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jng2058
Jul 17, 2010

We have the tools, we have the talent!





The best way to deal with Phantom Mech is to take the novels as war stories being told by the point of view characters of any given chapter well after the fact. So what happened in the duel between Morgan and Yorinaga? Well, Dan Allard tells it like this...

Although actually that particular one isn't too hard to explain. After all, the duel ends with Yorinaga's 'Hammer going into overheat shutdown. Presumably Kurita was already running hot on the turn he unwisely alpha struck at Kell. If he was at 17+ heat the +3 to hit combined with unusually lovely dice rolls could have gotten you that result. For that matter, the scene is fuzzy on the range. If the range was, say, 4 hexes (120m) then the MGs and Smalls would have been out of range, while the Mediums and SRMs would have had even more of a penalty for Medium range on top of the heat penalty. In which case it was only a couple of unusually bad rolls on the PPCs to make him miss with everything. Which is a very Battletech thing to happen, when you get right down to it.

All the other examples of Phantom Mech can be explained as exaggerations told after the fact.

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jng2058
Jul 17, 2010

We have the tools, we have the talent!





Psion posted:

Yeah, that's pretty good. I'll give exactly $0.00 for anyone who submits all their feedback in character.

And yeah, beta means about 10 different things to any given developer so what we're seeing is for real beta, not "we're calling our demo a beta" or "perpetually in beta, I mean early access, I mean beta" or whatever. Just remember, Google said gmail was beta for over five years :v:

gently caress, Google says GoogleMaps on my phone is still in beta NOW, and there are several ridesharing corporations that are built on it!

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Viva Miriya posted:

at first i was gonna be like wut idgi then I sounded it out



CHICKEN SHOES posted:

please when you get mad ask yourself WWVSDD


....then do something else, because that fucker was full of bad choices.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Ice Fist posted:

I want to be the federal judge that gets to listen to a bunch of rich lawyers argue about robot warriors.

"Your honor, I submit in exhibit B that the armor scheme of the Battletech Warhammer is significantly different than the Robotech Tomahawk, further more it carries significantly better weaponry."
"OBJECTION"

"OBJECTION, the Tomahawk has equivalent or better weapons to a Warhammer with additional missile pods that the Warhammer criminally neglects to represent!"

"So your argument is that the two robots are different, then?"

"...objection withdrawn."

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Skoll posted:

Ugh. gently caress gambling cards in a tactical turn based game.

gently caress gambling cards in games, period. MWT was especially bad because of the people who will never get their money back, how bad it ran, and that they were taking money for items in it despite it not running for half the people who had access at the time.

Oh hey, :hfive: fellow MWT scam victim! At least I didn't pay for anything besides the game itself and even got to play three whole matches before the whole thing became an unplayable morass. :doh:

jng2058
Jul 17, 2010

We have the tools, we have the talent!





New Thread Title: Harebrained Schemes' Battletech: In the Twilight Between Beta and Release

jng2058
Jul 17, 2010

We have the tools, we have the talent!





I think ultimately we need to file these ideas under "maybe next game." HBS has been pretty honest about having limited resources and time to play with for this game. There's been a bunch of features and ideas that they hoped to include that they just couldn't manage. If the game's a decent hit and they can get the backing for a sequel, that would be the time to start pushing for more options.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Zaodai posted:

The illusion of choice is better than no choice when it does actually change the outcome, if you don't know the trick. The other side wins if you take that option, so in that sense it is actually a choice.

Except instead of being an out of character choice to simply not play, it's justifiable in-universe, to your characters. There is a difference between Commander Whowever electing not to back the Restoration because he got an offer for his merc outfit to not get involved in a bloody civil war, and the player saying "Nah, gently caress it. I'm not doing that because the designated heroes are annoying jerkoffs, guess I'll just not play the story missions", even if both of those options end up with the Directorate winning. One option builds the world, the other brings you out of it entirely.

Are there better methods to handle it? Absolutely. But those methods all take significantly more dev time and resources. You can't simultaneously argue I'm asking for things that take too many resources to be viable at the current point in the dev cycle and then when I point out that's not what I'm asking for turn around and be like "well that's not in-depth enough.". I specifically recommended it for it being low-impact from a development perspective with a big impact for the people who would otherwise only have immersion breaking choices when there's already a perfectly viable system in place that with a very minor tweak offers them an in-universe alternative.

Kinda think that's just you, though. I mean how does it rip you out of your immersion to look at a job board, see...

1) gently caress up the Cappies for the Feds
2) gently caress up the Feds for the Cappies
3) gently caress up the Directorate for the Restoration

...and decide for whatever reason you want to pick 1 or 2? You can make your decision using whatever in-story or out of story reason you like. Maybe you prefer the Cappies to the Restoration and would rather help them. Maybe the Feds are paying better out of these three missions. Maybe you did get annoyed at the Restoration and refuse to take missions from them for reasons of your own.

I mean, sure, I guess you could put in a text box that has the Directorate bribe you. But then you're basically asking for a checkbox that says "DO NOT PLAY CAMPAIGN MISSIONS" and expect to get paid for it, which is at least a little counter-intuitive. It also feels like its a bit too stark a choice, especially if its early in the game. If you have to decide to abandon the Restoration a mission at a time, you have the option to change your mind. Maybe some of the later missions look good from a payout standpoint, or you soften to their plight and decide to Han Solo back in at the last moment. None of those options are available if you cash a check and then forget about it for the rest of the game.

For that matter, having that bribe mission would have to include an out of game text saying "This will disable all campaign missions irrevocably" or else some sneaky bastard will take the bribe expecting to be able betray the Directorate down the line and then get pissed at you for taking away all the campaign missions. And that kind of thing feels way more immersion breaking to me than just choosing whatever mission you want from the board. :shrug:

jng2058
Jul 17, 2010

We have the tools, we have the talent!





I know we lament its lack every time we get near the subject, but I dearly want a Stellaris/CK/EU style 4X in the Battletech universe. Start it up right after the Terran Alliance says "gently caress you guys, I'm going home" and withdraws to the 30ly bubble around Terra. Let me pick a planet to start on, have the various small polities form (not just the usual eleven but all the other ones that eventually got absorbed like the Chesteron Trade League) and let's go all the way to the invention of Battlemechs and beyond. By all means have various start dates with the big boys already in play. Age of War, Star League, First, Second, Third, Fourth Succession Wars, etc. But I'll be playing from the collapse of the Alliance and watching my Battletech universe mutate into something totally unrecognizable.

That's my hope and dream. :sigh:

jng2058
Jul 17, 2010

We have the tools, we have the talent!





A.o.D. posted:

Actually no. Unlike the production starved Draconis combine, The Lyran Alliance has always had a surplus of production. In fact, if you see a new battlemech in the southern periphery, if it's not a Free Worlds model, it's most likely a Steiner.

We're still back in Lyran Commonwealth days. Ain't no Lyran Alliance yet.

Gotta figure the -L models are probably the most common with the proximity of the Confederation to the play area, followed by -Ms and -Ds, then -Ss, with distance mitigated by how many for-sale models the Lyrans put out, then -Ks least common.

jng2058 fucked around with this message at 10:16 on Feb 17, 2018

jng2058
Jul 17, 2010

We have the tools, we have the talent!





School Nickname posted:

I was so excited for this I preordered it immediately when it came out on steam, forgetting that I was a backer lol.

Wondering if I can just give the backer-key to PTN as a reward in his LP or something.

I've seen him post about it here, I think he's a backer too. Still, you could toss him the key and he could use it as a prize in one of the thread contests he has occasionally. :shrug:

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Hey, I get that you're all excited for Crimson Dawn and Earthskies and everything, but there's a tradition to follow here.

HBS did three Shadowrun games before they went to BattleTech. Therefore I want my Merc 3039 and Merc 3050 games before we do anything else!

(Also the correct answer for next FASA is Renegade Legion!)

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Impermanent posted:

how do you nerds know so much about these mechs and how do i get gud at this game prior to it coming out

Well, start with playing the original board game for thirty five years or so....

Dreadwroth posted:

Oh man gently caress yes it is the correct answer, I used to have the Blood and Steel boxed set and wanted the huge campaign box really badly. More than once I had a tank go slamming into a stand of trees at full speed, good times!

I had all three, Interceptor, Leviathan, and Centurion. Never got my hands on Prefect for the integrated game, but had a lot of fun with all the individual components. I remember once playing a Leviathan game with all the ships we had counters for and slamming them into one another until only one crippled TOG destroyer was left limping off the board. Fun times!

Also, a lot of what became Crimson Skies originated in Interceptor, including the weapon specific damage templates. so having Interceptor going could make it easier to roll into Crimson Skies....

jng2058 fucked around with this message at 19:30 on Apr 3, 2018

jng2058
Jul 17, 2010

We have the tools, we have the talent!





PoptartsNinja posted:

If PGI wins and gets Harmony Gold to gently caress off forever, I will actually buy a 'Mech pack from their store. Or Preorder Mechwarrior 5. Either/or.

The tragic thing is that the fact that I was watching Robotech as a 10 year old is why I pestered my mom into buying that first copy of Battledroids. I thought it was a Robotech game. And I did love that TV show an awful lot back then.

Too bad they turned evil and now I want them to just go away for good. :sigh:

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Baron Porkface posted:

Can someone explain Clan invasion "bidding"?

So the way it usually works is that a couple of commanders bid against one another to get down to the most "efficient" force to take the target. So let's say we're both Clan Wolf yahoos and we've been sent to take a Jade Falcon technology back in one of the Clan homeworlds. We know the Jade Falcons are defending their tech with a Trinary of 'mechs (fifteen). We know this because we showed up and asked the Falcons what they're defending the secret of Schezcwan Sauce with and, being good Clanners, the Falcons told us honestly.

So you and I meet and I say "I can beat those Falcons with two binaries of mechs." (That's 20 'mechs.) To be precise I'd name two particular binaries under my command. Maybe I'd name four particular stars (squads of five 'mechs each) or maybe a binary that is used to working together or whatever.

Then you'd say "I can beat those Falcons with a trinary of 'mechs and a star of Elementals." That's a lower bid since Elementals are generally considered less powerful than 'mechs.

Then I'd go "I can beat those Falcons 'mech to 'mech, I bid a trinary of 'mechs."

You might respond "I can beat those Falcons with a binary of 'mechs!"

I'd think about it and say, "Fine. Beat those Falcons." Then you'd have to take your ten 'mechs and try and beat the Falcons' fifteen 'mechs. However, if things went south on you, you'd be able to call in forces up to my last bid (five more 'mechs to make up a trinary). It'd cost you some honor, since it meant you couldn't do the job with your original bid, but its better than losing.

Needless to say this system really only works when you're fighting against opponents who play by the same rules you do. Because if you go up against a non-Clanner who's got his poo poo together, you can end up in all kinds of poo poo as Hohiro Kurita taught the Smoke Jaguars at Wolcott.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





So my campaign's in very early days. I'm just about to go get the Argo, in fact. Having managed to get Dekker killed and my starting Spider blown into scrap in an early mission, I had to sub in a Locust for my fourth 'mech choice. In a desperate effort to make it suck less, I pulled all the guns and some armor and stuck a Large Laser into the center torso and made what I call the "LaserBug". And you know what? It's not nearly as terrible as most Locusts. I wouldn't recommend it if you've got any other option...it is still a Locust, after all...but for a Locust the ability to outrange and put a single good hit on other Light 'Mechs is actually quite handy early on when you're mostly fighting Lights and small Vehicles, plus its got some utility as a sniper and backshotter. Also it's surprisingly durable. Since you can lose both arms and both side torsos without losing any weapons, you can actually stay viable a while longer than one might otherwise expect for a 20 tonner with sub-optimal armor.

Anyway, a Large laser Locust is working okay for me, so I thought I'd share with the rest of the class.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Asimov posted:

I find it odd that hardpoints can accommodate any level of weapon. For example if your mech has 1 missile hardpoint, you can mount an LRM5 or an LRM20 without penalty, which makes the game balance a bit wonky. I realize that the Battletech implementation mitigates this a little bit by making the larger weapons occupy multiple "slots" that are static (4 available CT clots, 10 for L/R torso, 8 for arms, 4 for legs). In practice these slot limitations don't seem very meaningful since there are typically enough slots to allow a vast mix of weaponry that don't seem to logically fit the original model of the mech. Yes there are some designs that stack the hardpoints and modules such that you're forced to make compromises, and to me this feels like good game design.

I'm not very familiar with the source material but it feels like something that would limit the lighter mechs would be a restriction on the hardpoints. No mounting LLasers on a Locust, no AC/20 or LRM20 on a medium Centurion. The exceptions would be where the fluff allows oversized weapons that would excel in their class. The Shadowhawk 2D looks like the model has a pretty big left torso ballistic hardpoint, so it could be among the few medium mechs that can mount an AC/20. That could be a good enough reason to bring a particular variant over another to a battle. The Dragon... still sucks I guess but the catapult PPC variant would make more sense as one of the few chassis that can mount dual PPC, if PPC were limited to larger mechs. Without some kind of limitation the standard mech armament will always be outclassed by modified mechlab monsters.

That said I can see why the system is open-ended and uses tonnage as the limiting factor.
- Simpler to outfit mechs and swap equipment between
- Adding hardpoint sizes to each chassis would make for lots of micro-management and ultimately min/maxing, hunting for the exact "optimal" mech variant that accommodates a precise build

I wish there was a way to make stock mech loadouts more viable but the only thing I can come up with has to do with punishing custom mechs. Allowing "oversized" hardpoints and weapons ONLY in the slots that align with the physical mech model would be one way, but it would take away the fun of customization and end up subtracting more from the experience than it added. The downside of this a-la-carte mech customization is that the customs will always clean up on the stock designs. Maybe give small bonuses to mechs that run the standard armament of some kind? It always ends up sounding too customized and gamey, so the way it is could be the best compromise.

A Centurion with an AC20 is one of the most famous modifications in the whole BattleTech universe! It's canon and everything! :shrug:

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Flavius Belisarius posted:

Shadowhawk, Kintaro, or Centurion as an SRM/ML brawler? I've been using Shadowhawks in this role but the others seem good too.

Trebuchet! I've got a moderately fast, max armored Treb with an SRM-6 and SRM-4 and 4 MLs. It runs a little hot, but it certainly gets the job done!

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Synthbuttrange posted:

My friend posted one that he got called 'Death Krusade' and he thought he'd be able to get him killed without knowing they're immortal. :v:

I didn't know that either. No wonder Tinker walked away from getting her AC20-Dragon cored...albeit at like 101 days in MedBay.

I keep screwing up and coring all the Heavies I want to capture. I've got bits of a Quickdraw, Cat-K, Orion, Black Knight, and Grasshopper, but not enough to put together a real mech. Meanwhile I've managed to salvage two Dragons intact, which are my heaviest 'mechs at the moment. :sigh:

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Libluini posted:

The extra crazy came from the last mech (a Cicada) hiding behind a stone, forcing us to wander across the map until we found it -that drat NPC never moved an inch!

Twice now on Convoy Ambush missions, I've dealt with 3/4 of the Reinforcements but never found the last guy since by the time I'd dealt with the Convoy, the Escorts, and most of the Reinforcements I was too shot up to risk the last 'mech being something dangerous. Luckily I've been going ALL OF THE SALVAGE for the last little while desperately trying to get enough parts for a real Heavy (my Dragons don't count, they play like slightly bigger Mediums) so not getting another 10% bump on NONE OF THE CASH isn't hurting me, but it's a tad frustrating nevertheless.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Ersatz posted:

My Deadeye (Kickstarter pilot) was killed when his mech got cored.

Maybe they just have a higher likelihood of survival?

Also, shout-out to Whisper, who managed to create a backstory that isn't cringeworthy.

Every time I've had a non-KS/non-PC MechWarrior in a cored 'mech, they've died. I've lost Dekker, Medusa, and Snowman that way. Meanwhile, both my PC and Tinker (a KS pilot) just went to the hospital under the same circumstances, though since both of them ejected from the same AC-20 Dragon, maybe that's just a "lucky" 'mech. :shrug:

There does seem to be some kind of survival boost going for the KS guys, and the PC is definitely immortal.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Beer4TheBeerGod posted:

Is it just me or is the Grasshopper flat out better than the Banshee even though there's a 25 ton difference?

kingcom posted:

Banshee with a tonne of small lasers and some jump jets are pretty solid and solve the grasshopper's role for more melee damage on top.

But yeah Banshees are notoriously poo poo assault mechs and are essentially the Steiner equivalent of the Charger in tabletop. It's the downside of having huge engines in your assaults before XL engines get invented.

Speaking of the Banshee, what I'd like to see in a future iteration of this game...or a five years later patch or something...is the Banshee -3S that House Steiner puts into play starting a year after the game is set in 3026. Knock the engine down so you're at 56kph like the other big Assaults, then throw in more guns so it's got two PPCs, the AC/10, an SRM-6, four Medium Lasers, and two Small Lasers. THAT'S a pretty decent Assault Mech.

The Banshee as it stands, though, is pretty much poo poo.

Oh, and since we've deviated from tabletop anyhow, gimme a Cyclops with actual command and control benefits!

jng2058
Jul 17, 2010

We have the tools, we have the talent!





So a while back I commented that I couldn't seem to get anything bigger than a Dragon. All of a sudden, right before Grave Robbing the floodgates cracked and and I got an Orion which I outfitted with a couple of PPCs and an SRM-6 because I'm still salty there's no Warhammer in the game. (gently caress you, Harmony Gold. Ten year old me was wrong to like your cartoon! :argh:) I scored an Awesome and Highlander on that gig, and now its nothing but heavies all the way down. I've got the Highlander, the Awesome, two Orions, and a Grasshopper, with chunks of others just waiting for more victims. Oh, and I still have a Dragon, I guess. (Still just a bad initiative Medium, not a real Heavy.)

jng2058 fucked around with this message at 22:39 on May 11, 2018

jng2058
Jul 17, 2010

We have the tools, we have the talent!







The annotated one is the better version, no doubt.

However, that wasn't the cartoon I was complaining about. I was complaining about this one...

https://www.youtube.com/watch?v=djhsu7WmAz4

...because if Harmony Gold hadn't sued HBS (and Piranha Games, though I care less about them) we'd have some of the classic 3025 'mechs in the game as well, like the Archer, Crusader, Phoenix Hawk, Marauder, Rifleman, and my personal nostalgic favorite, the Warhammer. Also the pretty but mostly useless Wasp and Stinger to shoot up in the early game instead of just Locusts and Commandos.

HBS has won their half of the lawsuit, but its likely the disputed 'mechs won't make it into the game until Piranha wins their half, and who knows how long that'll take?

Granted, it was because 10 year old me thought BattleTech was a Robotech game that I got into BattleTech (technically BattleDrods at the time) in the first place, but the fact that they haven't actually published a drat Robotech thing in decades but still go around suing everyone else over rights to a property it now appears they never really had has done a lot to kill whatever affection I had left for Harmony Gold.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





EoRaptor posted:

They didn't really win, they just chose not to use any disputed mechs, so HG had no grounds to sue them. Dumps it all on PGI, but legally a way safer move for both HBS and PGI.

Not using the disputed 'mechs didn't keep them out of court. They had to defend themselves anyway. And getting the complaint against them dismissed with prejudice sure sounds like winning to me. Keeping the Unseen out of the game did make sure that the lawsuit didn't delay the game's release any, so it was definitely a smart move. Now I just want PGI to win decisively so that HBS can do a Re-seen DLC and let me have my Warhammer back!

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Sandwich Anarchist posted:

What does "Hit Defense" do on Gyros?

Each level applies a -5% to be hit by enemy attacks.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Fatcat214 posted:

So i'm in the second year of the game and i've only gotten 1 medium mech this entire time from scrap.

are there any tips to taking a whole mech? or is it just called shot at the head and pray?

Knockdown is your friend. If you can knock an enemy down a couple of times, then blow away both side torsos that'll be four Pilot Injuries which is enough to kill most early to mid-game enemy pilots. To do that reliably, you'll need to be able to melee or missile blast (or lots of AC and PPC fire) two times in a row for the knockdown. No matter how hard you hit him, you can only ever Unsteady on the first barrage, so even if you smack him with 40 LRMS and fill his bar, you still need a friend to actually tip him over. Once he's on the ground the free Called Shots let you selectively pick out his side torsos for the extra Pilot Injuries. Take those shots from the side to increase the hit percentages. All of this is easiest to arrange when there's only one enemy left, so kill all his friends and then focus on beating the pilot of the 'mech you want to death.

You can shortcut some by using Precision Shot if your Morale is good to pre-load damage on the side torsos. Alternatively, if you destroy a leg that's an auto-Knockdown regardless of his Stability Meter's status.

Or to really shortcut, just blow away both legs and accept two parts, which is usually enough to get what you need if you've been coring a lot of common 'mechs up until now.

Ironically enough, the bigger a 'mech is, the easier it is to capture, because all that armor and structure means they're much less likely to get accidentally cored out as you surround and curbstomp him.

jng2058 fucked around with this message at 16:19 on May 13, 2018

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Insert name here posted:

Just did one of those vehicle repossession missions at 3.5 skulls where the vehicles you have to fight are always backed up by some mechs. A Shrek, Demolisher, and two Manticores awaited me right next to their mech reinforcements. Apparently the pirates used their entire tonnage allotment on a Locust... and a King Crab.

I now have a King Crab :getin:

I had almost the exact same thing. Repossessed two Demolishers, a Manticore, and a Shrek, defended by a Panther and a King Crab.

I now have a LRM 30/PPC King Crab, a LRM40/Gauss Highlander, a double heat sinked Awesome, and it almost doesn't matter what I put in the fourth spot, but it's usually an AC20 Orion, a DFA specced Grasshopper, a LRM Jager, or sometimes if I feel the need for scouting and speed, a recon Shadow Hawk.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





SpookyLizard posted:

What they should have had for the random missions wee little mini campaigns, chains of missions that you're meant to do shortly after one another, where you complete a simple story.

Just a short series of missions:

Battle
Capture base
Escort convoy
Assassinate

Becomes helping a little noble protect his planet from usurpers, rescuing the heir to the throne, protecting the heir during his return to the capital, and killing the usurper. Fairly standard battletech flair, but you just some of the text pop ups to have half of a story on it. Maybe have some options to switch sides or that kind of thing, not unlike how it worked mech warrior 4

I kinda do that in my head anyway. I'm in the third of three "Against the Pirates" missions in a row on Mechdur. The first was an Esocrt to get the prototype away after the pirates captured a research facility, the second a Retrieval Where you take back the quadruple-crossed scientist, and the third (which I'm saved in the early stages of) is a Battle where the pirates are out looking for something.

So the chain of events is...

The pirates are looking for a hidden cache of LosTech. They hit a research facility to find someone to help them find it. A bunch of that scientist' coworkers make it out the back door with a prototype they were working on, possibly based on the LosTech the pirates want. The heroic Phoenix Combat Team steps in and saves their butts, massacring a company of Ligt Mechs in the process, taking many of the Mechs as salvage and immediately selling them to help pay the bills.

Meanwhile, the pirates get the scientist to get them the location to the cache, then offer to ransom her back to the Restoration. The Restoration stalls until the Phoenix Combat Team can drop onto the facility where they're holding her and break her out,. This they do with a bit more trouble than they had the first time, as the facility was guarded by two Thunderbolts, a Quickdraw, and a Wolverine. They put up more of a fight, especially early on where they get to fight four against three because the PCT's Awesome pilot screwed up going down a hill and had to make her way back around at 50kph to get into the fight. Nevertheless, the Team was victorious, with an Orion pilot needing a couple weeks in the hospital.

Now the leader of the Team, callsign Phoenix herself (she has a healthy ego), is in her customized King Crab, the "Phoenix" (I mentioned the ego, right?) and is leading her best Mechs and some solid B Team pilots (the other A Team people, including Behemoth and Glitch, are still laid up in the MedBay) in a race to the cache. They arrive to discover the pirates are already there! A Dragon, a Wolverine...and a Banshee rise over the hill to face the Team...


...which is where I left it for the night.

It would be quite cool to have those pre-built, though. Also I'm running the Modified Planets and altered settings so I've got more contract choices in a wider variety than the standard setup, which makes it much easier to cherry pick missions that go together like these do.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





counterfeitsaint posted:

I know money is NBD after awhile, but seriously clicking like 4 more buttons nets you more money? How does that make any kind of sense at all?

You can scrap a 'mech for cash in the Bay even when you're in transit, but you can't sell anything unless you're in orbit of a planet. So if a Financial Report is going to hit before you make orbit and its going to bankrupt you and end the game, the only option that can save you from poor planning is scrapping 'mechs. Which, presumably, is why it nets you less cash, because it's more useful.

It would be nice to have a Sell button in the Mech Bay that grays out when you're not at a store, though. It doesn't bother me much because I'm running ALL THE SALVAGE all the time so selling a captured 'mech is also when I sell off all my spare Medium Lasers and the like.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Reiterpallasch posted:

Come to think of it, the Helm Memory core has long since been found in my save file. How long did it take for the tech involved to start filtering out to poo poo-tier tinpot dictatorships in the middle of nowhere?

Well, Carlyle gave a copy to Duke Ricol so technically....immediately.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Orcs and Ostriches posted:

I use a stock Cat C1 as fire support, but everything I configure to be short range. I prefer the AC/20, SRM, ML game.

I go long range hybrid. I've got a nearly stock Awesome, and my King Crab and Highlander are both AC/Guass & LRM boats. I then keep a Steiner scout mech of some kind for my Sensor Jockey to ride, usually an AC20 Orion, or a jumpy Shadow Hawk or Griffin. I'm hoping to get a Banshee to turn into a true Steiner Recon Lance of four Assaults, with the Banshee as the "scout".

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Sandwich Anarchist posted:

https://www.nexusmods.com/battletech/mods/87

Mod that makes Juggernaut mechs brace after melee attacks, and also still be able to fire.

I haven't tried it out yet, but this feels too good on the face of it. Given the limited action economy of the game getting two free actions seems a little much. I can see where he's going with it, you could see it as a natural evolution of Bulwark. Bulwark gets you one free action, and Juggernaut gives you two. Except that Bulwark requires you to trade in your move, so you're really still only at two actions, one shot and one free brace. Juggernaut puts you at four(!!) since now you can move, punch, auto brace, AND shoot!

It's not a bad idea but its probably too good. Just the auto-brace or shoot after melee, not both together.

Sandwich Anarchist posted:

https://www.nexusmods.com/battletech/mods/102?tab=description

Also, mod that removes jump jet slots from mechs that aren't supposed to have them.

No thanks. Back when I was twelve, the first customized 'mech I ever designed was a BattleMaster with jump jets that I called the Jumping Jack Flash. Now that I finally caught me a BLR-1G, I'm making it my Steiner Scout and sticking jets on it! Because between the return of the Jumping Jack Flash, turning an Orion (and later a Black Knight) into a discount Warhammer, and parking an Awesome in water and laying waste to all that dares stand before me, this game has really been hitting the Nostalgia Button hard for me. My BattleMaster flies, dammit! :argh:

As far as mods go, I've found that using the files to be found here...

https://www.reddit.com/r/BattleTechMods/comments/8fpxox/removed_forced_difficulty_boosts_planet/

... along with the following changes to SimGameConstants.json here...

code:
SimGameConstants.json
  "LikedMaxContractDifficulty" : 4,
  "FriendlyMaxContractDifficulty" : 6,
  "AlliedMaxContractDifficulty" : 8,
  "ContractDifficultyVariance" : 4,
  "MaxContractsPerSystem" : 10,
  "ContractRenewalPerWeek" : 2.5
...makes for an excellent game experience.

(I think someone posted a mod to this effect that's a little less work intensive, but I can't find it again in the sea of posts. I know this setup works, though.)

What you end up with is most planets having ten contracts available, ranging from 1/2 skull "kill a Locust and stomp on his buddies in Galleons" cakewalks all the way up to four skull "Oh poo poo, look at all those Heavy Mechs" , with the occasional five skull "drat that's a lot of tonnage on the field!"

Having all those contracts available means I have a legitimate reason to keep my 'mech bay full and to have more than six pilots. Going on mission after mission means that even my best pilots and machines end up in the MedBay and MechBay a lot, so I end up using second line and third line 'mechs with less skilled pilots to take on the low star missions, while saving my A Team for four and five star jobs. It also means that I still get to see enemy Light Mechs when I want to, but can go after bigger prey when my good poo poo is healed/repaired. It also has a merc lifestyle where we blow into a system, fight hard for a couple of weeks, limp out of the system richer but with lots of people in the hospital and 'mechs in the repair bay, use the travel time to recuperate, and blow into the next system ready to do it all over again.

After Grave Robbing I did a Vengeance Tour of the Concordat, blowing into town, loving things up on behalf of Liao and Davion, then hopping out to the next planet closer to the Restoration and doing it again. Usually I could get my travel expenses paid by taking a travel contract outwards, which was convenient.

A couple of caveats, though.

One, to get the higher level missions you'll have to get your faction rep up. I had a few tough months right after Prison Break where there were a ton of contracts, but no one liked me enough to let me do anything but the really easy ones. The modifications to "...ContractDifficulty" mitigate that, but you'll still have to get that rep up to get the good jobs. I ended up doing five or six missions at NONE OF THE PAY and NONE OF THE SALVAGE for Davion so they'd like me enough to give me worthwhile jobs. I've done enough scutwork for Liao that they'll at least let me do some middleweight work, but even now I still find myself locked out of CapCon jobs every once in a while.

Secondly, you'll need to reapply the changes after every patch, but also after every game Milestone. The game resets after every big cutscene, and you'll find your bounty of ten contracts per system back down to three because you made the mistake of letting Kamea talk to you. :rolleyes: Luckily, you get to choose when that happens so there's no reason it should catch you by surprise. Get the cutscene, do the mission(s), Save and Exit, reapply the changes, reload the game and get back to work.

Despite the occasional hassles involved, I've found this version of the game to be a lot of fun, and I recommend it to anyone who wants more variety in their missions.

tl;dr: These changes make it so that the universe doesn't scale to your game progress. There are always easy missions and average missions and hard missions available all the time, which makes for a more immersive and interesting Periphery to explore.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Sandwich Anarchist posted:

I agree, but damned if I know how to make it happen.

I guess you could accept the auto-brace and just decline the extra shot every time it comes up? :shrug:

TipsyMcStagger posted:

Picked up a thunderbolt 5SS and thinking of using it to replace my hunchback 4P (8 medium laser one) but it seems that the heat efficiency doesn't seem to be as good when using 7 medium lasers and an lrm15.

How you guys fit this thing

I've got mine with 4xML, 4xMG, and an LRM20. I use the LRM as I get into range, then user lasers as I close, then MGs and punches for the rest of the fight. It's....okay. Not really my favorite mech, to be honest, and while I still have it, I haven't used it in awhile. I dunno, maybe swap out the LRMs for SRMs and make it a pure close range brawler?

jng2058 fucked around with this message at 16:28 on May 17, 2018

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Endymion FRS MK1 posted:

All of my mechs have jumpjets. No exceptions.

I do fine without them on anything but a Scout. I'm generally running three Assault Mechs that'll be Bulwarked in a forest (or tornado, or water) for most of the fight. Why do I need to jump there? Just gimme one jumpy 'mech to get a Sensor Lock specialist close enough to do her job so that everyone else can snipe with PPCs/Gauss/ACs and/or rain LRM death on the hapless fools who approach me. One jump scout is all I need.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





I've got an AC/5++ that fires a five shot burst. It makes me happy.

...but not so much that I don't prefer the giant gently caress off lightning bolt of a PPC aesthetically, regardless of what the stats say.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





This is why I always have a jumpy scout 'mech, even if it's now a jumpy BattleMaster. I only managed to win the early mission where you have to keep the reinforcements away by blowing the control room because Glitch was in a Vindicator that could jump around the side and get there while the rest of the team fought a holding action on top of the hill. Since then I always have a jumpy scout, and I've rarely regretted it.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Conspiratiorist posted:

Isn't Glitch like 35?

She's young at heart. :colbert:

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Cyrano4747 posted:

4 LRM 20, no jump jets, 6 - 8 tons of ammo depending on how comfortable you are with stripping armor.

Park it way in the rear. Give it to someoen who has multi-shot.

Knock everyone down forever.

Parking in the rear isn't always safe, though. I've had enemy reinforcements come in from behind, which would make a Stalker with toilet paper armor a pretty easy kill. Four LRM15s will still knock down pretty much anything (or at least set it up for a knockdown) and will leave you a respectable 1100 armor so you can get up in someone's face if you need to.

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jng2058
Jul 17, 2010

We have the tools, we have the talent!





Darkrenown posted:

Since that weapon editor was linked earlier I have been playing with laser values trying to make the Large Laser competitive, and it's just too loving heavy. Why is it 5 tons? Of course, I could edit the weight but then all stock mechs will have wasted space making my mechs without wasted space even more powerful in comparison. Try to up the damage to a comparable damage per ton and it becomes the hardest hitting weapon in the game. Make it more heat efficient? Bad news, for the same weight you can have a MLAS and 4 heat sinks which ends up as negative heat. It seems to be for situations where you have few laser slots and lots of tonnage spare, but tonnage is precious and laser slots are plentiful :argh:

Ultimately the problem, and this dates back to tabletop, is that Medium Lasers are too good.

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