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That dude who made the mechwarrior revival animation made something that was anime as gently caress that i still would watch several seasons of. Does anyone know someone at roosterteeth to give that man a show? If rwby can run for 4(?) seasons I'm sure that guy could make a drat good show that went for 5+.
Stravag fucked around with this message at 03:54 on Nov 27, 2018 |
# ¿ Nov 27, 2018 03:50 |
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# ¿ May 5, 2024 07:31 |
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EduardoEspecial posted:The game is kinda broken now with this new patch . It takes 10 minutes to start up initially, and when I finally got a flashpoint mission started in my post-campaign game I had the menus you see in the Argo in between missions over laying the the actual combat mission. Complete with Argo chatter. And a bunch of missing textures for vehicles. It wont kill your saves unless you tell it to in the gog version. You can also back up yoyr saves if you want to be safe. Just copy them to somewhere else
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# ¿ Nov 28, 2018 20:11 |
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The new random events are hilarious.
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# ¿ Nov 29, 2018 02:05 |
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I still like multishot and evasion too much to grab it other than when its preassigned
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# ¿ Nov 29, 2018 02:18 |
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That makes it the first video game to be canon and not semi canon right?
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# ¿ Nov 29, 2018 02:21 |
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Anyone else having the issue where you cant go into the mechbay in campaign? Pretty sure its a mod issue. Edit: the extended information mod was the issue Stravag fucked around with this message at 05:27 on Nov 29, 2018 |
# ¿ Nov 29, 2018 05:13 |
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You could always get a panic system mod. Normally the last guy left ejects after the 2nd or third shot he takes
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# ¿ Nov 29, 2018 07:14 |
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Comstar posted:Like what? some of your pilots putting together a catapult out of dried noodles, edible foam and rubber bands in the mess hall
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# ¿ Nov 29, 2018 23:57 |
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Someone mentioned a possible union for career, but I dont remember if that was random speculation or an actual idea from HBS. Could have been just people saying "wouldnt it be cool if..."
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# ¿ Nov 30, 2018 01:01 |
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Welp this flashpoint limits you to 50tonners on a 4.5skull. This should be interesting. I need to dry up some mediums now
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# ¿ Nov 30, 2018 21:05 |
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Hangar of dispossed, assassin, and annihilator mods all work for 1.3/fp
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# ¿ Dec 1, 2018 03:53 |
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I've noticed that the one vehicle that stays put way behind everything else will start moving again as long as I put a mech within 5-6 hexes of it. still weird, but thats why I have an LRM 70 stalker.
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# ¿ Dec 1, 2018 04:16 |
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Baiard posted:It's explicitly designed this way, and the voiced crew members spell this out for you in the mission. You can also get the vehicles to stop at the last point before the pickup zone by making sure you have no units near the zone. It's guesswork for how close you need to be to trigger their movement though. its just weird when it happens when I have had a mech within that distance that makes the lone vehicle travel the entire time with the other three mechs way out in front providing eyes and pulse lasering everything
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# ¿ Dec 1, 2018 04:34 |
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Cyrano4747 posted:I don't think it's that bad. It's not optimal if you're building a lance from scratch in quick play of if it's super late game and you've got access to everything, but at the point where you're picking up mediums that 110 melee is pretty mean. Really the bigger issue is that the Shadow Hawk is a supreme brawler and the game doesn't have any mechanism for recognizing that the hatchetman is 10 tons lighter. Let me tell you about the flashpoint im doing where youre limited to 50 ton mechs on consecutive deployments taking on 4.5 skull enemies. Edit: consider disabling vehicle improvement project for this flashpoint. Having multiple puma assault tanks running around muders the poo poo out of mediums
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# ¿ Dec 1, 2018 20:22 |
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Pattonesque posted:that would own and it lets you scream MY HOME PLANET more often
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# ¿ Dec 2, 2018 00:04 |
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I did that for a while until i got some wolverines
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# ¿ Dec 2, 2018 03:33 |
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Love you long time don. On a related note: does anyone have a 1.3 working panic system or does that one listed work?
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# ¿ Dec 2, 2018 05:41 |
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CommunityEdition posted:Didn’t the earlier version flood the cockpit with coolant instead? Where did that particular engineering choice come from? I think the justification would be you're opening up some access near the seals to get more airflow on the coolant, so any leaking coolant that had turned into gas would then escape and find their way to the cockpit. or instead of being a passive system with the heat generated forcing the hot coolant to the top of the mech and forcing colder coolant down, you're actively pumping it would would be more likely to bust a seal being under pressure and getting the toxic cold juice on the pilot. I was fine with the idea of taking the pilot hit on a flush without any jsutification just because +3injury resist cockpit mods are a thing and your pilots are much less likely to get knocked down several times a mission after the increase to max stab each mech has over launch.
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# ¿ Dec 2, 2018 07:12 |
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DatonKallandor posted:And Mitch just confirmed Unseen (after Urban Warfare) live on stage. He is a little drunk and a little high on his victory over Jordan though. was this the "soontm" he gave us on the livestream or a more definitive timetable?
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# ¿ Dec 3, 2018 03:26 |
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Now I just need to know where to send mountains of booze so we can get more info from mitch
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# ¿ Dec 3, 2018 03:57 |
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Eldragon posted:Ah, since I'm post campaign, there are no mediums to fight. I'd buy one; but the stores are random. The first fp i had with my post campaign save had you controlling a hatchetman and then part 2 had one in the opfor Edit: and the fps given by baron steiglitz or whatever his name is have had a total of 7 hatchetman so far. I think the rng just hates you. Stravag fucked around with this message at 19:02 on Dec 3, 2018 |
# ¿ Dec 3, 2018 18:59 |
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The hatchetman will be useful for the marik alliance fp because youre limited to 50t in the first 2 missions. Being able to slap the assaults that show up for 175 and the vehicles for 350 is very useful
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# ¿ Dec 3, 2018 22:02 |
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Conspiratiorist posted:Oh nvm I had an aneurysm and substracted engine heatsink on top of 16. Its also underarmored as gently caress in the hangar of the dispossed mod. 85 side torso armor and its overweight by .38 tons
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# ¿ Dec 4, 2018 00:14 |
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No idea gog has had that patch for a few days without notes
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# ¿ Dec 4, 2018 00:29 |
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Ardlen posted:That new patch activated Flashpoint for my GOG version. I thought it odd that I hadn't seen anything new after over 100 days into a career. Mine hadnt activated either until i hit the 0DLCs thing on GOG and turned on the checkbox so i thought that was a feature welp.
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# ¿ Dec 4, 2018 01:55 |
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The melee damage can be anywhere. Had a downslope shadowhawk kick my marauder IIs head in.
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# ¿ Dec 4, 2018 02:24 |
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Beer4TheBeerGod posted:Can someone please explain to me the logic of the Hatchetman having a chassis quirk that subtracts damage? It has a retractable hatvhet instead of a hand on that arm so it loses a little from not having a complete set of battlefists is my guess. Cyrano4747 posted:Has anyone done that FedSun flashpoint where you're escorting that lady prisoner who robbed Hans's pleasure yacht? She gives you a deal on the 3rd mission - what happens if you accept vs. if you tell her to go gently caress herself? If you tell her to go gently caress herself you just do mission 3. I think if you take her deal you get more pay maybe. Took the get bent option myself Stravag fucked around with this message at 06:53 on Dec 5, 2018 |
# ¿ Dec 5, 2018 06:49 |
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The mektek mod made it alot better creating direct fire for energy/ballistic but no missiles and another 1 or 2 combo bays that werent full omni. Edit: the problem with mw4' s system is that ammo, heat sinks, jumpjets, ewar, ams, and other equipment take up no space in the mech and cant be damaged or destroyed in combat Stravag fucked around with this message at 23:32 on Dec 5, 2018 |
# ¿ Dec 5, 2018 23:26 |
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Pattonesque posted:sensor lock seems to be useful but not so useful that it's worth giving up 25% of your shooting mans This is an amazingly terrible idea. Not only would it make a unit beyond vision range shootable for all of your units and any ally ai units, and strip them of as much evasion as several of your units shooting them, and degrade their accuracy more than a single ppc hit but you would be doing it for free.
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# ¿ Dec 6, 2018 04:51 |
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Pattonesque posted:multishot retains some utility when you need to keep enemies occupied so they don't blow up buildings or APCs but that's a limited utility. I do like it quite a bit when you have one mech with like 4 HP on its CT and you want to split fire between that and a fresh target. My atlas II does 459 damage a round. Mulrishot is one of the most useful skills late game so you can finish off that crippled zeus, topple a unsteady banshee and core out a dragon all in the same round from one mech instead of gaving to do that with 3. And thats before the targets are silly enough to stand in a spore field
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# ¿ Dec 6, 2018 06:28 |
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BadAstronaut posted:Aaaand, let's try this again. Consecutive deployment, 8 rounds to plant 3 beacons, 12 loving enemies - sure, this is balanced difficulty alright. I just used a firestarter to grab the far point after i getting all the attantion with my assaults. Easy peasy
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# ¿ Dec 10, 2018 23:02 |
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It doesn't help enough. When i did the lone mech achievement with my atlas 2 i gunned down 2 light/medium mixed lances. I was still using multi shot because the assault has enough weapons to wing a light with something and still completely remove a sections armor. The ai was moving enough most of the things i shot at were at 2-3 pips. And if anything is beyond that you call shot ct. And shot scatter doesn't matter youre only calling the shot to get the increased accuracy
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# ¿ Dec 12, 2018 02:33 |
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Because once upon a time heavy and assault mechs meeting were so rare that a battle would grind to a halt around them to watch the titans duel and some people like to think that everything battle tech related should be like that. Which just ignores the joke term steiner scout lance for a full assault mech lance. edit: the only way to make that light and medium centric balance work is if you make a battletech game which uses the world in conflict system where you're slowly recouping points to buy reinforcements, but if you did that you would have to get rid of customs and telling your pilots exactly what to do and turn it into just an RTS. I'm sure if someone really wanted to they could do a reskin of WiC with battletech stuff and it would get them exactly what they want, but until we stop playing games centered around you your lance and maybe 1 backup lance and start controlling multiple companies at a time i don't really want to play a game like that. Mech commander 2 kinda gave you the option to run massed lights instead of a bunch of heavies, but even if you were running only assaults you were still bringing 6-8 mechs at a time and you were curbstomping waves of lights and mediums without caring. And until the AI is running optimized designs like you are the ability to customize your mechs breaks any system which tries to be balanced for both you running only 6 assaults or 16 locusts Stravag fucked around with this message at 03:19 on Dec 12, 2018 |
# ¿ Dec 12, 2018 03:11 |
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I wish the weight restrictions on "light" missions were 55tonners instead of 50tonners. There's no reason to actually have the royal griffin readied up when you can only bring crabs, enforcers, and cents.
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# ¿ Dec 12, 2018 03:30 |
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Obviously the best way to make lights viable late game is just to add in a scaling weapon weight mechanic so an AC20 on a 80tonner or heavier weighs its standard weight but on a 20tonner it scales to only weigh 2 ton. problem solved.
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# ¿ Dec 12, 2018 05:18 |
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Pattonesque posted:This is from one of the Warrior novels, I think, where Ardan Sortek (?) faces off against a Liao mechwarrior and everyone oohs and aahs about how they're going to tell their grandchildren about the time they saw two assault mechs fight one-on-one No idea, I havent read it myself. I just know its the nostalgia part of the universe people have rose tinted glasses about.
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# ¿ Dec 12, 2018 07:50 |
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Amechwarrior posted:Am I the only grog who still follows this rule in game? I can't bring myself to put more than the TT max (total of Front + Rear armor can equal up to double IS) on my torsos. Any fractional leftovers I get I put on the CTR. I did that for my first couple playthroughs but then I stopped caring. it wasnt making that much of a difference because I dont go past 35 armor on a mech on the CT or 30 on the STs unless there is nothing else I want to spend the weight on. Usually that only happens when I'm making a lowlander or scoutlander and put a bunch of ersmalls on it. edit: the marauder starting with 85 rear CT armor bothers the poo poo out of me tho because its a massive waste Stravag fucked around with this message at 08:19 on Dec 12, 2018 |
# ¿ Dec 12, 2018 08:17 |
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The skirmish mechbay
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# ¿ Dec 17, 2018 17:31 |
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You probably wont have lostech or + weapons unless you mess with jsons but its enough to give you the basic build before you tinker in campaign
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# ¿ Dec 17, 2018 19:28 |
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# ¿ May 5, 2024 07:31 |
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Vehicle improvement project mod is wonderful for keeping vehicle detections from being a relaxing stomp
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# ¿ Dec 17, 2018 20:32 |