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the yeti
Mar 29, 2008

memento disco



I love this game but the ‘objective and reinforcements are too close together to engage separately’ thing really sucks.

2 cats, a trebuchet, a griffin, a spider, and a locust vs my jager, shadow hawk, vindicator, and centurion :sigh:

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the yeti
Mar 29, 2008

memento disco



Cyrano4747 posted:

Circle around and come at it from a different angle. It's very rare when I end up doing both at the same time, and it usually means I hosed up.

edit: take a video of you doing a mission. It's the best way to troubleshoot what your issue is.

Klyith posted:

A battle like this where the AI has a decent unit comp is IMO often harder than one where they have more weight but don't work together well. 2 heavies, 2 mediums, 2 lights should generally be a pretty easy fight by the time you've got a heavy yourself. But this time they rolled a set of LRMs and spotters.


Anyways yeti, you may need better mech builds and more aggression in your play. In the first rounds of contact you need to take damage off their side of the board while they're still spreading shots all around your team. Identifying that they have LRMers means you push past the trash lights to take out those -- stock trebs are weak mechs that I just called shot core every time. (I don't want treb parts anyways.)

I refit my lance according to some of the popular suggestions in the thread and came back to it and the spawn was different enough I could get through, but essentially I had spawned in a corner of the map, with the reinforcements on a 45deg line out of the corner, and the target area was about a 15deg line. I ended up hugging the map boundary to my right so at least everybody was in front of me. My successful attempt it was a 'hawk, griffin, centurion, some locusts and firestarters.

I assume the enemy lance changes with tonnage since besides the refit the only thing I did was take out 4 tuned up mediums instead of dragging a Jager along.

Edit- on a positive note, two missions later I busted up a hunchback and got his boomstick :getin:

Edit edit- Here's my medium lance + a jager if anyone wants to offer input; I tried to base it more or less on what I was seeing in the thread.
https://imgur.com/a/bn6Kpke

Edit edit edit- Also just picked up a Wolverine 6K and a Griffin if they'd be good replacements for anything in my lineup. I'm still not sure how the light-meds vs heavy-meds stack up in capability but the WVR seems like it could do what my laser Vindicator does but sturdier

the yeti fucked around with this message at 16:48 on Dec 24, 2019

the yeti
Mar 29, 2008

memento disco



Klyith posted:

Nope, enemy selection in normal missions is totally disconnected from your team. You can take four assaults to a 1 skull mission and you get lights to stomp on. What happened the first time was you rolled a 1/100 chance to have a pair of heavies show up. A 2.5 skull mission can have a "small" lance -- where small means 3 mechs instead of 4 -- that calls in a light, med, & heavy. You got two of them. Then you rolled something even less likely that both heavies were catapults. Invest in lottery tickets.

Well I'll be goddamned. I was salivating over one cat, but two plus the rest ruined me

Klyith posted:

Centurion & Jager with 100% rear armor is bad, they don't need it because the Cent is fire-support and the Jager loadout is what I call in my teams a midfielder. IE not a tank brawler but can close to finish stuff off. (I start to go lighter on rear armor with midfielders, and cheat harder with the fire support snipers.) The centurion needs more LRMs. Also LRM10s are the worst LRM. Two 10s is 10 tons and 20 heat, a 15+5 is 9 tons and 21 heat, one 20 is 10 tons and 18 heat.

Everything else is ok, if you are having trouble being effective with those MLA+SRM brawlers remember that you want side shots or called shots to concentrate damage.

I think I fixed the back armor thing with those mechs some time after posting but I"ll go back and check. I do need to either shop more or do different missions because 10's are the biggest LRMs I have right now.

Klyith posted:

Are you playing with the difficulty mode that you don't get any upgraded weapons? If so cool, but that's IMO one of the harder options to turn on.

No difficulty change, just tbh I'm being really careful about taking harder missions til I'm more practiced because I got bodied the first time I picked the game up :shobon: I have a couple + MLas's and that's it.


Also I just pilot-jello'd my way into a WHM-7D :black101: It comes with a damage buff to energy weapons so I'm assuming I need to turn it into a LLas boat unless I completely redo its configuration.

the yeti
Mar 29, 2008

memento disco



That scans to me cause any mission I’ve run with SRM carriers always has approximately eighty SRM6 up for salvage.

the yeti
Mar 29, 2008

memento disco



SpookyLizard posted:

"Oh look it's an Urbanmech--- HE'S GOT A GUN."

I kinda like the training day missions for this reason :shobon:

Edit while I’m here —

My brawler shadowhawk has an empty and consequently very lightly armored arm that tends to pop off like a crash dummy. Aside from being more careful about facing should I just accept the repair cost or is it worth bringing overall armor down to buff it up a little?

the yeti fucked around with this message at 14:28 on Jan 3, 2020

the yeti
Mar 29, 2008

memento disco



Klyith posted:

The centurion needs more LRMs. Also LRM10s are the worst LRM. Two 10s is 10 tons and 20 heat, a 15+5 is 9 tons and 21 heat, one 20 is 10 tons and 18 heat.


I get that LRM15s are supposed to be better but I can't help but feel like my Centurion is made of tissue paper when I upgun it. I guess I could drop that LLas and some heatsinks and get a lot of tons back.


the yeti fucked around with this message at 04:49 on Jan 5, 2020

the yeti
Mar 29, 2008

memento disco



I just double legged a marauder and my cat promptly stepped on my pc’s power button :sigh:

the yeti
Mar 29, 2008

memento disco



OctaMurk posted:

New sensor contact, Mad Cat

:golfclap:

I replayed and got it again, so yay two pieces of that beautiful death machine.

On my first go the AI overheated it to shutdown, first time I’ve seen that bad of heat management from the op for.

the yeti fucked around with this message at 00:44 on Jan 6, 2020

the yeti
Mar 29, 2008

memento disco



Now that I’m running into heavies on the reg my shadowhawk brawler is feeling a little fragile and light on the damage. Is there a logical next step for close up laser/srm/punch fun?

the yeti
Mar 29, 2008

memento disco



I dunno if the PPC variant of the catapault is actually any good but whew it’s a nice model :allears:

Re: my shadowhawk upgrade question, I’ve actually not got any heavies besides a warhammer and jager :( could I finagle a Wolverine or hunchback into doing any better in close?

the yeti
Mar 29, 2008

memento disco



Gwaihir posted:

The Warhammer and Jager are totally fine good heavies, they're not crappy like the Dragon and Quickdraw.

Oh yeah I meant I have roles for them I’m happy with already is all. Right now my jager is an AC20+ headhunter and the ‘ham is packing 3 LL’s, they’re death machines albeit slow ones.

it seems like the sandpapery-ness of the srm-heavy shadowhawk is just doing less now that I’m seeing tougher mechs and getting it fired on much more heavily. Might be my skill level though—-I could try playing safer with it and dancing around the edge of SRM range instead of closing.

Edit- although putting a bulwark’d behemoth in a hunchback might be fun

the yeti fucked around with this message at 16:42 on Jan 6, 2020

the yeti
Mar 29, 2008

memento disco



Klyith posted:

Against bigger mechs the SRM shadowhawk, kintaro, or griffin can all still have a lot of value, but you have to use them as flankers not straight brawlers. Side-shots minimize the sandpaper effect by putting all the damage into 3 locations.

Your SRM bombers get targeted because one thing the AI picks targets by is total firepower. A SRM medium has a lot of raw damage so the AI will like to shoot it. But if you have enough evasion that changes their expect damage calculation though & they'll shoot other mechs. So don't run them out ahead of the fatties before the other side is even in range.

Dancing on the edge of SRM range isn't effective unless you're using ace pilot, because the other mech can just walk towards you on their turn. If the target mechs turn to face you, don't try to flank even more and get stuck in. Jump back and brace a turn.

You know this gels a lot, especially 'run them out ahead of the fatties' which I definitely got in the bad habit of doing when the shadowhawk could just vaporize the first light/vehicle contact


ETA: God it's satisfying when Glitch headshot's something with an AC/20

the yeti fucked around with this message at 02:40 on Jan 7, 2020

the yeti
Mar 29, 2008

memento disco



I gave Glitch an AC/20+++ (20dmg/10stab) and she gave me this with the first shot it fired :getin:

the yeti
Mar 29, 2008

memento disco



And Tyler Too! posted:

You will never take my machine guns away from me. Seek all the crits, explode all the ammo.

As pretty as the disco is nothing entertains me more than a tiny shot chain-exploding 3 tons of missile ammo and making all the limbs fly off

the yeti
Mar 29, 2008

memento disco



sean10mm posted:

:eng101: Always fill all the support hardpoints on the Grasshopper with some mix of MG/SL/ERSL/SPL. 100% commit to support weapon spam, it's what sets the Grasshopper apart from all the other heavies but the rare 6b Black Knight.

I usually go with 6 ML, 4 MG, 1t ammo, 2 SL. The rest in armor, jump jets and heat sinks.

Gotcha—I was trying to keep closer to being able to mlas all day and hold max armor but I’ll give this a try.

the yeti
Mar 29, 2008

memento disco



Have I got it right that AC/5 and /20 are where it’s at, and the other sizes are subpar?

the yeti
Mar 29, 2008

memento disco



Yeah I meant the plain Jane ones—- I like my ac/20 jager but I was thinking that multiple ac/5’s might be better since I could have a strong alpha but also cycle giving one a break to ease up the recoil penalty.

Breaching shot wouldn’t be nearly as fun though so maybe I need to add a ballistic fire support mech instead

the yeti
Mar 29, 2008

memento disco



Finally bagged a cat-c4 :woot:

Does this look ok? I felt like it was pretty underarmored stock.

the yeti
Mar 29, 2008

memento disco



Zore posted:

Ditch the Jump Jets and armor until you can rock LRM x 80 :colbert:

:catstare:

Then you'd get what...3 volleys per 2 tons of ammo?

the yeti
Mar 29, 2008

memento disco



Ugh, I'm not sure if I'm somehow only just noticing or if something's up with my game, but I'm getting a ton of stuttering in the music lately. Tried swapping to a usb audio source and moving btech back over to my ssd, no change at all. Anyone else had to mess with that?

Edit-- goddamn windows 10 is junk, some audio service decided to start going nuts over my unused onboard sound and was causing this.

After getting that working I have two new toys:

Ballistic fire support Zeus, thinking of trying this instead of the cat-c4


Black knight, dunno how good it actually is but I love the model


the yeti fucked around with this message at 08:32 on Jan 11, 2020

the yeti
Mar 29, 2008

memento disco



Jedit posted:

The C4 is better than the Zeus for almost anything you care to name. Friends don't let friends use 80T assaults.

Are the 80 ton class suboptimal because tons free or something else?

the yeti
Mar 29, 2008

memento disco



Thanks y’all; I think I knew most of those things piecemeal but hadn’t connected it all together intuitively as a gap in performance

the yeti
Mar 29, 2008

memento disco



New beefy toys :black101:

I think I need to pull all the DHS I took out of the Highlander and put 'em in that Awesome, don't I? Soon as I get some snubs I'll PPC the Awesome back up






Edit- with this my "seriousest of business" lance is the highlander, awesome, and two of warham, pault, and jager

the yeti fucked around with this message at 21:44 on Jan 11, 2020

the yeti
Mar 29, 2008

memento disco



I'm not real sure what to do with a Banshee--it's not quite a big rear end grasshopper but I guess I could throw it in storage til I have to close and brawl with things as big and slow as it is

the yeti
Mar 29, 2008

memento disco




Rules As-Written? :shobon:

the yeti
Mar 29, 2008

memento disco



PoptartsNinja posted:

The tabletop game suffers from late 80s game design pretty badly

Dude I've followed your BTech threads since the beginning, that's an understatement. I've only played about two hours of the original TT total but it's good to hear there's a revamped ruleset in testing.


Content: My atlas stole some cues from Nier, I think



Edit:

Darius: "Your escorts will stick close for protection"
Escortee: *races ahead*
Escortee: "We're killing our engines til you come back"
Escortee: *races ahead*

the yeti fucked around with this message at 18:41 on Jan 19, 2020

the yeti
Mar 29, 2008

memento disco



In the vanilla game I have glitch w/ called shot mastery riding one with 3 AC/5s and an LLas and she’s an executioner in it.

the yeti
Mar 29, 2008

memento disco



That gauss seaplane at least /sounds/ neat, but a vstol could do just as well I guess. (Are there gauss armed vstols or ASFs?)

the yeti
Mar 29, 2008

memento disco



And Tyler Too! posted:

If I could choose to field a SRM Carrier in place of a mech I totally would.

3 SRM carriers and a Demolisher :getin:



How do I even cyclops

the yeti
Mar 29, 2008

memento disco



Organ Fiend posted:

As others have pointed out, the cyclops is at a disadvantage, as it is an overengined assault. You can use them, but you have to play to their advantages over 75/70 ton mechs that have the same speed and more available tonnage.

The main advantages the cyclops has over heavies, by virtue of being an assault, are higher maximum armor and higher melee damage. These two things suggest a brawler/infighter build. The other thing you'll want to do is make sure your build runs hot, and then use a pilot with coolant flush. The best way to squeeze maximum firepower out of limited tonnage is to use low tonnage, high heat weapons, so MLs, SRMs, and snPPCs. The fact that you're running hot also synergizes well with melee attacks. You'll want to skip JJs, as they're two tons each, and the Cyclops is already low on tonnage. I usually go with a brawler (coolant flush/evasive movement) pilot for the cyclops. Also, getting piloting 7 (where you get 20% more sprint) is really important, since you won't be carrying JJs. An evasive/bulwark pilot with piloting 7 can sprint into cover, building up a huge amount of evasion, and also getting the damage reduction, which is great for getting in close.

Beyond those general guidelines, you have to play to the strengths of each of the two Cyclopses.

For the Q, you have to use the fact that it has so many more missile hardpoints than any other mech. I ran 30 SRMs on mine (4xSRM6, 3xSRM2, all +++, SRM2 in CT for gyro space) with 3 tons of ammo (10 alphas). It does incredible amounts of shotgun damage. With Heavy Metal, I might drop one of the SRM2s and add a Narc beacon for maximum damage. Armor is near maximum, of course. If you feel like running hotter, this config has 3 HS that you could drop to add 3xML or to upgrade the SRM2s to SRM4s. Another possibility I've never tried is to run an LRM build with a focus on LRM5s. Hardpoint space aside, LRM5s are the best LRM launcher in the game, as they have the lowest base tonnage to missile ratio of any LRM launcher. Take your LRM15x3 build. You're currently spending 3x7=21 tons on launchers. You have 4 hardpoints free, so you could turn two of those LRM15s into 3xLRM5. With six LRM5s and one LRM15 you are spending (6x2)+7 = 19 tons on launchers. You have two more tons to spend on ammo, or whatever else. Personally, I'm not a fan, as there are other mechs that do LRMs better.

For the Z, you have to build your lance around its battle computer. Basically, team it up with assaults that use/need coolant flush pilots. This makes your entire lance go at initiative 2 without using MT. For weapons I go with 6xML, SRM4, SRM6 and 1 ton of ammo. When you get ML++s and SRM+++s, this thing can easily core out mechs through the back, take off side torsos and legs, and in general is a great infighter. I build this mech in every single career I've run since the Cyclops came out. Its that good. You could even drop HS (and maybe two MLs, one in each arm) to add punch mods, but I've never tried this. I've been experimenting with snPPCs, but don't have a winning config yet.

Thanks for all that!

I mocked it up with SRMs and it just looked so drat hot I swapped back over to LRMs :shobon: I do have a +40 arm mod I could wedge in there too if that’s a good use of tonnage on the SRM build.

the yeti
Mar 29, 2008

memento disco



Just got all the DLC and noticed 2 things right off the bat--

My game hitches about a second almost every time i pull the trigger on a UAC/20

Urban maps are stuttery garbage, and one just crashed on me.

The game's played more or less fine up to that point :shrug: (With a few exceptions, dropships on screen make it stutter like crazy but I figured that was the game engine crying)

the yeti
Mar 29, 2008

memento disco



And Tyler Too! posted:

I don't mind the urban maps despite how system-chuggy they can get. I always set max salvage because roughly half of the opposition will JJ on top of a building so I can shoot it out from under them. It's like they're volunteering to get double-legged.

I was so happy to figure out I could do that :neckbeard:

the yeti
Mar 29, 2008

memento disco



Warmachine posted:

This is a rough approximation of what getting your first Marauder is like, by the way--you get it, and suddenly you have three full lances of assault mechs.

Then you put togetherharvest a lance of either 4x marauders or 3x marauders and a specialist

the yeti
Mar 29, 2008

memento disco



Wafflecopper posted:

Anyone else with performance or memory leak issues with this game? I can run plenty of (what look to be) more graphically demanding games than this perfectly well but after a couple of missions Battletech gets really stuttery and slow, even just navigating menus gets painful, especially loading the mission list screen

Bentai posted:

Try deleting a lot of your old savegames. IIRC there can be an issue where too many old saves ends up bogging the game down.

sean10mm posted:

Also when it starts bogging down after a few missions exit the game and start it again. It seemingly has a memory leak that's never been fixed.

I’ve read that selling down your inventory can help (e.g., your 900 medium lasers, etc)

My experience is that the game hates getting alt-tabbed and hates anything going on a second monitor as well.

the yeti
Mar 29, 2008

memento disco



I seem to now have a permanent Itrom story mission now. First time i did the mission, didn't get a cutscene after. Quit out, verified steam files, did the mission again, and at least the game progressed but the mission is still stuck there at the top and afaik I can actually go play it again.

the yeti
Mar 29, 2008

memento disco



What’s the medium equivalent to a marauder headhunter?

the yeti
Mar 29, 2008

memento disco



PoptartsNinja posted:

This is a trick question, the real answer is a Firestarter with 2 +60 melee damage arm mods and some ER Small Lasers.

:catstare: that’s terrifying

the yeti
Mar 29, 2008

memento disco



I was thinking of a ‘ham build like that but giving up one of the lasers to get a TAG on there for more bonus damage

the yeti
Mar 29, 2008

memento disco



pmchem posted:

What's the best all-around level 2 mechwarrior ability to get the most often on your mechwarriors? coolant vent? or maybe breaching shot?

I'm playing vanilla campaign and still only rolling with 55T mechs, but eventually plan on taking this crew on to assaults and freeform career mode.

I'd say absolutely one of those two

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the yeti
Mar 29, 2008

memento disco



Am I the only one who does a double take each time the Argo flies somewhere backwards :crossarms:

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