armour on torso and arms and you'll be way ahead of any default loadout

Eej
Jun 17, 2007

HEAVYARMS
Oh, I picked up an AC20.

This poo poo is the bee's knees

Eej
Jun 17, 2007

HEAVYARMS
I hate how the drat convoy is scarier than the escorts sometimes

Squiggle posted:

Oh nice, I like the thing in conversations where you can mouse over a highlighted word to get some background info/lore.

Pioneered(?) by Tyranny, another Paradox published game!

Eej
Jun 17, 2007

HEAVYARMS
Generally speaking you'll always get 1 piece if salvage from every mech you kill in the salvage pool. The more intact the mech is when you down it the more likely you'll get 2-3 salvage pieces. The best way to do that is to knock out/kill the pilot (I think they're synonymous in this game). Obviously the fastest way is to just snipe the head but that's mostly RNG unless you are indirect firing hundreds of LRMs on a dude. The other way is to accumulate enough injuries to incapacitate the pilot, each injury causing 1 health damage. Mechwarriors start with 3 hp as shown by your newbie dudes with 3 pips over their portrait.

The cleanest way to do it is knock them down 3 times so basically gently caress with their stability until they fall and rinse and repeat. I got my Tbolt by killing everything around them then just unloading with missiles and ACs from every direction so I didn't do much structural damage and just overloaded the stability bar again and again.

Xarn posted:

nevermind, the programming is just poo poo. I ended up yesterday by setting the game to windowed and my monitor's native resolution, because it won't let me set the native resolution while fullscreen. As it turns out, this breaks the UI and the "begin mission" button does not show until I set it back to 1920x1080...

Setting game to native res in windowed mode then hitting alt+enter has given me no problems at all.

Eej
Jun 17, 2007

HEAVYARMS

Ciaphas posted:

me: this battletech game seems p easy

game: *hurls infinite locusts from the maws of the sixth circle*



I just found an AC20+ in the shop and now all lights eat poo poo when they get within range of my Cent.

Eej
Jun 17, 2007

HEAVYARMS
For people starting out if you got the spare time to refit, take out the small laser from the Vindicator and stick it on the Shadow Hawk (you should remove the horrible face missiles and ammo to make room for the small laser and more armour). Small Lasers fire for free at 100% accuracy when you land a punch and the Vindicator does like half the punchy of the Shadow Hawk so it shouldn't even be in melee range anyway.

Eej
Jun 17, 2007

HEAVYARMS

Aramoro posted:

Enemy Turn....Enemy Turn....Enemy Turn....Enemy Turn.... Your Turn! The initiative system is good but it's also quite unclear, like the number doesn't seem to be on the portrait of the MechWarrior but only above the mech's themselves. With some other general UI issues, where it the moral listed on screen? I can see something costs 20 moral but can't see on the screen where this is. Heat should be a number also so it's easier to fine tune your strikes. It doesn't zoom to the selected MechWarrior when you click on them. Also if it's the enemies turn 5 times in a row please please just say Enemy Turn once. Also a bunch of UI elements need a mouse over to explain what they mean.

Initiative is pretty straightforward. It goes from 5-1, Lights are 4, Mediums are 3, Heavies are 2. 5 and 1 exist for when you get bonuses and penalties to initiative. So if you have two mechs at 4 and the enemy has two mechs at then you just alternate turns (you can choose which 4 mech you can use first) until all the 4 mechs have taken their turns.

Eej
Jun 17, 2007

HEAVYARMS

Aramoro posted:

I know how initiative works, like I say my issue is with the UI, it doesn't list the initiative on the character portraits only on the mechs themselves. So when it says it's your turn you have to scan about the map for a bit to find the mech who's turn it actually is, the portraits for the active mechs don't seem to highlight or anything like that. It's pretty minor compared to the Enemy Turn...Enemy Turn...Enemy Turn thing but it's a QoL improvement that should be made.

If your mechs can be used on this initiative their portraits are highlighted at the bottom, I'm not sure what you mean by "whose turn it actually is".

Zore posted:

So the first tier guts skill is amazing for anyone you want to put into a relatively immobile or mid-range Mech. Get it on just about everyone except people you're building as dedicated Light pilots or flanker/mobile supports.

For my MC I went with Guts 1/Tactics 2. The second Tactics skill helps a lot if you want to use a heavier mech and Sensor Lock is a decent skill.

Honestly the only skills I really think are worth it are Piloting 1 and 2 (absolutely fantastic and make piloting a Light or quick Medium a solid choice) Tactics 2, and Guts 1.

Gunner 1 is situational and should be somewhere in your squad too. Guts 2 can also be powerful but falls off the heavier your opponents are, I probably would have switched the guts perks myself since 2 feels way more like an early game perk and 1 is basically the best perk in the game.

So really I would say the builds I recommend are

Guts 1/Tactics 2- Dedicated Assault pilot especially with LRMs.

Piloting 2/Tactics 1- Light pilot or other fast mech pilot

Guts 1-2/Gunnery 1-2- Someone who pilots a mech bristling with guns

Gunner 2 is amazing in conjunction with Gunner 1 because breaching shot works if you fire one weapon per enemy so you can just spread LRMs everywhere to break evasion on targets in cover. Also Gunnery skill is the only way to increase your max accuracy so there's that too.

Your LRM boat should more or less be Gunnery for the accuracy and Tactics for the indirect fire penalty removal with your skill choice being to your taste.

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Eej
Jun 17, 2007

HEAVYARMS

chesnok posted:

Medium laser boating is effective in HBS BT too, surprise surprise. And it was prevalent in TT because having fewer to hit rolls is bad with your generic 4/5 pilot. Level 1 rules tabletop was interesting precisely because few mechs had super optimized "big gun + a handful of medium lasers" loadout to win solo duels, you had to contend with what you've been given and make a lance of RFL-3N, QKD-5G, PXH-1 and CN9-A work against ARC-2R, JM-6S, VND-1R and SHD-2H.
There is a reason l1 and l2 sourcebooks state "refitting a battlemech is a very costly and time-consuming effort".

Personally I think being stuck with stock designs is just tremendously unfun but refitting a mech costs like 1/3rd of the price of the mech and almost a month of in game time when your finances are always ticking down. How much more costly and time consuming do you want it to be?

Aramoro posted:

Mine doesn't seem to be highlighting the Pilots, it says 'Your Turn' then I need to go find the Pilot who can go at this step. It matters more when you've had your initiative order messed with. It would just be nice to see, on the character portraits which step they activated in. Unless there's somewhere else on the entirely undocumented UI it says this other than on the Mech's themselves.

Sounds like a bug to me. I guess post a screenshot of the start of one of your initiative turns?

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