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Q_res
Oct 29, 2005

We're fucking built for this shit!
HBS's Battletech game releases April 24th 2018!. Less than a month to go. What is Battletech? It began life as a tabletop game in the 80s, eventually migrating to PC and gave birth to the Mechwarrior series of games. It's about giant, stompy robots piloted by nobles and mercenaries in a sort of quasi "Mad Max in space" future. Mechwarrior has culminated in Mechwarrior Online, a Free-To-Play Arena Shooter. PGI, the makers of MWO have provided their 3D models for their Mechs to be used in this game. For those of you with a low opinion of PGI, the good news is that this is the only input they've had in the making of HBS' Battletech. This game in particular, is a turn-based squad tactical game with a Mercenary Company management element set in the 3025 era of Battletech. Which means NO CLANS. In the campaign you don't just have to fight battles with your Mechs, you have to purchase, repair and salvage Mechs as you go. You control a single lance of Mechs, a lance is 4 Mechs. You can hire artillery and air support, or vehicle (tanks) support. You have a massive, mobile base called the Argo that allows you to store up to 12 active Mechs and effectively unlimited storage of inactive Mechs. But it costs time and money to re-activate a Mech. The purpose it serves is so that you don't have to throw away a salvaged Mech because you already have your 12.

The sole failure state for the single-player campaign, per the developers, is bankruptcy. You can lose battles all you want, so long as you don't run out of money. Of course, losing will facilitate the loss of that money eventually. Also, it is important to note, this game is not and was never intended to be a direct port of the tabletop Battletech rules. They've departed from them in many ways, details of which I'll go into later in this post.

https://steamcommunity.com/sharedfiles/filedetails/?id=1365402907 This is a basic tactics guide for the game. Written by a man named Eck. Eck works for Harebrained Schemes, the developers of this game, he's notable for being undefeated in the office against other players. He's really, really drat good. So good there's an acheivement for playing him or someone who has played him. Read this, it'll help.

If you're still asking yourself, "Okay, but what is Battletech? Never heard of it.", I would suggest SkyShadowing's Cliff Notes post further down this page. Even shorter version is, it's
3025 and humanity has reverted to Space Feudalism. There are 5 major Houses (arranged like a wheel, for the most part, if they border each other they hate each other), a number of smaller powers, pirates, mercenaries and ComStar. ComStar is basically Space AT&T, but with an agenda.


Those of you familiar with Battletech/Mechwarrior are probably going to ask yourselves "Is there a Mechlab, can I customize my Mechs?". Well, good news, you can and we already know some details about it thanks to the Official forums at http://www.battletechgame.com


The Devs have stated that the Mechlab will be similar to, but not a copy of that from Mechwarrior Online. In HBS:BT there will be 4 types of hardpoints:

Energy - This includes the Medium Laser, Large Laser and PPC.
Missile - SRMs and LRMs
Ballistic - This covers all varieties of Autocannon. The AC/2, AC/5, AC/10 and AC/20
Support - This one is new, for those familiar with the franchise. Here you find your Small Lasers, Flamers and Machine Guns.

In order to give the various weapon types their own interesting flavor, HBS has added various modifiers to them. Autocannons were not only buffed vs Tabletop (Instead of an AC-2/5/10/20 setup, in TT terms it translates to a 5/9/12/20 but with armor, structure and damage all multiplied by 5) they now have a Recoil factor. If you fire the same AC two rounds in a row, on the 2nd round it incurs a -10% penalty to hit. That penalty disappears if you hold fire with that weapon for 1 round. Lasers have an inherent +5% bonus to hit. Flamers both do damage and add heat to the target. However, in Beta, each Flamer could only be fired 3 times per match. MGs have a crazy high Crit boost, makes them pretty effective against armor-stripped sections and cockpits. PPCs actually incur a To-Hit penalty to the target, so when you hit something with a PPC you actually make its weapons have a 5% lower chance to hit home. This doesn't stack, however, so hitting with all 3 PPCs from an Awesome doesn't incur triple the penalty. All weapons receive a +5% to hit when mounted in the arms.

Support weapons are also notable because, in this game you must choose to either fire your weapons or engage in a Melee attack (that's right, your robots can Punch, Kick and "DFA"). Support weapons are the exception to that rule, when you engage in a Melee attack your support weapons will fire to add extra damage to your attack.

That's right, punching and kicking in giant robots.

aniviron posted:

Don't worry, I've got you covered:












What is a DFA you might ask? It stands for 'Death From Above' and describes a risky and insane manuever where your Mech jumps through the air and attempts to land on an enemy unit. And it's in this game!

If you're familiar with MWO, there's going to be a lot missing in this Mechlab that might take some getting used to. There is no Ferro-Fibrous armor or Endosteel structure (weight saving upgrades, for those unfamiliar), there are also no Double Heatsinks, Gauss Rifles or Streak SRMs. Engines are also locked, so the base speed of a Mech cannot be changed (significantly, at least) and you can't make a Mech slower in order to mount more/bigger weapons on it. You can however, fit jumpjets to any Mech so long as you free up the required tonnage by removing weapons, armor or heatsinks.

There aren't just mechs though. There are vehicles, including tanks, that you'll also fight on the battlefield. Don't make the mistake of thinking these aren't dangerous either.

https://giant.gfycat.com/LimpingWanAmericanbittern.webm

Just recently System Requirements were added to the Steam page for this game, they are as follows:

System Requirements posted:

WINDOWS MINIMUM:
Processor: Intel Core i3-2105 or AMD Phenom II X3 720
Memory: 8 GB RAM
Graphics: GeForce GTX 560 Ti or Radeon HD 5870 (1 GB VRAM)
DirectX: Version 11
Network: Broadband Internet connection
Storage: 30 GB available space
Sound Card: DirectX 9 sound device


WINDOWS RECOMMENDED:
Processor: Intel Core i5-4460 or AMD FX 4300
Memory: 16 GB RAM
Graphics: GeForce GTX 670 or Radeon R9 285 (2 GB VRAM)
DirectX: Version 11
Network: Broadband Internet connection
Storage: 30 GB available space
Sound Card: DirectX 9 sound device


MAC MINIMUM:
OS: macOS High Sierra 10.13.3
Processor: Intel Core i5-4670
Memory: 8 GB RAM
Graphics: GeForce GTX 775M (2 GB VRAM)
Network: Broadband Internet connection
Storage: 30 GB available space


MAC RECOMMENDED:
OS: macOS High Sierra 10.13.3
Processor: Intel Core i7-7700K
Memory: 16 GB RAM
Graphics: Radeon Pro 580 (8 GB VRAM)
Network: Broadband Internet connection
Storage: 30 GB available space

So there's the technical jargon you need to know about this game.

For HBS:BT they've departed from the tabletop turn structure (everyone moves in order of initiative, then everyone shoots) and gone with something quite different. I'll quote myself from the old thread here.

Q_res posted:

Each turn is divided into 5 Phases, counting down from 5 to 1. Lights activate in Phase 4, Mediums in 3, Heavies in 2 and Assaults in 1. You can 'Reserve' your Mechs to a later phase, except the Assaults because there is no later phase. But you must move any Mechs you wish to in a given Phase before you Reserve, because once you hit that button it reserves all Mechs that haven't taken an action in the current phase. There's a pilot skill that allows your Mechwarrior to activate 1 phase earlier (hence Phase 5, for Lights with that skill).

You can see this in action by watching these gameplay videos of the Beta Multiplayer
https://www.youtube.com/watch?v=rt6FatHHnzI HBS Beta Multiplayer
https://www.youtube.com/watch?v=l-lMNAJ8ZdA 1v1 Skirmish PDXCON 2017

That's right, this game does include multiplayer. It's a simple 1v1 Skirmish mode, up to 4 Mechs per player. As multiplayer was the last stretch goal of the Kickstarter campaign, it's fairly barebones. However, this means that there are no unlocks. All Mechs and all weapons are available to you from the start, so at least there's zero barrier of entry. You won't get your rear end kicked just because someone has been playing it for 4 months and has unlocked all the cool poo poo you can't use.

Your Mech pilots have basic stats Piloting, Gunnery, Guts, and Tactics. Pilot and Gunnery are right out of tabletop, but here things are flipped and higher numbers are better. Warning for tabletop veterans: Skills do not work like they do in Tabletop. They’re a 1-10 scale with higher numbers being better.

Each skill has abilities it provides, you get to choose 1 skill as a 'Specialization' and 1 as an 'Expertise'. So you get the low-level ability from 1 skill (your Specialization) and 2 abilities from another (your Expertise). Here's what we're looking at based on what we know so far.

Specialization = 5 point ability in that skillset
Expertise = 5 & 8 point abilities in that skillset

Piloting:

5 - Evasive Movement - Your Mech generates an extra Evasive charge/pip up to the maximum of 6.
8 - Ace Pilot - Your Mech can move after shooting if it hasn't yet moved this turn.

Tactics:

5 - Sensor Lock - Select a target within sensor range and reveal it until end of the current round, and remove 2 Evasive charges/pips
8 - Master Tactician - Mechs piloted by this Mechwarrior receive +1 Initiative (move 1 phase earlier) and remove 1 bar of Stability damage when reserving.

Guts:

5 - Bulwark - Gain Guarded when stationary. 50% damage reduction to ranged attacks from the front and sides.
8 - Juggernaut - When you melee attack a target it receives -1 Initiative (moves one phase later).

Gunnery:

5 - Multi-Targeting - Fire weapons at up to 3 targets within this Mechs current firing arc.
8 - Breaching Shot - Attacks with a single weapon ignore Cover and Guarded on the target.

Bonus: Those Gunnery skills stack, so you can get Breaching Shot on Multiple targets if you bring something like an Awesome, Trebuchet or Catapult. Also good for Mechs with both short and long range weaponry.

And since this brought up the topic of Evasive charges/pips, I should probably explain those. As you move you build up Evasion, this is displayed in the form of sideways pointing chevrons by the name of your Mech. Each chevron is worth a +2 to your To-Hit calculations. Which roughly translates to a 10% reduction in your chances to actually score a hit. You can build a maximum of 6 pips, Sensor Lock removes 2 of them. Melee ignores the first 4 Evasive chevrons (DFA ignores the first 3) and Evasive Move lets you build 1 extra (up to 6).

Now, back to the campaign. This game takes place in a region known as the Aurigan Reach, out in the Rimward Periphery.

This means you're effectively off, away from most of the big players of the Inner Sphere (the collective term for the various human powers throughout the known galaxy). This setting was chosen so that HBS could play around a little and not step on established Battletech canon. They have said, however, that the major powers (Lyran Commonwealth, Federated Suns, Draconis Combine, Free Worlds League and Capellan Confederation) would all have a part to play in the storyline.

The basic outline of the story is that this lady

and her family were in charge of a nation known as the Aurigan Coalition. Her father's right hand man, Santiago Espinosa, worked for him for decades before pulling off a coup. Usurping the throne and renaming it the Aurigan Directorate. Now she's working to fight and get back what was taken from her. And you're basically her go-to guy for getting the tough work done. However, once the story is completed you can continue to play through procedurally generated missions, continuing to build up your Mercenary Company. In fact, you can drop in and out of the story as you please to take unrelated missions. Unfortunately, the storyline isn't a branching, reactive one. You can't choose to work for the Directorate.

If you've read through all that, you're probably at least a little bit interested in this game. But if you're still not sure, here are some videos for you.

https://www.youtube.com/watch?v=3HereJw4XP4
https://www.youtube.com/watch?v=JJiPxCS1yvs
https://www.youtube.com/watch?v=Jxqmd_tE2WI

Pre-orders are up at Steam, GOG.com, the Paradox store and other websites.

Invite link for the new Discord https://discord.gg/2HPsdKSyyD Now with 100% less Nazi loving admins.

Q_res fucked around with this message at 03:28 on Oct 7, 2021

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Q_res
Oct 29, 2005

We're fucking built for this shit!
Since this question gets asked frequently.

anakha posted:

Which system tags should I be looking for to get the heavy metal guns and upgrades?

Filter for the following:

* Battlefield: Actuators & Gyros
* Chemical: Missile weapons, Flamers, Inferno racks
* Electronics: Laser weaponry and TTS computers
* Industrial: Cockpit, Heat Banks and Exchangers
* Mining: Autocannons. Base models guaranteed, Heavy Metal variants randomly rolled.
* Research: PPCs of all types, COILs, Narc beacons, TAG lasers, ECM and Active Probe gear.
* Star League: Lostech.

The full roster of Mechs (38 base chassis and 12 variants for a total of 50 distinct Mech options. By the last count given to ), below is a list of the Mech chassis confirmed by the Devs so far. Variants that were present in Beta are listed in parentheses.

quote:

LIGHT

Locust (LCT-1V, LCT-1S, LCT-1M)
Commando (COM-2D, COM-1B)
Spider (SDR-5V)
Firestarter (FS9-H)
Jenner (JR7-D)
Panther (PNT-9R)
Urbanmech (UM-R60)
Raven

MEDIUM

Cicada (CDA-2A, CDA-3C)
Blackjack (BJ-1)
Vindicator (VND-1R)
Centurion (CN9-A, CN9-AL)
Enforcer (ENF-4R)
Hunchback (HBK-4G, HBK-4P)
Trebuchet (TBT-5N)
Griffin (GRF-1N, GRF-1S)
Kintaro (KTO-18)
Shadowhawk (SHD-2H, SHD-2D)
Wolverine (WVR-6R, WVR-6K)

HEAVY

Dragon (DRG-1N)
Quickdraw (QKD-4G, QKD-5A)
Catapult (CPLT-C1, CPLT-K2)
JagerMech (JM6-S, JM6-A)
Thunderbolt (TDR-5S, 5SE and 5SS)
Grasshopper (GHR-5H)
Orion (ON1-K, ON1-V)
Marauder
Warhammer
Cataphract (CTF-1X)
Black Knight - officially added to list

ASSAULT

Awesome (AWS-8Q, AWS-8T)
Victor (VTR-9B, VTR-9S)
Zeus (ZEU-6S)
BattleMaster (BLR-1G)
Stalker (STK-3F)
Highlander (HGN-733 and 733P)
Banshee (BNC-3E and 3M)
King Crab (KGC-0000)
Atlas (AS7-D)

Here's a very, very exhaustive spreadsheet of all the Mechs available. Including Speed, Melee damage, hardpoint layouts and thanks to our very own Gwaihir prices for Skirmish mode. https://docs.google.com/spreadsheets/d/1cxms21xRmnb1WhbNDSowoKwl7zeDQMbVoPWQMH-pI3Q/edit#gid=0


There's a thread for the tournament now, and prizes!


There's also a wiki that provides information and tips on modding the game. http://btmodding.warriorsblood.com/index.php?title=Main_Page

Moderator and thread title ruiner sebmojo posted a handy little tweak for the game.

sebmojo posted:

Remove pause tweak

The pointless delays between things was put in on purpose by the developers (god knows why), but it’s a 30 second fix to remove. It both speeds up the game massively and makes for a smoother experience:

– Go to:
Steam folder\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\data\constants

– Change the following lines in “audioconstants.json” so that they look like this:

“AttackPreFireDuration” : 0,
“AttackAfterFireDelay” : 0,
“AttackAfterFireDuration” : 0,
“AttackAfterCompletionDuration” : 0
“audioFadeDuration” : 0,


Debug speed tweak


Paste the text below into a text file, and save it with the .reg extension. Then double-click it. Use notepad or a text editor to avoid any problems.

Launch your mission and press Ctrl-LeftShift-minus sign combination. That's speed toggle.

code:
[HKEY_CURRENT_USER\Software\Harebrained Schemes\BATTLETECH]
"last_debug_state_h176629417"=dword:00000001
Use at own risk, back up relevant files etc.
Check out Phrosphor's LP thread, he's using the Beta and MekHQ to piece together a sort of homebrew Mercenary campaign. https://forums.somethingawful.com/showthread.php?threadid=3848299

Q_res fucked around with this message at 03:19 on Dec 31, 2019

Q_res
Oct 29, 2005

We're fucking built for this shit!
OP updated, added a link to buy into the Beta and to PTN's LP of Battletech tabletop. Also added the melee gifs and filled out the 2nd post with some Beta-specific information.

edit: Also added a little bit that we know of Pilot Skills.

Q_res fucked around with this message at 22:05 on May 24, 2017

Q_res
Oct 29, 2005

We're fucking built for this shit!

Phrosphor posted:

I am legit excited for this, looking forward to next weekend.

I want to try all the old mwo goon favorites and see how they fair. Have we heard if they are bending the rules regarding the Raven? The basic version is pretty trash from what I hear and it really needs the proper ECM package to be a good robit.

We're getting the 1X. So it'll have the 7.5 ton E.W.E (ghetto ECM/BAP)

Q_res
Oct 29, 2005

We're fucking built for this shit!
Beta-related update just hit

HBS posted:

Hey everyone,

Thanks for all the kind words about our last Kickstarter Update and gameplay video - seeing your reactions and excitement means the world to us, especially when we're in the thick of things.

The whole team here is really excited to get the Backer Beta into your hands on June 1st. Unfortunately, in the last few weeks, we've been working through some significant multiplayer connectivity issues and as of yesterday, we don't believe multiplayer will be stable enough for release by June 1st. Therefore, the June 1st release will contain single-player Skirmish mode ONLY, and we will update the Beta with PvP multiplayer as soon as it's ready. No time estimate on that yet but we'll keep you posted.

We're bummed that we’re not releasing multiplayer simultaneously with single-player Skirmish (especially since we've been having so much fun competing with each other at the office, and telling you guys all about it!) but sometimes the soup just needs a little more time on the stove. As always, we’ll continue to keep you informed, and we still can't wait for you to be able to go hands-on against the AI in Skirmish mode on the 1st.

Expect another Kickstarter update next week with more specific information about how to get your Beta key. In the meantime, since we’re getting down to the wire, we thought we’d proactively answer a bunch of your questions in advance of the Backer Beta release with this FAQ.

Thanks and happy hunting!
Mitch
Backer Beta FAQ

What’s in the Backer Beta at launch?
The Backer Beta contains Single Player Skirmish versus the AI. You’ll be able to choose one of five deathmatch maps, set weather conditions, select your lance of ‘Mechs from 32 avaialable ‘Mech variants, assign MechWarriors to each, and choose the enemy forces you’ll fight.


What will be in the Backer Beta when it’s updated?

In addition to bugfixes, the update to the Backer Beta will add 1v1 multiplayer with all of the same content (maps, ‘Mechs, MechWarriors) that's available in single-player Skirmish. Hosts will be able to set the C-bills level of the match, choose the time limit for each turn, and more.


Can we expect more updates for the Backer Beta after that?
We’ll update the Beta as needed to fix high-impact and game-breaking bugs but we have no plans to update the Backer Beta with additional features or content beyond the scope of the Beta Kickstarter reward. This is a targeted Beta to get data on BattleTech combat with our Backers, not an Early Access game release.


How long will the Beta last?
At least a month after the multiplayer update is released. You should expect the Beta to “go dark” at some point during the run up to the launch of the game so we focus on the shipping version without the need to maintain the beta version.


Can I customize my ‘Mechs in the beta?
No. MechLab and the ability to choose colors, paintschemes, etc. are not part of the beta.


I heard you were doing a livestreamed “Backer Beta Bash” on 6/2. Is that still on? The livestreamed Backer Beta Bash on twitch.tv/hyperrpg has been postponed to coincide with the release of the Second Backer Beta Release containing multiplayer. We’re disappointed we won’t be able to celebrate with you but we’ve got work to do and need to stay focused.


What platforms is the Beta on? What about the final release?
The Kickstarter Backer Beta will be downloadable from Steam for Windows and Mac. The full version of the final game will be available on Steam, GOG, and Humble for Windows, Mac, and Linux.


Can I pre-download the Beta the day before so I’m ready to go on June 1st?
No, you will not be able to pre-load the Beta, but the download isn’t massive so you’ll be up and running pretty quickly!


How do I give you feedback?
Each time you finish playing, you’ll be prompted to fill out a short survey. The survey is different each time, so please check it out after each game you complete. In addition, we’re setting up a series of Beta sub-forums on battletechgame.com for folks to discuss what they like and could use improvements. The team regularly reads the forums and the discussions players have there are very helpful to us.


How do I report bugs?
If you encounter an uncommon bug (one you think won’t be found with standard testing), consult the Backer Beta Manual (available on June 1) for further instructions.


Can we stream and share our Beta experience?
You bet! Feel free to stream your gameplay, post on Youtube, share screenshots, blog about your experience, etc.


I backed below the Reward Level containing beta access. Can I still get into the Beta?
Yes! If you are already a Backer and would like to upgrade your pledge, email us. Since this is a manual process, we’ll need to send you specific instructions.


Can my friends still get in the beta?

Yes, just tell them to go here: https://battletech.backerkit.com/hosted_preorders


Will BATTLETECH be released on Steam Early Access after the Beta but before Release?
No. The only thing between Beta and final release is a lot of hard work.


Can I get into the Beta after it launches?
Yes, but we will stop taking Backer Beta Tier pledges and upgrades two weeks prior to the close of Beta (which we’ll announce ahead of time.)


What are the system requirements for the Beta?

We’ve done our best to ensure a wide audience can play the Backer Beta but won’t have final system specs until much closer to the release of the full game.


Here are the minimum and recommended specs for this Beta release.


WINDOWS MINIMUM:
OS: Windows 7 or Higher
Processor: Intel Pentium Core i3 3210 3.20GHz or AMD FX 4300 3.8GHz
Memory: 8 GB RAM Graphics: NVIDIA GeForce 630 GT or AMD Radeon HD 6670 DirectX: Version 11
Network: Broadband Internet connection Storage: 11 GB available space
Sound Card: DirectX 9 sound device


WINDOWS RECOMMENDED:
OS: Windows 7 or Higher
Processor: Intel Pentium Core i5 3450 3.10GHz or AMD FX 6300 3.5GHz
Memory: 16 GB RAM
Graphics: NVIDIA GeForce GTX 750ti or AMD Radeon HD 7900 Series
DirectX: Version 11
Network: Broadband Internet connection
Storage: 15 GB available space

Sound Card: DirectX 9 sound device


MAC MINIMUM:
OS: OS X Mavericks
Processor: Intel 2.5 Ghz Mid 2011
Graphics: Radeon HD 6970M
Memory: 8 GB RAM
Network: Broadband Internet connection
Storage: 11 GB available space
Sound Card: On Board Audio


MAC RECOMMENDED:

OS: OS X El Capitan

Processor: Intel 2.9GHz Late 2013
Graphics: Nvidia GeForce GTX 775M
Memory: 16 GB RAM
Network: Broadband Internet connection
Storage: 15 GB available space
Sound Card: On Board Audio

Q_res
Oct 29, 2005

We're fucking built for this shit!

BenRGamer posted:

Well, that assumes they're specifically taking it away, they could just be shutting down the multiplayer aspect. From the way they spoke about it, I don't imagine the single player requires you to log into anything.

For what it's worth, they were specifically asked about whether singleplayer Skirmish would still be available after the Beta "went dark" and they were... non-committal

Mitch Gitelmen posted:

As we get closer to the end of Beta, we'll send out a Kickstarter Update with any additional information like an answer to your question.

So it could go either way.

Q_res
Oct 29, 2005

We're fucking built for this shit!
To be fair, a poo poo ton of devs treat Betas that way.

It's worth noting, after every match the game is going to pop up a survey for you. HBS is treating Beta players as actual testers.

Q_res
Oct 29, 2005

We're fucking built for this shit!
Right now it's tentatively set for "late summer/early fall"

Q_res
Oct 29, 2005

We're fucking built for this shit!
Skirmish only was always the plan for the Backer Beta, all the way back to 2015 during the initial Kickstarter campaign. So treating it like some sort of bad sign is really weird. I mean, I doubt they'll actually hit "late summer/early fall" but I think it's pretty pessimistic to think they can't get this game out within the next 6 months.

Q_res
Oct 29, 2005

We're fucking built for this shit!

AAAAA! Real Muenster posted:


Disclaimer before the pitchforks come out: I'm not an authority on the subject and could be VERY wrong. I may just have bad opinions.

Literally nobody freaked out at you, all I said was that it seemed (overly) pessimistic. I think you're being a touch sensitive about a reasonable, calmly stated disagreement.

Zaodai posted:

It's the third or fourth time someone has posted a calm but not-roses-and-sunshine opinion, and every time it gets responded to as if people are preaching the end of the world. Just ignore them, there is no point in trying to explain a dissenting opinion, it will bring out "SO YOU THINK THIS IS A SCAM, HUH?!" people regardless of how minor a thing you point out.

:jerkbag:

Q_res fucked around with this message at 02:13 on May 29, 2017

Q_res
Oct 29, 2005

We're fucking built for this shit!

quote:

As we said last week, we'll send out a Kickstarter update with more info.

We are releasing on 6/1 Pacific Time. We need to propagate 25,000 Steam keys on backerkit and that will take time. That's why we're not giving a release time. You will get an automatic mail from Backerkit when your key is in your account.

Please spread the word through the myriad posts.

So, I'd take this to mean the process is probably at least partially manual. Don't be surprised is some people get access to their keys before you do.

Q_res
Oct 29, 2005

We're fucking built for this shit!
The email will tell you your key is available, you'll have to access your BackerKit for the actual key.

Q_res
Oct 29, 2005

We're fucking built for this shit!
Don't worry, it's my first KS too. I'll just quote this from the official forums

quote:

Hey folks -- just trying to make sure everyone's super-clear on how to get into BackerKit tomorrow.
This is the magic web page: https://battletech.backerkit.com/

Enter the email you used during the Kickstarter (or the email you used to buy from BackerKit) and push the "Get my Survey" button. You'll get an email with a link directly into your account. Once there, push the "Get your Digital Downloads" button.

Do NOT get distracted by the section on the above page that talks about : "Managing multiple pledges on BackerKit? Log in here for your Backer Account."

That ONLY works if you have created a "centralized" BackerKit account which is used across multiple pledges. (You would have been given this opportunity the first time you filled out your BattleTech survey, but a LOT of people just skip that step. I can't tell you how many people contact our customer service thinking that they're not in the BackerKit system because the 'forgotten password' stuff doesn't work. They just didn't create a permanent 'centralized' account, so they never made a password!)

I know that's all super confusing!

But really the simplest thing you can do is just enter your email into the box, push Get My Survey, and check your email!

Q_res
Oct 29, 2005

We're fucking built for this shit!
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.

Also, how do I verify my laptop is using the right GPU? It has Intel integrated HD graphics and a 4GB Geforce GTX 960M, I was getting single-digit framerates at 1080P "High" and just wanted to make sure it wasn't an issue on my end.

Q_res
Oct 29, 2005

We're fucking built for this shit!
I stole the Evasive Atlas pilot idea and it worked amazingly well

Commando 1B with Sensor Lock
Trebuchet with Bulwark
Griffin 1S with Master Tactician
Atlas with Evasive.

vs an Orion 1V, Hunchback 4G, Trebuchet and Urbie
Got me my first win, lost the Commando cause I got a little over aggressive with it towards the end. Took out the Mediums, then the Orion with an AC/20 to the face before they ganged up on the poor Urbie. Early on I nailed the Urbie with both LRMs from the Treb and it spent the rest of the match holding the Urbie back and trying to snipe with the AC/10.

Q_res
Oct 29, 2005

We're fucking built for this shit!
I feel like I might have "solved" the AI. I've been putting the OpFor on Random and this last match I didn't lose a single Mech. Not even my Commando. Though my Vindicator did lose its LT and LA.

Q_res
Oct 29, 2005

We're fucking built for this shit!

Rhymenoserous posted:

The Centurion is really turning out to be a MVP, and I'm in love with the battlemasters ability to just beat the hell out of things at mid range. I do not like the vindicator at all though.

EDIT: And I'm really liking the treb for LRM spam. I like the Cat too, but given a choice between a treb or a cat and being able to up the tonnage on another lancemate, the treb wins.

First thing I do in campaign is going to be doing something with that heat load though.

The Treb is in a really drat good spot, in the campaign with access to the MechLab I'm going to find one and ditch 1 ML for another ton of LRM ammo. I used one with the bulwark skill earlier, so it just stood in some water launching all the missiles and bracing every turn.

Q_res
Oct 29, 2005

We're fucking built for this shit!

PoptartsNinja posted:

Missiles and Autocannons are fine, PPCs could be safely bumped up to AC/10 damage (75) from their current AC/5 damage (50). I think lasers are in a pretty alright place, small lasers are king poo poo of tiny weapon mountain, and nothing's got flamers yet but I'm eagerly awaiting them. Mediums feel a little anemic at times but they're so ubiquitous I feel that's alright, and larges do respectable damage for their heat. The Swayback feels just as threatening as the standard Hunchback to face, it just runs a lot hotter.

I'd mostly agree with you here, ACs don't really need any changes. But Missiles, maybe tone down the stability damage just a hair. Bump the PPC to 60 dmg. Completely agree on the ML and SL, not sure how I feel about the LL right now. MGs are garbage, but that's to be expected.

Q_res
Oct 29, 2005

We're fucking built for this shit!

JacksLibido posted:

-what's the point of firing in your first "action" section? Do I get a bonus to aim for not moving? Why would I not MOVE then shoot? Terrain seems to be of no concern other than forests, so why not move just for the sake of moving?

There's a pilot ability called Bulwark. If you don't move it gives you the same bonus as the Brace action. But where Brace lets you move and then Brace for the bonus, Bulwark lets you stand still and fire and still get the bonus.

Q_res
Oct 29, 2005

We're fucking built for this shit!
Think of it like this, a Light Mechs first job is to not get shot.

Q_res
Oct 29, 2005

We're fucking built for this shit!
Okay, so preliminary "official" skill ranking. Agree?

Good Skills:
Bulwark - 50% damage reduction when you remain stationary. I'm a big fan of this on missile boats, park one in some water and just sling lurms until you run out.

Master Tactician - +1 Initiative and removes the Unsteady state when you reserve the Mech. You get to move one phase earlier, plus you can empty your stability bar at essentially no cost. Great skill on Medium Mechs.

Sensor Lock - Grants your Mech Line-of-Sight to a target it otherwise wouldn't have LoS to and scrubs the Evasive state and defense modifiers from the target. A well played, well positioned Light with this skill can win you a game.

Evasive Move - When you move you gain the Evasive state, 50% chance to dodge all incoming ranged attacks until your next turn. Doesn't affect Melee or apply when you have the Unsteady state. Slap this on a heavily armored Mech and you turn it into an absolute damage tank. It's probably a little OP, actually.

Bad Skills:
Multi-Target - Fire at up to 3 target within your firing arc. Pretty straight forward, just not that actually useful in practice. Usually you're better off saving the heat and just sticking to one target, imo.

Precision Strike - When you attack with only one weapon you will ignor the Cover or Guarded states on the target. Potentially useful on the Griffin 1N, Hunchback 4G and Panther. And that's pretty much loving it.

Angel of Death - Jump Distance of your Mech is increased by 25% and you take 50% less damage when you execute a Death From Above attack. You also do not gain the Unsteady state after performing a DFA. Definitely the best of the 2nd tier skills, the main downside is that you pay for that increased jump distance with an even more severe heat penalty when you jump.

Q_res
Oct 29, 2005

We're fucking built for this shit!
It can be hard to spot, but when you have your Light selected, there's a blue/teal ring around it that tells you your sensor range. You can use Sensor Lock without getting as close to the enemy as you might think.

Q_res
Oct 29, 2005

We're fucking built for this shit!

canepazzo posted:

Is there some kind of combat log in game / is one planned? I feel like a combat log would be awesome for this.

They mentioned something about doing a combat log before. I think someone asked about video replays, which they said no to, but claimed they'd do a combat log.

Q_res
Oct 29, 2005

We're fucking built for this shit!
Click the spot you want to move to, then hover over the target. Hit 'ESC' to back out and do it with another spot.


edit: Zaodai has it right. Moving is a 2-click affair. You choose a destination and then a facing, as long as you don't choose a facing you can back out the way I described.

Q_res fucked around with this message at 05:18 on Jun 3, 2017

Q_res
Oct 29, 2005

We're fucking built for this shit!

Skippy McPants posted:

The thing that annoys me most about the Awesome is that it doesn't have the heat management to fire the 3/2/3 pattern the mech is known for.

It seems perfectly capable of doing 3/2/2/3 though.

Q_res
Oct 29, 2005

We're fucking built for this shit!
A green-yellow-red gradient could do a more effective job conveying information, but it'd be a huge pain in the rear end for colorblind players.

Q_res
Oct 29, 2005

We're fucking built for this shit!

Myrmidongs posted:

Melee needs to be selectable as part of an attack action. No game, I don't want to punch that guy in the front where he has full armor, I want to move behind him where he is already down to structure and murder him. I understand simplifying punch vs kick, but not giving players a choice in positioning during melee feels bad.

I strongly suspect this was a deliberate design decision to specifically prevent you from just walking around and punching someone in the back because of how devastating it can be. As is, you only get punched in the back if you leave someone behind you.

Q_res
Oct 29, 2005

We're fucking built for this shit!
Just for the record Daton, I don't think anyone has an issue with 'Evasive' as a result of Sprinting. It's 'Evasive Move' that gives you 'Evasive any time you move (does not apply to backing up, btw) that's problematic. Put that on a heavily armored Mech, keep it in Cover and moving and you get 25% damage reduction and a 50% chance to dodge the attacks. On something like an Atlas, you can weather an absurd amount of damage. When I used it I put my Atlas on point to draw as much fire as I could and the AI still couldn't get a single section of that Mech down to internals. Not even close.

Q_res
Oct 29, 2005

We're fucking built for this shit!

Section Z posted:

So the often good AI, suffers from the fact it can’t “Spot” by hiding behind a mountain going :f5: and in fact, is forced to scout the old fashioned way? Hmm… I mean, I'm all for giving the players a slight skill usage edge over the AI (an important factor in a campaign setting where you will always be outnumbered in the long run, rather than even skirmishes). But it does highlight the situation further.

According to one of the devs, the AI only "understands" a couple of the abilities right now. So it can't use most of them.

Q_res
Oct 29, 2005

We're fucking built for this shit!

Zaodai posted:

No, no! This is entirely different! You can't... I was just trying to...

:negative:

It's okay Paul, you don't have to hide who you truly are from us any more...

Q_res
Oct 29, 2005

We're fucking built for this shit!
Yeah, I agree. I think Mech selection would be better if it just straight up used the in-game paper doll. That would tell you a sections armor, structure and what it contained simply by hovering your mouse over it.

Q_res
Oct 29, 2005

We're fucking built for this shit!

JacksLibido posted:

That's just retarded though. At that point why don't you just make everybody walk around with stability damage if 1-2 missiles will do 80% of the stability damage 20 will? That's just flat dumb. I tried to think of what you could mean that wasn't stupid, but if it really is that then dude, no.

His idea has one, specific advantage to it. It lets you nerf the 15 and 20 without damaging the LRM 5 which already kind of sucks.

Q_res
Oct 29, 2005

We're fucking built for this shit!
I just played a skirmish where almost all of my Mechs got beat up pretty good. I have a Trebuchet missing an arm and a Locust missing both arms. I'd say that's a good baseline for a "tough mission that went well" in the campaign.

Q_res
Oct 29, 2005

We're fucking built for this shit!

Phrosphor posted:

The laserboat Atlas is playable in the beta right now. It has virtually NO ARMOUR and is setup with ppcs.

The Wolverine, Cataphract, Firestarter and Enforcer are all playable as well and have their unique models. The Enforcer seems fine and a good robot, the Wolverine has a damaged look to it and isn't rigged for it's SRM launcher (still fires just no animation).

The Cataphract and Firestarters work great except their weapons all glow as though they are overheated, which is appropriate because the Firestarter can force an instant shutdown on any mech with one attack. Multiple attacks make them so hot that they take structure damage everytime they turn back on.

Way to steal my thunder rear end in a top hat...

Q_res
Oct 29, 2005

We're fucking built for this shit!

Phrosphor posted:

I really like the look of the Enforcer, it can fire it's LL and AC10 every turn pretty reliably as well.

I forgot that that Blackjack works as well, so you beat me there!

I wasn't very happy with the Enforcer, the decision to reduce shots/ton for ammo kind of hit it hard. I ran out of ammo pretty quickly even taking only good % shots, a good couple turns before I ran out in the Cataphract. The Small Laser does help it be just a little bit more effective in Melee though.

Apparently the Wolverine 6R model is present as well, but it's even more unfinished than the Cataphract and Firestarter.


As for Best and Worst, looking at it from the perspective of this game only...

The Enforcer actually seems kind of bad, as does the Vindicator. Worst Mech, for me, is probably the Panther though. Best Mech, have to say the Griffin 1S is a beast but heat is a bitch in it. So I'm inclined to say the Catapult. LRM 15s are, along with the AC/10, the best weapons in this game right now. Then it has 4 Medium Lasers, good armor, and the jumpjets for DFA. There's just not an engagement envelope where this thing is bad.

Q_res
Oct 29, 2005

We're fucking built for this shit!

Amechwarrior posted:

The Victor definitely has its place in BT, its place isn't "everywhere" like the Orion or Atlas but it makes a great "Stomper" to throw in against 15mil light games. Shows up, knocks you down and jumps away. The Awesome has a place for sure, but long range direct fire in general is weakened in BT vs TT due to the fog of war restrictions and the very hilly/mesa-ish maps we have make the lackluster damage of the PPC not a smart choice.

Maybe we will see things change once we can fight each other, as both teams will be more cautious and hang back before the brawl starts. However, I see LRMs beating just about everything else in that situation.

It doesn't help the PPC that they've essentially turned the AC/10 into a no-minimum-range Gauss Rifle.

Q_res
Oct 29, 2005

We're fucking built for this shit!

Amechwarrior posted:

Reading that made me realize that the AC/10 is exactly what the Gauss Rifles BT damage value would be. That's why it's so drat good.

Which is why the Urbie is so good, it's practically a Hollander.

Q_res
Oct 29, 2005

We're fucking built for this shit!
I said "practically"...

Q_res
Oct 29, 2005

We're fucking built for this shit!
MG Locust is perfectly fine as the cheapest means of getting Sensor Lock on the board. It just shouldn't be shooting anything until you've downed at least one Mech and everything else on the OpFor has at least 1 or 2 stripped sections.

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Q_res
Oct 29, 2005

We're fucking built for this shit!

John Charity Spring posted:

Would making PPCs 60 damage do the trick? I've got some use out of them currently but it does seem like a single 50-damage weapon with a big heat impact can be pretty underwhelming.

The biggest problem with bumping the PPC to 60 damage (something I've suggested, too) is that it becomes a headcapper (one shot kill on a headshot against a fully armored Mech). Combine that with its very high hit %s and long range...

It's problematic. But then, no more problematic than the AC/1510 aka Level 1 Gauss Rifle.

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