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Pornographic Memory
Dec 17, 2008

Hexenritter posted:

Imagine not being able to leave your front step because there isn't a gentle gradient

I literally just had a mission where one of my mechs spawned on a 1 hex piece of terrain that it couldn't walk off of. It had jump jets so it didn't cause an issue but man that would have been the stupidest possible way to start a mission if it didn't.

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Pornographic Memory
Dec 17, 2008

Night10194 posted:

Having Withdrawal instantly pull you out without you needing to turn your back to the enemy to sprint for extraction and get shot in the rear end for 3 turns while you run is one of the reasons people might actually press the Withdraw button sometimes when they realize they're hosed.

yeah if anybody wants to play out the opposite way of doing things and see what a pain in the rear end it is, play battle brothers. you can either manually spend multiple turns running everybody to the edge of the map to withdraw, and deal with all the tedium and potential for misfortune inherent in that, or you can press the auto-withdraw any time and let RNG decide how hosed up your dudes got on their way out.

Pornographic Memory
Dec 17, 2008

Flipswitch posted:

You can do it with a Jagermech but it has paper plastered on the sides for protection.

I've tried this and it honestly kind of sucks unless you get really favorable terrain. The rest of the time you'll probably wish you'd brought an LRM boat instead.

Pornographic Memory
Dec 17, 2008

Razzled posted:

welp, Behemoth is dead. took a Thunderbolt fist to the face in the last stretch of a random mission I was doing for cash. way too lazy to start over again.

this QKD is loving cursed, that's three pilots who have died in it (Glitch, Behemoth and some random recruit while everyone else was in medbay)

my glitch and behemoth both died piloting the same orion, i just stuck a newbie pilot in it and renamed it "slaughterhouse" :black101:

Pornographic Memory
Dec 17, 2008

Asproigerosis posted:

So why do the salvage values after missions say stuff is worth millions but then you go to sell a completed mech and it's only worth $300,000? Where does that salvage value even come from.

the price if you had bought it from a store, i assume

Pornographic Memory
Dec 17, 2008

And Tyler Too! posted:

I still keep a Locust around as my dedicated tank-stomper for the easier missions, I just have to cross my fingers and hope the Behemoths don't ruin it in a single volley. I'm actually impressed that the tanks are a genuine threat now, a far cry from MW4:M where they were cannon fodder. On one bounty I did there was an SRM carrier that fielded well, every SRM6 in existence. It felt like a 30 second stream of missiles hitting my mechs in the face, I made sure to vaporize that guy pronto.

Yeah some (all?) SRM carriers will have 10 SRM6's on them. They're pretty nasty, though not as nasty as Demolishers with their double AC/20s. My Glitch died when one of those guys scored a double hit on her Orion, knocked it down, and gave the AI about a bunch of called shots on her.

Pornographic Memory
Dec 17, 2008
The 4 mech limit is the biggest impediment to variety, IMO, because you're outnumbered and outgunned so often that no mech can really be considered expendable. So you're encouraged to bring the heaviest, toughest, killiest mechs you can so they can stick together, focus fire, and spread around the incoming damage, and if you lose anybody (especially early in a mission) it can easily snowball into having to scrub the mission. I'd say six would be a pretty good number but I guess to stay true to fluff it has to be 4 or 8 mechs as the cap. Once you raise the unit cap then I think you could look at other ways to make bringing a variety of units attractive, like maybe a per-mission upkeep cost - you could bring a full drop of Atlases but you'll probably lose money on the contract, but mediums are a lot cheaper and they have good enough firepower and armor...so that way you can still go nuts with bringing an overpowered assault squad if you want to but there's still a reason to keep some medium and light mechs in your garage. Maybe it could also be spun into extra contract incentives too, like some pay for travel costs now, other contracts could cover all your upkeep costs for free.

Pornographic Memory
Dec 17, 2008

Mein Kampf Enthusiast posted:

Do autocannons pierce armor or something? I swear I can unload 8 M Lasers into a tank and barely scratch the armor, but autocannon hits are almost always an insta-kill on vehicles.

Unless the damage calculations are totally independent of the firing animations and it just looks like ACs are ripping up tanks?

What autocannon are you using? One weapon with higher damage per shot is more likely to do enough damage to go through the armor and hit the structure underneath, while 8 different weapons can hit different hitboxes and not amount to enough damage in any particular hitbox to punch through the armor.

Pornographic Memory
Dec 17, 2008

WhiteHowler posted:

The in-universe fiction of Battletech isn't all that different from a typical Crusader Kings 2 campaign.

Warring nation-states, political marriages, contested thrones... heck, there's even a massive barbarian invasion!

Well, if "barbarian invasion" means the barbarians get invaded...

Pornographic Memory
Dec 17, 2008

rt4 posted:

I'd be pretty happy to get infinite DLC bullshit for this game like everything else Paradox publishes

Just give me infinite sandbox campaign mode but with new mechs and parts forever

Pornographic Memory
Dec 17, 2008

Aramoro posted:

I think it suffers from the lack of urgency in doing anything. We must go to defend Panzyr! Except not right now you know, in a bit, the assault? Don't worry they'll hold till you get there. It makes the campaign feel light and unimportant. Your traits give you special dialog options but they don't do anything different. What you do and how you do in the missions has no effect.

I picked the origin to have my family die in a dropship accident and it was hilarious how I always got the option to remind everybody my family died in a dropship accident and I WOULD NOT stand for people to die in dropships ever again every time dropships were mentioned. By the way did you know my family died in a dropship accident? Because they did.

Pornographic Memory
Dec 17, 2008
everybody's all about glitch but has anybody ever picked up a pilot with the husky female russian voice? i have one in my squad and she's hilariously hammy, and she alternates between being completely incredulous at what's going on to being completely convinced death is certain

Pornographic Memory
Dec 17, 2008

Jedit posted:

Hivemind has that voice in my campaign, I don't know if it's universal though.

I actually have a pilot with the callsign Hivemind and he's a generic laid back guy, meanwhile my Russian-sounding lady is named Bugs, so yeah it looks like callsigns/voices are not fixed combinations.

Incidentally "Hivemind" has to be one of the most esoteric callsigns I've ever heard. It's like yeah, we've got Gunslinger, Behemoth, Joker, Bugs, Glitch, and...Hivemind.

Pornographic Memory fucked around with this message at 21:56 on Jun 8, 2018

Pornographic Memory
Dec 17, 2008

Cobbsprite posted:

I turned that CN9-A into a pint-sized missile boat and never looked back. Hell, I kept two missile boats on my lance at all times as soon as I could build them. Knockdown is baller.

It's kind of funny that you can turn the cent into a better missile boat than the trebuchet which in the fluff was designed explicitly to be a missile boat that was the long range backup to the centurion. Being able to mount 3 LRM15s is too good, especially with split fire and/or breaching shot

Pornographic Memory
Dec 17, 2008
I know it's bad but I like the dragon anyway because I stick an ac20 and some machine guns on it and run around punching mechs out with my dumb fast beer gut mech that I spend all my morale on to keep from getting wrecked

Pornographic Memory
Dec 17, 2008

Fuzz posted:

Are they loving kidding with Smithon being 2 skulls? 4 turrets, an Orion, 2 Jenners, 2 Griffons, a Commando, a Locust, and a Panther, and oh yeah basically every round these crazy fast trucks that are totally far away from where you spawn will drive away with the objective unless you destroy them. I can't even take the truck down fast enough with 2 mechs, let alone fighting off the loving RIDICULOUS gangbang that starts right on top of you. What the hell?

yeah that mission was pretty bullshit, i pretty much cheesed it by bringing two LRM boats and then my other two mechs were just spotters/meat shields. i took one mech off to the left to spot the trucks when they spawned but then brought him back with everybody else after the trucks died, and mostly it was just using sensor lock or direct LoS with terrain cover to limit my exposure and raining down LRMs on whatever i spotted.

Pornographic Memory
Dec 17, 2008
One very very helpful tip for dealing with long repair times - you can reorder the work queue at any time, so a mech with minor damage can be worked on and out of the repair bay quickly instead of having to wait in line behind your mech that lost both side torsos, a leg, and had the pilot eject.

Pornographic Memory
Dec 17, 2008

Fuzz posted:

I salvaged a Dragon and I don't get all the complaints on this thing, I think it's actually sorta great.

Been running it with an AC20+, 2 MLs, 2 SLs, 2 tons of AC20 ammo, rest is all front armor, prioritizing the right side to protect that AC20. It's drat fun, you just bumrush the nearest large thing, blasting it in the face until you're in melee range, then punch it in the face until it's dead. Rinse, repeat. It's hilariously effective, and despite the complete lack of heatsinks it doesn't really matter since you're just meleeing to cool off anyway.

I built a Dragon basically the same way and yeah it's fun running up to mechs punching them out, but I think a lot of people don't like it because it doesn't fit in at all with a team where everybody's running Bulwark. The Dragon ends up sucking down shitloads of morale because it's always moving and can't keep up Bulwark, so you either spam Vigilance on your Dragon or you get hosed up by the AI focusing the Dragon since it's probably in heavily exposed positions a lot. It needs a lot of babysitting, basically.

Pornographic Memory
Dec 17, 2008

Nehru the Damaja posted:

Got this during the sale and I think I might be garbage at it?

I've been playing through the campaign but it feels like the story missions are accelerating faster than the stuff available to me and I'm running some unimpressive/underweight stuff while the missions accelerate past what I can do.

To get it out of the way, I know about flanking from sides, focusing down soft parts of a mech, etc. I generally get a guy with Sensor Lock into the worst heat managed mech in my four so he has useful things to do even when he can't shoot. But I feel like my problems are as such:

1) I can't reliably scavenge anything because even when I knock someone over and tell my boys to shoot out the legs, they're like "WOOPS LOL" and core the bastard.

2) I do side jobs to try to delay the progress of the campaign and acquire more mechs and gear and inevitably reach a point where the mission rating of the side jobs is higher than the story job, so I suck it up and do the story job which only seems to make everything thereafter even more difficult.

3) Holy poo poo can I just take my turn instead of watching my mech get battered from a trillion angles by things a zillion miles away? Okay I'm just speaking from frustration on this one but any mission where I have to restart I feel like starts early with a zillion unseen turrets and vehicles battering me while I try to tear down a more immediate threat.

4) Cover/downhill disadvantage often seems to make shooting these bastards a nearly useless option. I'm smart enough to wheel around into valleys or up hills to take the advantage where I can but a lot of maps don't make this an option and I end up dumping a hellacious amount of shots into some nerd before he finally finally finally dies.

It sounds like you really need to just buckle down and grind some lower difficulty missions to build up your team. If the side jobs currently being offered to you are too hard, just fly off to a planet with a lower difficulty and that'll spawn a new set of contracts for you. The story missions are literally the only thing that will progress the overall difficulty, but different planets have different difficulty levels.

Pornographic Memory
Dec 17, 2008

Synthbuttrange posted:

Mount and Blade, but with mechs.

mount and blade but with X is a winning formula

Pornographic Memory
Dec 17, 2008
You do get a small chance to hit bonus from arm-mounted weapons iirc

Pornographic Memory
Dec 17, 2008
I love my behemoth wife

Pornographic Memory
Dec 17, 2008
you know what mech was invented in time for battletech and has a shitload of ballistic hardpoints and tonnage? the king crab KGC-000, which has 6 ballistic hardpoints :unsmigghh: (at least in mwo, which this game takes all its models and hardpoint layouts from)

it's also lostech but hey, that's how you know it's timeline accurate!

Pornographic Memory
Dec 17, 2008
Having an LRM boat is a fairly easy way to rack up stability damage, just a mech that sits in the back stuffed with nothing but LRM launchers and ammo. The Centurion is good for boating LRMs, since it has 3 missile hardpoints that let it easily accomodate three LRM15s. As a general rule of thumb for constructing loadouts, specialist builds are the way to go - don't mix LRMs and SRMs, don't mix different types of autocannons, don't put PPCs on your ballistic oriented mechs because you either won't have enough ammo or enough heat sinks, etc. Except medium lasers, medium lasers go with almost anything because they have a stupidly good tonnage and heat cost - they got nerfed in the patch but sticking a shitload of medium lasers on a mech is a perfectly legit build, if you have enough hardpoints.

Xarbala posted:

Centurion's a good LRM boat if you dump the AC/10. Shad can run ML's and a bunch of SRMs instead of an AC/5, which you can shove on the Blackjack since it can carry two. Vindicator doesn't really have a lot of hardpoints to work with so just run as-is until you can replace it.

Generally, grinding out the procedural missions for some more 55-ton mediums are your best bet until you can get heavies. Of all your starting mechs, only the Shadow Hawk is good enough to keep around the midgame imo. Lights are just way too fragile and so are most of the lower-mediums, but that's a fault of the source material.

Personally, since the 1.1 patch hit I've been putting large lasers on lots of mechs and liking them a lot. You can fit 3 large lasers on the Vindicator pretty comfortably without running especially hot, and taking the ACs and two medium lasers off the Blackjack for two large lasers gives you enough tonnage for heatsinks to jump and alpha liberally. There's also the benefit that in the early game large lasers have no minimum range and all lasers have a bonus 5% to hit chance, which is pretty helpful to pilots that don't have a ton of points in gunnery or tactics.

Pornographic Memory
Dec 17, 2008
i remember going on my first assassination mission when i first played, and i only had three mechs because i hosed up on the first mission with your merc company and was short on cash. watching a stock locust and spider try to whittle down a shadowhawk by themselves is the saddest thing

Pornographic Memory
Dec 17, 2008
RIP Vampire, you were just a random pilot I hired out to be a warm body while my starter pilots were in medbay. Until one day you walked down the hallway with a big stupid grin on your face and admitted it was your birthday and we threw you a party. The next mission you took a grievous injury (90 days!) and struggled along the road to recovery, but fought your way through - at first nothing I could say could cheer you up, but I was glad that eventually the tales of my mercenary career could eventually get through to you and make you realize this poo poo happens to everybody.

Then after you recovered we went on a milk run and some Griffin DFA'd you out of the blue and goomba stomped your cockpit. Welp.

Also I took Dekker out in a brand new Firestarter on the same mission but because I'm bad at light mechs a Shadowhawk decided he wasn't having any of this jump jetting evasive poo poo and just one punched his CT.

Pornographic Memory
Dec 17, 2008

Voyager I posted:

This isn't automatically true - mechs that trade speed for payload as they move up in tonnage can be worthwhile, even if they're at the bottom of their weight class. Awesomes are serviceable, for instance, because they're slower than an Orion and convert that weight directly into an appreciably larger pile of guns. The real trashcans are the mechs that try to pretend they're a class lighter than they really are, because they end up blowing so much tonnage on their engines that they actually carry less payload than if they'd just been appropriately sized to begin with while also having worse initiative.

Even if you can't modify it I really wish they'd list the engine as a component with accompanying stats in the mechlab, given their huge impact on a mech's useable tonnage. The "trap" mechs like the Dragon would be so much more obvious if you could see they had such huge engines hogging all their payload space but instead most players have no fuckin' idea until somebody on a forum tells them.

Pornographic Memory
Dec 17, 2008

BeAuMaN posted:

probably a lot of evasive pips. Maybe some cover thrown in.

Sidenote: I hear people complain about those 3x PPC carriers... I mean, yeah, they kind of hurt... but SRM Carriers are the big bad as far as heavy vehicles, with long reach, huge damage and stab potential. That or Demolishers that somehow get within good shooting range and 2x AC/20 you in the head. Happened to me once when it was hiding behind a mountain the whole time just out of view, and then it pops out; "Oh poo poo it's a Demolisher" and KA-POW-POW... HEADSHOT! :smithicide:

Last night I was fighting a lance of heavy mechs, no big deal, two dragons, a quickdraw (the extra lovely one) and a jagermech. I see a 50t blip in the fog of war...terrain and buildings are blocking my LoS so it's pretty close range by the time he waddles on out, it's a Hunchback. I swear I could hear that AI motherfucker shouting "Kobe!" as he took his shot because that one AC/20 was all he needed to smoke my Thunderbolt's cockpit.

:xcom:

Pornographic Memory
Dec 17, 2008
I installed the dZ Company Commander mod and my game just hangs on a black screen on startup. Not sure if the first time loadup is extra long (I've given it like 10 minutes) or what but I figured I should ask for help here before I just delete the sub-mods one by one to see if one of them is the problem.

Pornographic Memory
Dec 17, 2008

I R SMART LIKE ROCK posted:

It took a long time for me to start up. I also force quit but decided to leave it and eventually it booted up alright


Cyrano4747 posted:

First time load up with some mods is brutal. “Go eat dinner and take a shower” brutal but it gets better after it does whateemver it’s doing

Thanks, yeah, turned out nothing was wrong and I just wasn't waiting long enough.

Pornographic Memory
Dec 17, 2008
My personal preference for Firestarters is to swap the flamers from stock for machine guns or small lasers, and up the armor to max. It's really, really good at getting in close and putting out tons of damage with its support weapons, I think putting a large laser on it kind of wastes its mobility.

As a rule of thumb its generally better to make builds that perform extremely well in a particular range bracket than have multiple weapons operating at different ranges (though the absurd cheapness, tonnage-wise, makes slapping medium lasers on anything and everything a pretty good idea).

Pornographic Memory
Dec 17, 2008

I R SMART LIKE ROCK posted:

I've been trying out https://www.nexusmods.com/battletech/mods/136, sandbox version, based on some feedback from other players in this thread. The balance changes are pretty well thought out and explained. This modpak seems to be based around the idea of expanding and balancing what was already there

If you do decide to try it out follow the installation instructions: https://www.nexusmods.com/battletech/articles/84

Seconding this one. It's a good mod if you want to keep a fairly vanilla feel but still add more variety and tweak the balance.

Pornographic Memory
Dec 17, 2008
but really though the new dlc sounds great and all...but i want even more mechs!!

Pornographic Memory
Dec 17, 2008
I hope they can patch PPCs to be good, I looooove large lasers in vanilla now but it has the side effect of making PPCs suck even more, comparatively.

Pornographic Memory
Dec 17, 2008

Sombrerotron posted:

You know, you can say a lot about Kamea, but she's a patient woman. I'm in week 676 now and she's still waiting for me to take up her (proxy's) offer at Bellerophon.

"Princess, surely with the rest of our army we could just go ahead now and..."

"No, I need four mechs and pilots from THIS company, or our plan could never possibly succeed!"

*big sigh* "Yes Princess..."

And another two years pass...

Pornographic Memory
Dec 17, 2008

Klyith posted:

The problem with this idea is that the AI gets all these skills too and sprint-punching AI would be incredibly infuriating. Some of the AI types are super reckless about charging into melee and mechs in melee favors the side with numbers.

just thinking about AI firestarters sprinting into melee is making me mad

Pornographic Memory
Dec 17, 2008
Don't use your starter Shadowhawk as an LRM boat, the best feature of the Shadowhawk for your early lance is its tankiness. You want it to be at or near the front line, soaking up damage so that your lighter mechs don't have to. Not to say LRM boats don't have a place, but since they usually don't get shot at, that means the other three mechs take that much more incoming fire in its place.

Pornographic Memory
Dec 17, 2008
the dragon trap makes me wish they at least showed you the engine as a part and its weight even if you can't do anything with it, it's kind of dumb that they hide a mech's useable tonnage from you when it's easily one of the most important pieces of info distinguishing mechs from each other. without quirks or having to care about geometry like a shooter, it's not really clear what makes some mechs better or at least different from each other aside from raw hard point numbers and tonnage

Pornographic Memory
Dec 17, 2008
i was playing dz company commander and had a +3 ballistic accuracy TTS that i lost when one of my pilots ejected from taking a little back damage. having +3 accuracy on an AC/20 thunderbolt was too good to be true i guess so the game only let me have it for one mission before taking it away

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Pornographic Memory
Dec 17, 2008

Jabor posted:

Encryption is lostech.

I like how reading sarna you find just the randomest poo poo is lostech, like mech warriors in the succession wars era are sitting in their cockpits in their undies because apparently all alternative methods of staying cool died with the star league

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