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sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Goddammit, you're all making me want to buy this game. :mad:

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sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

Taerkar posted:

Introducing terrain that hinders heavier mechs would also be helpful. Marshy terrain that bogs down heavier units but not lighter ones, ice that can crack and break under heavier units, bridges with weight support limits, etc...

Cyrano4747 posted:

This is probably the way to go. There’s a mod that does this and it’s really good about making it uneconomical to the point of losing money to take 4 assaults on a 3 skull. On the other hand if you really need cash and think you can swing that 4 skull with four pimped to hell mediums . . .

These two things are pretty close to why IRL we don't just use 70 ton M1A2 tanks to do everything. Super heavy vehicles are impractical on a lot of terrain and have huge logistical requirements.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Well the base game went on sale in Steam, so I bought it you bastards. :argh:

Any good tips for complete noobs? I don't think I've played anything Battletech related since MechWarrior 2. :corsair:

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
I don't know what I am doing yet but blowing poo poo up with robots in this game is deeply satisfying.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Got excited to get my first heavy mech, only to discover that the Dragon seems to be extremely :effort: compared to the Shadow Hawks I already had.

I did luck into a PPC++ and an LRM10++ so there's that. :hellyeah:

sean10mm fucked around with this message at 20:08 on Dec 12, 2018

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

Conspiratiorist posted:

Yeah, the 40 and 60 tonners are simply outclassed by their contiguous weight peers.

Also, while variants can increase their relative competence to other stock weapons if those are the alternative, note PPC is the least damage efficient weapon in the game, and LRM10s are the least efficient LRM launchers.

Yeah they're not great, they're just the first "special" items I've found.

Though the PPC++ I got is at least better on paper than a generic large laser in terms of damage:heat if I read the stats right.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
As a stupid newbie I don't have a good feel for what I really need in terms of mechs to do X skull rating, but uh I tried to do a 2.5 with a Dragon, two Shadow Hawks and a Centurion and uhhhhhh that was Real Bad. I was outnumbered 2:1 by mechs that all seemed equal or bigger than mine.

On the other hand my Dragon is doing way better now that I boosted the armor and loaded it up with SRMs and support weapons to just charge right at people.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Thinking about it, I probably just had the bad luck of being attacked by the main force and reinforcements simultaneously, in bad terrain. Whichever way I went I had my back to somebody, whoops.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
I just got my first Orion and I love it.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
You can go a long way in this game by a) concentrating your fire on 1 guy at a time, b) pulling a mech out of the line of fire if the bad guys are doing a) to you, and c) :woop: JUMP AROUND :woop:

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
I think I'm pretty far into the campaign (the story missions are like 4.5 skulls now I think?) and all the stores have been poo poo. How do I find stores selling good stuff like ++ weapons and the actually good heavy & assault mechs?

On the upside I just got the salvage to build my second Orion so :neckbeard:

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
How hard is the final campaign mission that warns you that you need 2 full lances? Right now I've got a stable of:

1 SLDF Highlander
1 Battlemaster
3 Orions
1 Black Knight

And the rest are random :effort: mechs I only want to use as a last resort.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Are alliances worth it in the base (no DLC) game? At first glance it seems to lock you out of a huge number of missions for some :effort: faction stores.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Just got a complete King Crab via a "sure why not" headshot attempt that resulted in an instant kill, haha

:zoid:

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

Gobblecoque posted:

Kamea insisting she replace one of your guys so you can babysit her mechs that shutdown after one salvo is my least favorite part of the campaign. And it happens like 4 or 5 times lmao

Her eventual mech upgrade is really something though. :killdozer:

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
What mix of assaults vs. other weights do people use in their late game lances? By the end I could field 4 assaults, but always seemed to do better even on 5 skull jobs with 2 Orions and 2 assaults. It just seemed more flexible having 2 mechs that consistently act sooner and can move/jump a little further. But my tactics are basically "have everyone shoot at the same guy until it blows up" and "rotate who is in front getting shot at" so I might just be missing something.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
I uninstalled this and didn't even make it a week before I want to go back to my robot smashing funtime. :psylon:

Wrr posted:

I've taken a lot of loses in the career but man these felt like complete bullshit loses. Is there a mod that actually stops the enemy reinforcements from spawning at the first sign of engagement?

I hate it more when they teleport right next to you in firing range instead of at least spawning at the edge of sensor range. I maneuvered into a perfect convoy ambush one time just so a bunch of assaults could instantly appear within SRM range the second I blew up the 2nd vehicle.

:wtc:

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Ran into my first game-breaking bug on my second playthrough. :mad:

On the 3 Years Later mission I completed all the objectives and returned to the "friendly" IPL mining platform, which is supposed to trigger an attack by the dopes that hired you. Problem is, that never triggers, so you just sit there. Having Steam validate the game data doesn't fix it, either.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

Conspiratiorist posted:

Who the gently caress cares?

This seems pointlessly... hostile?

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
I feel like I don't have a very good handle on the mechwarrior abilities & how to get the most out of them. On my first playthrough I had a decent mix, mostly because I just randomly picked things, but always seemed to have the best luck with Brawlers (Bulwark/Coolant Vent/Sure Footing), but that might just be because of my simplistic tactics and tendency to build mechs without enough cooling? Having passive defense boosts and being able to go OH poo poo DUMP HEAT SHOOT AGAIN just seemed *really* user friendly.

When I was up to my armpits in assault mechs late I suddenly wished I wasn't acting last all the time so the value of Master Tactician - the one ability I never picked up - suddenly hit me in the face. :fry:

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Had a random event give me 2 double heat sinks! :neckbeard:

On the downside I only got 1 salvage from a Catapult K2 even though I took it down without coring it. :mad:

Battletech is a study in contrasts.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
In my current game I lucked into a handful of comparatively low level missions giving me a salvage :signings::master::signings:

Instead of driving around a random collection of 50 ton mediums I went straight to 3 goddamn Orions (two Ks and a V)

:killdozer::killdozer::killdozer:

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
I think the only way you make lights more viable is to buff their evasion so big mechs have more trouble with hitting them, AND make evasion less effective at reducing CTH of light mechs. Smaller lighter torsos can turn faster to bring their guns/missile racks/etc. to bear so there is some logic to it. It would also make sensor lock and TTS more valuable for swatting gnats so they don't just back shot you every turn.

This would probably produce follow-on consequences that might make things real lovely to actually play though.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Unrelated question: what exactly are the mechanics for called shot accuracy to hit a specific location? Does anything affect it beyond the bonuses from tactics skill & positioning to the side/back of the target?

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
One thing I'm having trouble finding a clear answer on: are the maximum weapon ranges listed in the game a hard cutoff, or can you shoot beyond them some amount if you have weapons with accuracy bonuses and/or a TTS for that kind of weapon?

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

RBA Starblade posted:

I'm pretty sure it's a hard cutoff and TTS add +5% to hit per +1 accuracy.

Speaking of which I have a TTS that adds +3 to energy weapons and I'm having a hell of a time figuring out what to slap it onto, if at all. Everyone's already hitting 80%+, even the lovely newbies, and there's no room on the Black Knight or PPCatapult really (though the BK has DHS and Heat Banks and poo poo so).

I put it on an assault mech with PPCs if I have some tonnage left after maxing everything else out. That's about it. Even 75T heavies don't have the free tonnage to "waste" on it that isn't better spent on just about anything else (armor, heat sinks, weapons, ammo...)

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

RBA Starblade posted:

I did get a Zeus which seems like garbage :haw:

I mean, I'd use almost every heavy mech in the game except the Dragon or the Quickdraw instead, so... yeah.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

School Nickname posted:

Any good builds for the HGN-732B in the base game? My 3x PPC++ (150 stability damage), SRM 10 build runs like dogshit in comparison to my HGN-733P's 4x LL+++, SRM10 build. 50 less damage, for 43 more heat and a range advantage. God PPCs such poo poo. I won't even speak about the ER PPC.

The 732B is the only mech that I basically just use the stock loadout on. All I do is add a cockpit mod and swap in +++ versions of ML/LRM/SRM as I get them. Maybe wedge in a gyro?

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

Jedit posted:

Just caught the game blatantly cheating. Opfor has a King Crab, which obviously I want. I'm at full morale and everyone has Called Shot Mastery. I put my first two AC/2 precision shots into the head to put it at 1 structure. Then either I missed the head completely with my next 15 precision shots and over 80 missiles, or the head stops taking damage.

If they're LRMs then only the first missile from each launcher's salvo can headshot iirc.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
This is stupid, but for some reason I'm really struggling to come up with a loadout for my Atlas II that I really like. I mean they're all fine because it has so much free tonnage, but they all seem kind of :geno: on actual missions. Maybe it's just the RNG loving with me.

I'm having more fun with my King Crab, which is so much worse on paper. It's literally nothing but two AC/20+++, TTS++, JJ, extra armor and heat sinks. But every battle is basically:

1) Jump into range
2) :commissar::commissar:

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

And Tyler Too! posted:

That's because even a single AC20 is devastating. The King Crab can carry two and still have spare tonnage for other goodies.

But anything but MLs and SRMs is :saddowns: ~inefficient~ :saddowns:

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

:master:

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Something it took me a while to figure out the first time I played: sometimes mechs in a heavier weight class are worse than ones in a lower weight class.

Both 60T heavies have less free tonnage than the Centurion/Enforcer/Hunchback, and only have 1T more than the fast 55T mediums - but they have worse initiative.

The Victor, Zeus and Battlemaster are basically downgrades from the 75T Orion or Black Knight IMO. Same free tonnage and worse initiative for a marginal % gain to armor/structure.

sean10mm fucked around with this message at 15:56 on Jan 29, 2019

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Yeah, the Battlemaster being on my poo poo list was probably unfair. It's better at *something* than the Orion or Black Knight - it's a markedly better melee/DFA/medium laser spam brawler. The Orion doesn't have the hardpoints for it and both it and the Black Knight don't do close to the melee/DFA damage that it does either.

e: Maybe I was thinking of the Banshee.

sean10mm fucked around with this message at 19:57 on Jan 29, 2019

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
I know the skull ratings are approximate, but I just got an escort mission for 4.5 skulls that paid over 1,000,000 C-bills and gave up to 22 salvage where the hardest enemy was... a Thunderbolt SE? And like half the enemy mechs were Hunchbacks and Jagermechs?

The hardest part was corralling the APC that kept wanting to drive into the river instead of taking the road that led straight to the evac point. :saddowns:

At least it gave my scrub backup mechwarriors I sent on the mission a lot of XP. Some day you won't be complete poo poo, Medusa!

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
What heat efficiency do people generally shoot for?

I find anything worse than 7 annoying but I'm sure it's overkill a lot of the time.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
I was going to try to hold out on buying Flashpoint before it goes on sale, but I might not have the willpower. :homebrew:

Playing the main campaign is 100% great without DLC, but now I just want more stuff to mess around with after doing it twice.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Screw it, I'm getting the Flashpoint DLC. :getin:

Should I start a new campaign or do career mode?

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

Amechwarrior posted:

https://github.com/BattletechModders/ModTek/releases

ModTek is now 1.4 Compatible! Includes BTML! New Instructions!

https://github.com/m22spencer/BattletechPerformanceFix/releases

BT Performance Fix Updated to 1.4 Too!

This update changed a lot of stuff. However, the ModTek (now with integral BTML) team and the devs are having a chat about things. I'm not going to utter the words "mod support," but they are talking with each other about how ModTek inserts itself.

On my end, I've learned how to insert new custom viewscreen images!



Get ready for some authentic military briefings with maps, RoE, Rally Points and all that death by power point bullshit! The possibilities are endless...

Oh hell yes :getin:

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sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

Berke Negri posted:

what's good mods? im re-installing right now and thinking give the main campaign a fresh start

is the DLC worth picking up for $20?

Definitely skip intro, skip travel cutscenes, real hit % mods just for QOL alone.

e: real hit % seems to be broken after the 1.4 patch, whoops!

sean10mm fucked around with this message at 13:09 on Feb 1, 2019

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