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ChickenWing posted:OP good same
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# ¿ May 24, 2017 16:34 |
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# ¿ Apr 29, 2024 01:26 |
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Beer4TheBeerGod posted:They are as far from a scam as Star Citizen is from a functional game. This is an excellent line
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# ¿ May 29, 2017 18:57 |
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Feindfeuer posted:But only because they have the ability to have an obscene amount of armor on those legs compared to tracks which can't be armored with skirts or anything for some obscure reason. The ingame explanation only makes sense if you don't think about it and just accept it. I'm fine with that, but it's far from a good explanation. WELL, ACTUALLY, YOU CAN USE ARMORED MOTIVE SYSTEMS ON YOUR VEHICLES, BUT (Yea it's just all fun fluff )
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# ¿ May 31, 2017 00:26 |
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Skippy McPants posted:Gameplay seems solid. Although headshots might be a little too common. In just two skirmish games, I've had three mechs get head-capped. Maybe I'm just (un)lucky. It's probably down to missile weapons in this game having a hit for every single missile, vs the TT version of LRMs hitting in 5 missile clusters. So if someone is packing LRMs then they're really going to sandpaper the poo poo out of you and probably score a lot of head hits. If you're talking direct damage headshot->dead from PPCs or something then and or :battletech:
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# ¿ Jun 1, 2017 22:12 |
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Q_res posted:AI is no pushover. Took a lance of a Panther 9R, Vindicator 1R, Griffin 1N and Catapult C1 against a Locust 1S, Shadowhawk 2H, Hunchback 4G and Quickdraw 4G. I probably would have lost if I didn't have to quit because it was draining the battery on my laptop like crazy. You should have an icon in your system tray that looks like this: Clicking it should show which programs are using the Nvidia GPU, if any.
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# ¿ Jun 1, 2017 22:14 |
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Got in a game, love it so far. Started poorly for me since I went with double dakkadakka Jagermechs, a Commando to spot, and a Battlemaster, then the commando got instantly obliterated. The AI kept their Atlas back and just indirect fired with the LRM for 4-5 turns though, which let me just retreat a bit and focus down the rest of it's units one by one since the Battlemaster parked in a river with good cover so the enemy had to come to him.
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# ¿ Jun 2, 2017 00:25 |
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I feel like lights need a bit more defense via their movement speed than they get at the moment. Against a non-sprinting light an enemy mech can easily get 60% ish + hits before special skills or whatnot come in to play. Sprinting and cover are huge multipliers though.
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# ¿ Jun 2, 2017 00:29 |
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A Goonmech Classic returns!!!
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# ¿ Jun 2, 2017 01:44 |
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Zaodai posted:I knew it! It absolutely does'nt because I set PPC heat to zero
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# ¿ Jun 2, 2017 01:46 |
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The graphics do update depending on the weapon mounted, too:
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# ¿ Jun 2, 2017 01:49 |
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Yes, it is. You can look closely and see some of the PPCs look like lasers in the right torso, because the hunch skeleton only has defined spots to mount 4 of them. (I'm sure the graphics were designed to obey actual TT build rules, where you couldn't put more than 4 PPCs in a torso.) Same for the head slot where it was set to be only a flamer/small laser/MG. It's super easy to edit things compared to, say, that other cryengine based mech game >.> Other cool stuff customization wise, it looks like they're going with a bunch of different manufacturers of weapons having slightly different characteristics. Like a Holly SRM6 might be more accurate, but an Irian version might have a higher crit hit chance. I'm firing up shadowplay to try and make some gifs because the 9PPC hunch firing is just a laugh riot. e: I wouldn't look in to the files and stuff too much if you want to be totally unspoiled because there is single player campaign type things you can look at in there. Gwaihir fucked around with this message at 02:01 on Jun 2, 2017 |
# ¿ Jun 2, 2017 01:56 |
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Feindfeuer posted:Shadowplay does not want to recognize the Battletech process for me Yea, I just was wondering about that myself. GoonCam it is. Re: headshots, the combat table is in one of the settings files: No idea what the values are relative to. "HitTables" : { "CalledShotBonus" : 30, "HitMechLocationFromFront" : [ { "k" : "Head", "v" : 1 }, { "k" : "CenterTorso", "v" : 16 }, { "k" : "LeftTorso", "v" : 14 }, { "k" : "RightTorso", "v" : 14 }, { "k" : "LeftArm", "v" : 10 }, { "k" : "RightArm", "v" : 10 }, { "k" : "LeftLeg", "v" : 8 }, { "k" : "RightLeg", "v" : 8 } ],
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# ¿ Jun 2, 2017 02:23 |
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Sky Shadowing posted:So some thoughts: Definitely agree with this. Don't buy in just to get the beta. It's quite good, but it's also actually just a beta and not HEY EARLY ACCESS TO GAME e: http://i.imgur.com/9lYvUjY.gifv Multi-targeting pilot skill: http://i.imgur.com/knEVqG0.gifv
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# ¿ Jun 2, 2017 02:50 |
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Ham Sandwiches posted:I unironically hope the game is extensible enough to support a 'tabletop mode mod' or whatever for those who like that sort of thing! The skills are totally adjustable, and initiative has some things that look like they can be tweaked, but it probably can't be simply removed. Also, right now, stuff is quite close to the TT values, just scaled up for better flexibility with granular adjustments. All weapon damage and armor/structure is 5x what it's base TT stuff is: AC20s do 100 damage, not 20. PPCs do 50 damage, not 10. An Atlas CT has 155 internal structure, not 31. The number scaling is essential to let stuff like the bracing to take 50% damage work well, or many other balance considerations. (It's really hard to make sniper type weapons work with small numbers and a fixed rate of fire). The exceptions to the 5x scaling are stuff like the AC2, which does 25 damage instead of 10, the machine gun, which does 15 instead of 5, and the small laser that does 20 instead of 15. The major difference that IS there right now, is heat, which is completely changed.
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# ¿ Jun 2, 2017 03:38 |
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Zaodai posted:One of the things I mentioned in Discord was that the after-battle report said I played for over 25 minutes in a match, and if you had asked me how long that match took without me looking at the timer I'd have said like 7. It still takes a decent amount of time, but the fact that it doesn't FEEL like it takes absurd amounts of time is a great change. All the people who want to play tabletop batteltech 100% faithful to the rules should probably just play megamek. This was never pitched as a faithful tabletop conversion, they were very up front that they're going to do what is right to make a fun game, and in the after mission survey for the match I played tonight, it asked me two different questions if I thought the game was "really" battletech, and whether the changes bothered me. isildur posted:the thing is, we have turbospergs on staff. we have people who care *deeply* about BT and its lore and its rules. and we've reached where we're at now after trying a lot of different stuff to try to capture the feel of BT while still making a fun computer game. We've had close adherence to the rules, and we've had wild variant rules with silly poo poo going on, and everything in between. And what we're using as our metric is *playing* the things we try, and then i fill an entire whiteboard with feedback and action items, and we try new things and play those. I think the feel is completely fantastic, too, personally. PoptartsNinja posted:I think Headshots / pilot injuries are in a good place for Skirmish and Multiplayer, but I really hope they turn them down a lot for the campaign. Especially if they make us bring light `Mechs. You have to work to keep Light `Mechs alive. One of the variables I found was the global modifier to hit based on chassis size (Assaults are easier to shoot than a light, that sorta thing), and I think lights in general can use a bump here. No one wants the equivalent of the infinitely kiting Wraith/Spider in a multiplayer match, but in single player the light mechs reallllly suffer from not being able to abuse the 2d6 probability curve for their armor like that can in a typical TT game. If you always have a pilot with the evasive skill then they feel pretty appropriate, in that they dodge a lot, and can take maybe 4-5 good hits before getting totally crippled.
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# ¿ Jun 2, 2017 03:45 |
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isildur posted:what, did she commit war crimes? maybe! Truly, the way to go straight to Zaodai's heart
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# ¿ Jun 2, 2017 04:00 |
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Taerkar posted:I got the AI to commit to a punchbrawl in a small forest. The final mech standing was my overheated catapult with 6 of the 7 dead mechs within three hexes of it. ^^^^ Currently playing a match with 4 Jagermechs with 6 AC2s on them. All 4 have been firing at a single atlas for about 3 turns now and have yet to reduce any section of armor below half. It's pretty magical. It does make me wish there was a toggle of some kind just aesthetically to have all weapons fire at once instead of the staggered method that they use now. I know that staggering shots is pretty essential for you to be able to tell what's actually happening (OK, that laser missed, the AC20 connected, etc), but I just want my PILE 'O DAKKA
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# ¿ Jun 2, 2017 04:11 |
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BadOptics posted:Nothing is more cathartic than caving in the head of a commando who's been knocking your mechs over with SRM spam. Never not punch metal babbies
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# ¿ Jun 2, 2017 04:40 |
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JacksLibido posted:This is definitely true and it took me a couple matches to see that ring, with some mechs it's loving HUGE. But you also don't automatically get mech shadows in that ring I think, there's something that has to happen for them to pop up... I just don't know what that is yet. Different mechs show up at different ranges based on the chassis. A Locust has 3 times the sensor range and half the detection signature of an Atlas. Base sensor range is 400, so a bit less than a large laser. The tactics pilot skill further increases visual spotting range, which starts at 200 I think. JacksLibido posted:
It does, and furthermore mousing over the actual weapon will show what factors are influencing the shot. Things like chassis size: Mediums have no bonus or penalty, lights get +1, heavies -1, assaults -2 One thing that's making everything a bit deadlier I think is that it looks like there is no penalty to hit at medium range, unless I'm just mis-reading this (If I had to guess, maybe "short range" is melee range, medium range is actual short, then long/maximum is medium/long in traditional TT terms): "ToHitMinimumRange" : 12, "ToHitShortRange" : 0, "ToHitMediumRange" : 0, "ToHitLongRange" : 6, "ToHitMaximumRange" : 10, Being on a higher elevation does give you better chances to hit and less chance to be hit. Indirect fire has hit penalties Walking your own mech has no penalty right now, but it could.
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# ¿ Jun 2, 2017 11:47 |
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Phrosphor posted:How did you do this? Since I never got around to answering this, you just fire up your favorite text editor. All the files you need are in : (Wherever your steam games are installed) F:\SteamLibrary\SteamApps\common\BattleTech - Private Beta\BattleTech_Data\StreamingAssets\data Make a copy of the folder unless you don't care about re-installing when you want to re-set all your changes Weapons are in the weapon folder, and the files are very easy to read, like this: https://pastebin.com/WEDLyn7L There are a ton of different weapon models in there, but you only want to change the basic one named like Weapon_PPC.json Values should be pretty self explanatory, and things like tonnage/critical-inventory slots don't matter atm since we have no ingame mechlab or inventory. Just make changes, save, and start the game and you're good to go. If you want to really go ham on seeing how you like different styles of combat, along with adjusting weapons look at the CombatGameConstants.json in the constants folder. That has a ton of stuff you can adjust relating to heat, spotting, shooting, everything. I'm sure some enterprising goons will release their own versions of this file pretty quickly just like we saw in XCOM.
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# ¿ Jun 2, 2017 12:10 |
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Looks like one of the things with "water OP!" is that it isn't actually increasing movement costs like forests or other terrain features do. I think I'm going to do some experimenting with heat today, see what I can figure out in terms of heatsinks and capacity and so on. On one hand, a shitload of the mechs in this era had really terrible heat profiles, and definitely had to pick and choose their weapons fired carefully, because they could overheat themselves in to serious penalty land fast in TT. But it feels like mechs that should have good heat management (I guess the Awesome is the most obvious one here) don't have it to the same degree. The heatsink item definition doesn't actually mention how much heat it sinks, so this will need some testing.
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# ¿ Jun 2, 2017 13:44 |
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OK, few bits of heat info. All mechs have 10 base heatsinks included with their engine (The typical TT loadout, no surprise there.) Heatsinks dissipate 3 heat per turn The big thing is, they only work when you don't fire at all. That's what we're missing I think. So, like, I put 20 heatsinks on a Battlemaster. If I fire 60 heat worth of weapons, it builds up. Next turn, I don't fire. My heat drops to zero. If I fire two times in a row, then I don't dissipate any heat and end up taking overheat damage, while being on the edge of shutting down. There's also something wonky, or just stuff I plain don't know going on as far as heat capacity is concerned. I see the variable saying max heat capacity is 100, but my mech shuts down when firing 85 heat worth of weapons. Really the main thing for me is that heat needs a far far better UI than an inconsistent bar without any markings on it. (By inconsistent I mean I can select one PPC, and the heat bar barely increases, if I select two then it suddenly leaps all the way to a bit over half full. In theory each PPC should be exactly the same, and shooting two of them (25 heat per) should push a mech halfway to shutdown. The Guts pilot skill is supposed to increase heat capacity too, but I didn't want to fuss with that for the moment so I set it to 0 on the pilots I used to test.
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# ¿ Jun 2, 2017 15:45 |
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Plz no ghost heat triggers /shudder I think it's just the UI being weird and inconsistent as far as heat goes. Without being able to see numbers it ends up being really hard to say. Also to be clear, I don't think the classic Mechwarrior game heat bar itself needs to go, it just needs some labeled markers and some detail text when you mouse over it so players have some context as to their heat capacity, etc etc.
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# ¿ Jun 2, 2017 16:06 |
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Here's some example screens: (This battlemaster has 20 heatsinks, 10 in the engine and 10 additional) Two large lasers selected, that's 40 heat generation. Barely registers on the heat bar. Adding a third large laser, taking me up to 60 heat generated. Some amount of heat must be getting sunk every turn I guess, or something along those lines, because with 35 heat worth of weapons selected I see no buildup: e: More examples: Jagermech with no additional heatsinks builds up a tiny bit of heat when firing 20 heat worth of weapons. It builds up lots of heat firing 30 heat of weapons every turn, even though in theory it should sink that much. Gwaihir fucked around with this message at 16:51 on Jun 2, 2017 |
# ¿ Jun 2, 2017 16:43 |
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Rygar201 posted:According to the manual, your heatsinks work every turn and Guts increases capacity. Yea, I'm just trying to square what I'd expect to see with what is actually happening
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# ¿ Jun 2, 2017 16:57 |
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Rygar201 posted:That is what I assumed from my games. Yea, I think dissipation is definitely being factored in, but I just have no idea how much it's doing because as far as I can tell it has no relationship to the numbers that I can see heh.
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# ¿ Jun 2, 2017 17:07 |
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I so can't wait for the MP. There's no good violence like goon on goon violence.
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# ¿ Jun 2, 2017 17:33 |
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Dallan Invictus posted:I'm probably missing something obvious here, but is there a way to tell how much of a defense mod you'll get from a certain move before you make it, or do you just have to guess based on how many points your move goes through? (and, similarly, is there a way to waypoint moves like control-clicking in XCOM in case you want to take some bizarre circuitous route to maximize move mods?) I don't think there's a way to tell that that I know of. re: Heat, I think compared to TT it definitely needed a bit more impact as a throttle on matches, but that opinion is also based very heavily on my TT play preferences, which amounts to "ALL THE ADVANCED CRAZY TECH I LIKE IT ALL." So I'm almost always playing with mechs that have more than ample DHS complements, and the only choices you'd typically make are related to range brackets/backup firepower. Take the Stalker 8S for example, primarily a sniper packing two ERPPCs and a Heavy Gauss, but it also has a mix of 4 medium pulse and ER lasers. You have enough sinks to sit still and fire both ERPPCs and the HGR forever, but if something gets close in to laser range you can instantly overheat to likely shutdown levels if you want to bring all the lasers in to play along with the PPCs. (Actually all the stalkers are good examples, probably why I like them so much. They're all over-gunned for what they can sink, but they're usually split up in to decent brackets so you have a good heat neutral punch, or a laughable overkill alpha strike if you find yourself in a position where the to-hit odds are very much in your favor) Compared to DHS equipped stuff, there's not really many SHS mechs in base play that run cool, or even neutral. The ones that are tend to be the ballistic based ones, which, while they were abysmal in TT because the AC2 and AC5 were a fuckin waste of space, are actually quite good in this game since ACs have been un-hosed. I dunno where I was going with this, other than us thinking that heat is really harsh in this game is probably equal parts "Not remembering how much SHS mechs suuuucked on heat" and "Something's going on/the numbers are weird" I think it's more numbers weird because my benchmark of the 3 PPC Awesome can't even fire twice without incurring internal damage. It sinks an almost imperceptibly minor amount of heat per turn while firing 2 PPCs, so if you did the classic fire 3->fire 3->cool back to nothing while firing 2 then you're still left sitting at 70% ish heat in the current iteration of this system. Gwaihir fucked around with this message at 18:17 on Jun 2, 2017 |
# ¿ Jun 2, 2017 18:12 |
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Assaults and heavies also appear to take more damage from overheating than lights and mediums do.
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# ¿ Jun 2, 2017 20:15 |
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Internet Explorer posted:I think they need to make knockdowns more rare in general but also need to make it so that it takes an action to stand back up. Definitely agree on the second two points here. Knockdowns do take an action to stand back up though, it's just effectively half your movement allotment.
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# ¿ Jun 2, 2017 22:38 |
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CourValant posted:Regarding knockdown (again, this is from someone who hasn't downloaded the Beta yet), how do people feel about the stability system vs. piloting roll every 20 DMG? Each weapon and melee strike deals stability damage. When you reach 100% you just fall over. It bleeds off down to 50% naturally if you don't take more, or you can use an action (Brace) to completely clear it all. A Mech typically has 100 stability (Not sure if some have more or less, I'm looking at a Battlemaster atm). Lasers do no stability damage. An AC2 does 5. An AC20 does 15 LRMs do 4 *per missile* SRMs do 8 per.
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# ¿ Jun 2, 2017 22:55 |
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It's time for fun with PUNCHBOT 5000
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# ¿ Jun 2, 2017 23:02 |
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Punchbot 5000 is amazing but I do see a lot of mechs punching with limbs that have been blown off.
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# ¿ Jun 2, 2017 23:16 |
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Great Beer posted:Several games in and I still have no idea what the "inspire" button does. That's a good point, the UI should really really factor in the 50% dodge from Evasive in to your to hit percentages. It definitely includes the other stuff like movement and so on though.
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# ¿ Jun 3, 2017 03:55 |
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The problems you're going to have are trying to play lights like you would in TT, basically. In 3025 with average IS pilots (so gunnery 4, no pulse or LBX), you can run a Jenner or Spider around at medium range forever and make sure that anything that wants to shoot it needs at least an 11. Maybe 9 if they stand still. 11s give you really lovely chances to hit, only 8-9%, which is far far lower than anything shooting at a light running around in medium range will have in this game. That's fine, it just means you have to make sure and use initiative to not get shot, or to be evading + in cover when you do.
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# ¿ Jun 3, 2017 04:16 |
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Giving lights a much smaller sensor signature in general would probably be enough to let you surprise people with them properly. Maybe that will really be the Raven's job.
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# ¿ Jun 3, 2017 18:10 |
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DatonKallandor posted:I'm not convinced evasive is extremely good. Well, it's ok to be wrong I guess.
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# ¿ Jun 3, 2017 18:49 |
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The AC10 (and 5, and 2) blew complete rear end in tt, it needed a buff. 25 more damage is ok when you're taking a shorter range, explosive ammo, and far more critical slots.
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# ¿ Jun 3, 2017 19:18 |
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Ham Sandwiches posted:Well as an additional point, let me list all the ways I feel Battletech - the video game imitates Xcom - the game. I don't know which game you're playing, but it certainly isn't the same one I am.
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# ¿ Jun 5, 2017 17:18 |
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# ¿ Apr 29, 2024 01:26 |
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I don't actually think jumping hurts your hit rate offhand, but it definitely makes you harder to hit. There's also a lot of variables that one could play with in the combat settings file, re: adjusting feel and pilot skills: "UsePilotingToAvoidFalling" : false, "UseGutsToAvoidFallInjury" : false, Bolding mine for potential big benefits to piloting skills past shooting "UnsteadyCountersGuarded" : false, "MeleeCountersGuarded" : true, "SolidDamageCountersGuarded" : false, "SensorLockCountersGuarded" : false, "UnsteadyCountersEvasive" : true, "MeleeCountersEvasive" : false, "SolidDamageCountersEvasive" : false, "SensorLockCountersEvasive" : true, "SensorLockCountersMovementBonuses" : true, "SensorLockAlwaysSucceeds" : true, "EvasiveDodgeChance" : 0.5, "EntrenchedMultiplier" : 0.5
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# ¿ Jun 5, 2017 20:25 |