Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Deuce
Jun 18, 2004
Mile High Club
Does ammo actually expend or are the ammo components basically just permanently slotting in ammo?

Adbot
ADBOT LOVES YOU

Deuce
Jun 18, 2004
Mile High Club

That Italian Guy posted:

Ammo stops exploding when at least half a bin has been expended (it'll say "ammo destroyed" instead of "ammo explosion" if critted). Not sure if the "crit slot" ever goes away, though.

E: also I may have misunderstood your question.

You did but this is also useful information!

Deuce
Jun 18, 2004
Mile High Club

Unzip and Attack posted:

The decision to make the tutorial a mandatory 1.5 hours where you can begin the game with your starting character in the med bay for several months is one of the most astoundingly bad gameplay designs I have ever seen.

I mean it's funny and all but cool, an entire 2 hours wasted.

So just send someone else? I'm not understanding the issue.

Deuce
Jun 18, 2004
Mile High Club
Tank shoots AC/5, single hit removes my Locust's right arm and right torso. The gently caress is with the math in this game

Deuce
Jun 18, 2004
Mile High Club

GreyjoyBastard posted:

extra damage to arm goes to torso, i'm pretty sure

also if you're fielding a locust anything that happens to it is your own fault for doing so

You fight with the mechs you have, not with the mechs you wish you had. :colbert:

Also I just looked at the Locust armor and wtf who BUILT this thing? Are those paper towels in the place of armor plates!?

Deuce
Jun 18, 2004
Mile High Club
Do you ever get to deploy beyond single-lance size?

Deuce
Jun 18, 2004
Mile High Club

Impermanent posted:

just getting tot he point where you can do two misions when you get to a planet instead of one and then waiting for your mechs to repair is a huge boost to your income.

Except when the light lance you massacre gets that one stray SRM hit to the head on three of your pilots so they're all out for 20 days :argh:

Deuce
Jun 18, 2004
Mile High Club

Ciaphas posted:

What niche do PPCs have, besides one for comedy shot difficulty debuff I guess?

They shoot far and hit hard. They also do stability damage. Good to punch holes in armor at range for LRMs to exploit.

Deuce
Jun 18, 2004
Mile High Club
Ammo crate mission: The enemy has a powerful force that swarms you, and has turret fire support. But don't worry, there's things you can blow up to help thin them out! Except the AI knows to never, ever step in one of those blast zones. Hahaha good luck!

Deuce
Jun 18, 2004
Mile High Club

The Saddest Robot posted:

Stop those supply trucks!

*Supply truck spawns in 500m away and zips away at 300mph before you even get a chance to react*

New plan, just forget about the trucks and hide on the hill as far away from the base as possible.

Deuce
Jun 18, 2004
Mile High Club

Night10194 posted:

I don't think I would like Glitch so much if she wasn't also a stone cold killing machine. It's the contrast that makes it work.

After this mission let's make SNOWMEN! :sun:

*executes a light mech with a PPC headshot*

Deuce
Jun 18, 2004
Mile High Club
Prone mech with no arms can stand up, do a full move, then melee attack the guy who knocked him down.

Edit: And LRM indirect fire can be a called shot.

Deuce fucked around with this message at 01:05 on Apr 29, 2018

Deuce
Jun 18, 2004
Mile High Club

Tae posted:

I have absolutely no background in Battletech, how complicated is the game if I'm experienced in modern XCom and Front Mission?

I've just been using the default loadouts and spamming easy missions for cash so far.



The mechanics are not as intuitive or obvious but I'm not sure I'd call them more complicated than XCom. A big step for me was realizing the UI gives you more information than I thought: i.e. during the angle preview on movement you can actually see various range arcs and also mouseover an enemy to preview weapon hit chances.

Default loadouts are often pretty bad. The thing to remember is that Battletech (as in the pen and paper version) mech design was basically some nerds doodling cool-looking robots and then designing around that. The result is a lot of mixed weaponry and ranges. And sometimes a terrible lack of heatsinks.

Deuce
Jun 18, 2004
Mile High Club

Ciaphas posted:

Wait if the Mad Cat is the Timberwolf now then what the hell is a Mad Cat Mk2 :psyduck:

An abomination before Kerensky. :colbert:

Deuce
Jun 18, 2004
Mile High Club

DreamShipWrecked posted:

I need to figure out how to mitigate damage better because I spend a month repairing after every matchup. I guess I can put one in front to soak it up and rotate them out, but for a relatively even match that doesn't work.


"Full cover and I still get hit, this is bullshit"

Bulwark is pretty amazing for this.

Deuce
Jun 18, 2004
Mile High Club
"Garrison this facility" mission with "bad intel." Hold out for ten turns.

By turn five there were two mech lances and a vehicle lance. Every one of them kamikaze rushes the flimsy rear end buildings I have no way of defending. My XO says "they can blame the bad intel."

gently caress you pay me.

Deuce
Jun 18, 2004
Mile High Club
Is "Ambush Convoy" one of the mission types where vehicles will just :rice: out on you for mission failure?

Deuce
Jun 18, 2004
Mile High Club

Voyager I posted:

'Escort Convoy' does it to, except into the jaws death instead of an escape zone that spawned next to them.

So, yes?

Don't take this mission because my mechs can't possibly catch up?

Deuce
Jun 18, 2004
Mile High Club

Reiterpallasch posted:

compromise option: the ability to abuse both bulwark and evasion by vigilance + sprinting/jumping even on an assault is the real criminal here

Vigilance doesn’t grant bulwark. You get the half stability damage but not the half armor damage.

Deuce
Jun 18, 2004
Mile High Club

Nostalgia4Infinity posted:

http://www.sarna.net/wiki/Rifleman

E: the JagerMech was also designed as an AA platform.

I never really got the “anti aircraft mech” tabletop design concept like the Jagermech. Ok, so it has some long range firepower but it’s using lovely light auto cannons and aero fighters aren’t made out of tissue paper.

Deuce
Jun 18, 2004
Mile High Club

Night10194 posted:

If I remember right, aerofighters have to check versus losing control and cratering any time they take hits.

Ahh, so the Battlefield version of ... Battletech I’m envisioning would have aerofighters be constantly spammed with “Press X to not die” quick time events. Seems balanced.

Deuce
Jun 18, 2004
Mile High Club

Gwaihir posted:

That is 100% not true:
"Gain GUARDED and ENTRENCHED and remove all stability damage. Your next Initiative is increased by 1 (to a maximum of 5)."

Guarded is 50% damage reduction, entrenched is the 50% stability damage reduction.

Man, I read that wrong and somehow ignored an awesome ability all campaign. :downs:

Deuce
Jun 18, 2004
Mile High Club
Of course the loving game crashes when I headcap a couple assault mechs. gently caress this game.

Deuce
Jun 18, 2004
Mile High Club

Beer4TheBeerGod posted:

Stellaris and BT both have great OSTs.

Mechwarrior 2: Mercenaries has the best. :rock:

Deuce
Jun 18, 2004
Mile High Club
Poked around the battletech wiki a little and discovered another "clans are dumb" bit. To enter the warrior caste every would-be mechwarrior has to engage in a live fire trial. They face three opponents and must destroy at least one mech to become a warrior. Further kills get you an on-the-spot promotion.

So, every single warrior involves at least two battlemechs destroyed in actual combat. (the kill they get, plus their own mech eventually being destroyed by the second opponent) Plus, seeing as how they're firing actual lasers and missiles at each other, some percentage of the recruits or their challengers will get blapped by a gauss rifle to the face.

Obscene amounts of resources must go into just preventing the clans from destroying their own armies via attrition in training exercises.

Deuce
Jun 18, 2004
Mile High Club

Lord Koth posted:

Yeah, the beginning of the game is just doing whatever, but eventually you start having to choose a side as the FedCom civil war heats up, with enough missions with one faction locking out the other. Ultimately you either help with the final assault on Tharkad (Davions), run information to Clan Wolf and end up taking a Trial of Position (Steiners), or screw off to the Capellan March to take a planet back from the Capellans, then be given it in trust (Steiner up until the final mission, then you say gently caress being on the losing side and leave to take a lucrative contract).


And honestly I'd love to replay it, but it's just a nightmare to get working on Win10.

I’m on win10 and just kinda downloaded the thing?

Unless you mean installing off the old school disks. I tried that and yeah, could not get that to work at all.

Deuce
Jun 18, 2004
Mile High Club
Just let me fuckin move them myself.


quote:

Mercenary unit, this is a joint Comstar and Pirate operation. Withdraw or you will be fired upon.

Space Verizon just gives no fucks.

Deuce
Jun 18, 2004
Mile High Club
Re: Ravens

Ravens seem like they'd make a lot more sense if you could field a second lance or if you got one riiight at the start of the game when a light mech isn't loving over your lance. (GIVE DEKKER A RAVEN DAMNIT) Even getting to 3-skull missions it starts to get hard to justify giving up a quarter of your firepower.

Deuce
Jun 18, 2004
Mile High Club

And Tyler Too! posted:

The best thing for Dekker is to give him a pink-slip. He's the single most death-prone character in any game that has ever existed. Firing him is mercy.

Only because people put him in that Spider, which inevitably gets damaged when someone sneezes at it. Now it's in repair time so you load up that Locust you have as a backup mech, not realizing that the plant where they built Locusts got delivered bricks of ramen noodles instead of armor plates and they just fuckin went with it.

Deuce
Jun 18, 2004
Mile High Club
Ok, so if we're going to have APCs to escort they should be able to survive one volley from a light battlemech that gets to spawn, move, and fire all in the same round.

Or let me fuckin drive

Deuce
Jun 18, 2004
Mile High Club
Just launched on my first attack and defend mission and EXCUSE ME HOW MANY WAVES?

Deuce
Jun 18, 2004
Mile High Club

Cyrano4747 posted:

Yeah those missions are loving insane. I think the waves stop if destroy their base but the skull earring is all out of whack. I saw 3 heavies plus misc lights and mediums on a loving 2.5.

Needless to say I didn’t finish that mission.

Eight mechs plus turrets were on the field before any waves even spawn. My base had no turrets. Their turrets were sniper turrets so could provide direct fire support if I moved forward.

It was 1.5 skulls, the enemy mechs were all light pirate mechs but had full armor values. I just don't have the DPS to gun down that many mechs before the next wave appears. The AC/20 urbanmech was the final straw, nearly cored out my heaviest mech (Wolverine) and I said fuuck that. On your own, Kamea.

Deuce
Jun 18, 2004
Mile High Club

Lars Blitzer posted:

Pirates now have a faction that offers missions, and getting in good with them will get access to the Black Market in certain systems. Do it. The equipment that they can get their hands on is worth it.

Wish I'd known that sooner. I'm at "hated" with the pirate faction. Uhh, how do I fix that?

Deuce
Jun 18, 2004
Mile High Club

jng2058 posted:

Only way is to do jobs for them, which since they hate you won't give the good jobs now, will take awhile. Best bet is to go min cash and min salvage max rep for them.

Long term, do as many jobs as you can against the local governments, since their rep doesn't matter.

Can't seem to get any mission offers from them anywhere, they wont offer anything above one skull and I've completed the Panzyr campaign mission, so those are hard to come by.

Deuce
Jun 18, 2004
Mile High Club
Enemy sensor locks work for the player in a three-way battle :laffo:

Deuce
Jun 18, 2004
Mile High Club
2.5 skull mission. The OpFor was... one quickdraw and one javelin.


Poor fuckers never even got to fire a shot.

edit: and both were 2/3 already in salvage so that's two new mechs for Deuce's Garbage Mech Emporium.

Deuce
Jun 18, 2004
Mile High Club

Phi230 posted:

How are you supposed to use bulwark now that its passive? You have to waste a turn going guarded and guarded isn't permanent anymore?

You get the benefit if you have either cover or guarded, so cover (forest, duststorm, crushed building, etc) gives you the bonus or you can use vigilance. Or both! Move into trees, vigilance, shoot, still have 60% DR.

Just standing in the open and shooting will not work, though, even if stationary.

Deuce
Jun 18, 2004
Mile High Club

And Tyler Too! posted:

Go all-in on cold hard cash for your first couple of missions. Paying the bills is the least interesting/fun part of this game and that's priority #1 until you can start reliably downing enemy mechs with no fuss. Upgrade your mechlab first, the faster you can have your mechs repaired/refit the better. Once you've got a good cash base go all-in on salvage, eventually you'll hit a spot where you'll be fully assembling 'something' after every mission and selling those off will be your best source of cash flow.

I just found a fully-built King Crab in a shop after one of the storyline missions. 11,500,000 c-bills. Curses, I only have about 5 million cash on hand.

*goes through inventory dumping the hundreds of medium lasers, LRM launchers, heat sinks, jump jets, etc* (also selling a pile of 50-and-lower-tonners I'll never have use for)

King Crab purchased. People who don't do max salvage beyond ~2 skull missions or so are bonkers.

Deuce fucked around with this message at 01:35 on Jun 12, 2019

Deuce
Jun 18, 2004
Mile High Club
Can I edit game files so one of the mechs is guaranteed to be an urbie on random mech career mode?

Adbot
ADBOT LOVES YOU

Deuce
Jun 18, 2004
Mile High Club

Beefeater1980 posted:

Do you have a bunch of SLAS on that mech? That’s what gives it punch. I’ve recently been running with a firestarter filled to the gills with SLAS and it’s a beast.

How you gonna run a Firestarter without flamers smdh

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply