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[BATTLETECH/MechWarrior] This thread has suffered a catastrophic translight jump failure.

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Posts

  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    Jacobkosh wrote: »
    Jacobkosh wrote: »
    I had a choice between a grasshopper and a black knight and chose the black knight. Was this an oops?

    What I really need is a heavy missile boat and neither were good for that

    The Black Knight is great. Consider swapping out the PPC for a Large Laser and then using the excess weight to add more heatsinks and you have a mech that puts out reliable high damage turn after turn.

    Yeah I would definitely not run a PPC on it. Either seven MLas and some melee or DFA support, or like four LLas 3 MLas and as many heat sinks as you can fit.

    yeah the way someone put it - I think it was here - is that when you give a mech a PPC you kind of make that PPC a core part of their identity for good or ill and have to build around it

    I don't think the PPC fits the black knight's identity. it's not a sniper, it's a led zeppelin laser show. LLas gives you 80% of the range and 80% of the damage for 75% of the heat and 2 free tons to pack with more armor or heatsinks or whatever

    yeah its primary role is one shot coring mechs at range with a called shot.

    sig.gif
  • JacobkoshJacobkosh Gamble a stamp. I can show you how to be a real man!Moderator mod
    edited May 2018
    I mean

    I guess I see people arguing that there should be more reason to use lights, more reason to use other mechs and have a bigger stable, etc

    I feel like some mechs not being ideal for desert is a great example of that. The Black Knight is a radass mech. It's just not the right mech for every situation.

    like, by contrast, a mech that goes heavy into autocannons is great for desert maps but really sucks for protracted missions with lots of reinforcements (as the story missions tend to be)

    Jacobkosh on
  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    jake i'm kind of disturbed by your lack of devotion to the black knight

    There's a reason I renamed my first one "Punchy." He was pretty effective in the desert,

    sig.gif
  • JacobkoshJacobkosh Gamble a stamp. I can show you how to be a real man!Moderator mod
    jake i'm kind of disturbed by your lack of devotion to the black knight

    There's a reason I renamed my first one "Punchy." He was pretty effective in the desert,

    it was my dude's hero mech! it had a name and rocked all the ++ and +++ lazors I had

    but if I saw the mission was a desert map on planet fuckhole maybe I took my yen-lo-wang instead

  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    p disturbed rn

    sig.gif
  • InquisitorInquisitor Registered User regular
    Mirkel wrote: »
    Iolo wrote: »
    There are too many missions in deserts on on moons for me to muck about with all energy builds. Aside from some MLs, my teams were running ballistics and missiles. (Of course, all my guys are jumpy so that factors in as well.)

    Doesn't help that the energy builds do way too much heat. They really should do at least a small adjustment to LL and PPC heat in one of these patches, would broaden the amount of viable weapon loadouts.

    No way, it's great as is. If anything globally tune heat generation up about 15%

    Oh geeze no hasn’t the poor PPC suffered enough?

  • TynnanTynnan seldom correct, never unsure Registered User regular
    p disturbed rn

    Look, not everyone gets to be as hot as you but that doesn't mean you get to judge them for it

  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    Inquisitor wrote: »
    Mirkel wrote: »
    Iolo wrote: »
    There are too many missions in deserts on on moons for me to muck about with all energy builds. Aside from some MLs, my teams were running ballistics and missiles. (Of course, all my guys are jumpy so that factors in as well.)

    Doesn't help that the energy builds do way too much heat. They really should do at least a small adjustment to LL and PPC heat in one of these patches, would broaden the amount of viable weapon loadouts.

    No way, it's great as is. If anything globally tune heat generation up about 15%

    Oh geeze no hasn’t the poor PPC suffered enough?

    The game's more fun when you can't alpha strike 4 out of every 5 rounds!

    sig.gif
  • AridholAridhol Daddliest Catch Registered User regular
    Thanks for the mission advice!
    I think I will try to get maybe 1 100 tonner.
    What's the best assault mech in the game for AC's damage?
    Also where can I get one :)

  • ButtcleftButtcleft Registered User regular
    Oh my god.

    like two missions ago Dekker took several injuries that knocked him out for about a month.

    Literally about 5 microseconds after Dekker gets out of the infirmary, I get a pirate attacks event..Which gives Dekker two injuries, and now hes back in the goddamn infirmary for another month.

    This game hates Dekker.

  • InquisitorInquisitor Registered User regular
    Inquisitor wrote: »
    Mirkel wrote: »
    Iolo wrote: »
    There are too many missions in deserts on on moons for me to muck about with all energy builds. Aside from some MLs, my teams were running ballistics and missiles. (Of course, all my guys are jumpy so that factors in as well.)

    Doesn't help that the energy builds do way too much heat. They really should do at least a small adjustment to LL and PPC heat in one of these patches, would broaden the amount of viable weapon loadouts.

    No way, it's great as is. If anything globally tune heat generation up about 15%

    Oh geeze no hasn’t the poor PPC suffered enough?

    The game's more fun when you can't alpha strike 4 out of every 5 rounds!

    Not with how they have heat implemented in the game. It being a single threshold is rather dull. It should be a sliding scale of stacking maluses like in TT. Make heat generation interesting first and then i’m fine with generating more of it.

    (Though a flat increase is a bad idea as people will just rely on the heat efficient weapons like M lasers even more.)

  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    Inquisitor wrote: »
    Inquisitor wrote: »
    Mirkel wrote: »
    Iolo wrote: »
    There are too many missions in deserts on on moons for me to muck about with all energy builds. Aside from some MLs, my teams were running ballistics and missiles. (Of course, all my guys are jumpy so that factors in as well.)

    Doesn't help that the energy builds do way too much heat. They really should do at least a small adjustment to LL and PPC heat in one of these patches, would broaden the amount of viable weapon loadouts.

    No way, it's great as is. If anything globally tune heat generation up about 15%

    Oh geeze no hasn’t the poor PPC suffered enough?

    The game's more fun when you can't alpha strike 4 out of every 5 rounds!

    Not with how they have heat implemented in the game. It being a single threshold is rather dull. It should be a sliding scale of stacking maluses like in TT. Make heat generation interesting first and then i’m fine with generating more of it.

    (Though a flat increase is a bad idea as people will just rely on the heat efficient weapons like M lasers even more.)

    isn't it not a single threshold? One threshold for overheat and one for shutdown, and the further you are over your overheat line the more structure damage you take?

    sig.gif
  • InquisitorInquisitor Registered User regular
    Inquisitor wrote: »
    Inquisitor wrote: »
    Mirkel wrote: »
    Iolo wrote: »
    There are too many missions in deserts on on moons for me to muck about with all energy builds. Aside from some MLs, my teams were running ballistics and missiles. (Of course, all my guys are jumpy so that factors in as well.)

    Doesn't help that the energy builds do way too much heat. They really should do at least a small adjustment to LL and PPC heat in one of these patches, would broaden the amount of viable weapon loadouts.

    No way, it's great as is. If anything globally tune heat generation up about 15%

    Oh geeze no hasn’t the poor PPC suffered enough?

    The game's more fun when you can't alpha strike 4 out of every 5 rounds!

    Not with how they have heat implemented in the game. It being a single threshold is rather dull. It should be a sliding scale of stacking maluses like in TT. Make heat generation interesting first and then i’m fine with generating more of it.

    (Though a flat increase is a bad idea as people will just rely on the heat efficient weapons like M lasers even more.)

    isn't it not a single threshold? One threshold for overheat and one for shutdown, and the further you are over your overheat line the more structure damage you take?

    In TT it’s -1 movement, then -1 to hit, then chances at pilot damage , then ammo explosions, then for forced shutdown, etc with the penalties and chances getting higher.

    PC game is cross a line take damage, cross a line shut down. No push your luck chances. No go ham this turn to deal with penalties next turn. And you can float so much heat with no penalties. I find it rather boring as a system.

  • SpectrumSpectrum Archer of Inferno Chaldea Rec RoomRegistered User regular
    Anyone have anything inventive to share about the TDR-5SS? Knocked one loose last night and spent awhile tweaking it but couldn't find anything thrilling.

    I first test fitted with 2xPPCs but then thought about it and realized I already do basically the same thing better with a freakin' Jagermech with 2xAC/5+1xLL.

    So I ended up going to something like 1xLL, 6xML, 1xSRM4 and stocking up on JJs and heat sinks. It just feels lame.

    XNnw6Gk.jpg
  • Redspo0nRedspo0n Registered User regular
    So, I headshot a thunderbolt.
    *Yay! Another heavy finally!*
    Literally next turn, HBK-4G crests the ridge and removed Behemoths cockpit. Darius told me later it looked like a paintball impact from the orbital view.

    I was left with my first save-scum choice.

    On the plus side, Glitch is suprisingly effective in my PPC+Mlas Thunderbolt!

    "Hey, want a Skull Servent? He's Evil."
    XFIRE:redspo0n (Yep, Zero in there) XBL: Pinkspo0n
  • Casual EddyCasual Eddy The Astral PlaneRegistered User regular
    Jacobkosh wrote: »
    I had a choice between a grasshopper and a black knight and chose the black knight. Was this an oops?

    What I really need is a heavy missile boat and neither were good for that

    The Black Knight is great. Consider swapping out the PPC for a Large Laser and then using the excess weight to add more heatsinks and you have a mech that puts out reliable high damage turn after turn.

    I might load it up with machine guns and lasers to turn it into a punch machine when the lasers get too hot

  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    a
    Spectrum wrote: »
    Anyone have anything inventive to share about the TDR-5SS? Knocked one loose last night and spent awhile tweaking it but couldn't find anything thrilling.

    I first test fitted with 2xPPCs but then thought about it and realized I already do basically the same thing better with a freakin' Jagermech with 2xAC/5+1xLL.

    So I ended up going to something like 1xLL, 6xML, 1xSRM4 and stocking up on JJs and heat sinks. It just feels lame.

    7 energy hardpoints isn't very flexible. About the only other thing you can do is give it arm or leg mods and melee or DFA a lot.

    With a tactics 9 called shot your existing build should be able to 1-shot things pretty good though.

    sig.gif
  • NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    Buttcleft wrote: »
    Oh my god.

    like two missions ago Dekker took several injuries that knocked him out for about a month.

    Literally about 5 microseconds after Dekker gets out of the infirmary, I get a pirate attacks event..Which gives Dekker two injuries, and now hes back in the goddamn infirmary for another month.

    This game hates Dekker.

    My game hates(hated) Glitch. Still need to tell that story, gotta scrape the pics out of my screenshot folder.

    I'll just say for now, my Glitch story sounds a lot like your Dekker story, but doesn't have a happy ending. :(

    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
  • Casual EddyCasual Eddy The Astral PlaneRegistered User regular
    In my game dekker tripped on some boxes and got injured lel

  • SutibunRiSutibunRi Montreal, Quebec, CanadaRegistered User regular
    edited May 2018
    New patch fixes the endless turn bug.. but also fixes endless High Spirits.. which has affected 1/2 my team...

    I do like precision targeting 4 out of every 5 rounds.

    SutibunRi on
  • NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    Redspo0n wrote: »
    So, I headshot a thunderbolt.
    *Yay! Another heavy finally!*
    Literally next turn, HBK-4G crests the ridge and removed Behemoths cockpit. Darius told me later it looked like a paintball impact from the orbital view.

    I was left with my first save-scum choice.

    On the plus side, Glitch is suprisingly effective in my PPC+Mlas Thunderbolt!

    Christ, for real? If so, that's some dark fucking writing there.

    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
  • ErlkönigErlkönig Seattle, WARegistered User regular
    edited May 2018
    Henroid wrote: »
    I was looking at the Marauder IIC and thought, "why not make a more lol version of the Nova?" Nine medium pulse lasers and as many heat sinks and armor as you can stuff on the damn thing so that getting up close with it means eating it?

    I'm a little confused: 340STD engine? Why not go 400cXL for best non-Gargoyle-like gotta-go-fast(as an assault) speed? I mean, sure, you get blowed up if you lose both side torsos...but an extra 12kph can potentially make it so you don't lose those side torsos in the first place.

    EDIT to avoid double-posting:

    And all this talk of the Black Knight...I've been thinking of picking one up in MWO. Thinking 2xHPPC+6xML. Was eyeballing something kinda like this. Now, obviously, it would be ill-advised to fire everything all the time...but selectively firing based on range bands (mid/long range = HPPCs, close/brawl = medium lasers), but it seems like it should be okay.

    Erlkönig on
    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • SiliconStewSiliconStew Registered User regular
    Jacobkosh wrote: »
    I had a choice between a grasshopper and a black knight and chose the black knight. Was this an oops?

    What I really need is a heavy missile boat and neither were good for that

    The Black Knight is great. Consider swapping out the PPC for a Large Laser and then using the excess weight to add more heatsinks and you have a mech that puts out reliable high damage turn after turn.

    Yeah I would definitely not run a PPC on it. Either seven MLas and some melee or DFA support, or like four LLas 3 MLas and as many heat sinks as you can fit.

    I think it's still a good idea to have one PPC on it for the stability damage. Knockdowns are worth more than being able to fire more often.


    Sprout wrote: »
    Hahnsoo1 wrote: »
    Heir wrote: »
    Buttcleft wrote: »
    Orions dont seem very durable, or is it just me?

    My thunderbolts and Grasshopper sit there and take withering fire from entire lances without an armor breach.

    My Orion (maxed armor btw) loses its arms constantly to not very much fire, and consistently limps back to the dropship. I've gone through like 6 AC20s on it.

    Currently I've got two Orion variants that always sit there with Bulwark and tank everything with maxed armor, and still put out really good damage output (mix of SRMs and MLasers on both). It's glorious. I friggin love Bulwark.

    I'd love an open play version of this game. Just trawling the galaxy for contracts. Slowly building up your lance. Maybe make the payouts a bit less to slow it down?
    Uh. That's basically what the post-game is like, pretty much. No planets are locked out on the map.

    The issue there is that by that point you're locked into the "assaults or GTFO" territory. If you want to play with lights, mediums, and even a few heavies you're kind of out of luck.

    I recall a mod on nexusmods that removed the difficulty bumps from campaign progression and reworked all the planet difficulties instead. Can't say how well it works though.

    Just remember that half the people you meet are below average intelligence.
  • JacobkoshJacobkosh Gamble a stamp. I can show you how to be a real man!Moderator mod
    edited May 2018
    Inquisitor wrote: »
    Inquisitor wrote: »
    Inquisitor wrote: »
    Mirkel wrote: »
    Iolo wrote: »
    There are too many missions in deserts on on moons for me to muck about with all energy builds. Aside from some MLs, my teams were running ballistics and missiles. (Of course, all my guys are jumpy so that factors in as well.)

    Doesn't help that the energy builds do way too much heat. They really should do at least a small adjustment to LL and PPC heat in one of these patches, would broaden the amount of viable weapon loadouts.

    No way, it's great as is. If anything globally tune heat generation up about 15%

    Oh geeze no hasn’t the poor PPC suffered enough?

    The game's more fun when you can't alpha strike 4 out of every 5 rounds!

    Not with how they have heat implemented in the game. It being a single threshold is rather dull. It should be a sliding scale of stacking maluses like in TT. Make heat generation interesting first and then i’m fine with generating more of it.

    (Though a flat increase is a bad idea as people will just rely on the heat efficient weapons like M lasers even more.)

    isn't it not a single threshold? One threshold for overheat and one for shutdown, and the further you are over your overheat line the more structure damage you take?

    In TT it’s -1 movement, then -1 to hit, then chances at pilot damage , then ammo explosions, then for forced shutdown, etc with the penalties and chances getting higher.

    PC game is cross a line take damage, cross a line shut down. No push your luck chances. No go ham this turn to deal with penalties next turn. And you can float so much heat with no penalties. I find it rather boring as a system.

    It's a different gradient. You take more damage the more over the line you are.

    The basic principle is that trading survivability (I suffer damage that will impact how long I can stay in the fight) for effectiveness (I can shoot more guns right now) helps speed a fight to its conclusion, where slower movement and increased whiffiness (or more conservative play to avoid slower movement and whiffiness) draw things out. That's fine in a tabletop game where you've already signed on to play a three or five hour session, but this game is meant to be played more often than just on lazy Saturday afternoons. They want you in and out of missions in under 45 minutes whenever possible.

    I understand that you're not happy about every change from tabletop, but none of the changes were random or purposeless. A lot of thought went into every one and the reasoning is out there and explained in multiple places.

    Jacobkosh on
  • nonoffensivenonoffensive Registered User regular
    Spectrum wrote: »
    Anyone have anything inventive to share about the TDR-5SS? Knocked one loose last night and spent awhile tweaking it but couldn't find anything thrilling.

    I first test fitted with 2xPPCs but then thought about it and realized I already do basically the same thing better with a freakin' Jagermech with 2xAC/5+1xLL.

    So I ended up going to something like 1xLL, 6xML, 1xSRM4 and stocking up on JJs and heat sinks. It just feels lame.

    I run 7 ML, 2 SL, SRM6, nearly full armor and Jump Jets and run right into the middle of things and light up like a disco ball. When you start to hit heat cap, it's Punch Time.

  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    Oh right. That's something else I want to add to my re-balance list.

    Upkeep:
    • Drastically lower active mech upkeep.
    • Mildly lower Argo upgrade upkeep.
    • Drastically raise Pilot salaries to compensate.

    I feel like this would make the pilots feel a bit more...disposable? I suppose. You might hire someone on for just a mission or two as fodder until your core pilot gets out of the medbay. Your mechs are your stars, the pilots are just the meatbags that pilot them. Plus I really hate how late game it feels like I'm being punished for expanding my mechbays when I mostly just use the same 5 or 6 mechs. Keeping more than 8 or 9 active just feels like a huge money sink for no reason.

    I'd be curious to hear what you all would think about that.

  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    Erlkönig wrote: »
    Henroid wrote: »
    I was looking at the Marauder IIC and thought, "why not make a more lol version of the Nova?" Nine medium pulse lasers and as many heat sinks and armor as you can stuff on the damn thing so that getting up close with it means eating it?

    I'm a little confused: 340STD engine? Why not go 400cXL for best non-Gargoyle-like gotta-go-fast(as an assault) speed? I mean, sure, you get blowed up if you lose both side torsos...but an extra 12kph can potentially make it so you don't lose those side torsos in the first place.

    EDIT to avoid double-posting:

    And all this talk of the Black Knight...I've been thinking of picking one up in MWO. Thinking 2xHPPC+6xML. Was eyeballing something kinda like this. Now, obviously, it would be ill-advised to fire everything all the time...but selectively firing based on range bands (mid/long range = HPPCs, close/brawl = medium lasers), but it seems like it should be okay.
    Even with the safer security on clan mechs not dying so easily with XL engines, I still prefer the security and safety of standard engines. Especially if my intent is to brawl. My Bushwacker, for example, has all its firepower on the torso sections, but that doesn't mean I want to lose all of it when one side goes. So I swapped it to standard; now if people want to be rid of me, they have to go at the central portion, which has a pretty significant amount of armor for a mech of its size. It's not super-ranged at all, so I will be taking hits. I'd like to survive if at all possible to get my shots in with it. The Marauder IIC is the same in my head, only with a wider (and more in general) weapon spread. The point is I want to be in there and last. Want to get rid of the big bad thing shooting you in your face? Either take the time to wipe out each component, or focus fire on the central torso and be done with me entirely. Teams don't do the best of jobs concentrating fire either so chances are one person will be hitting the central torso while another hits my arms.

    Compare this to my Timber Wolf. Its weapon loadout doesn't support the concept of brawling, so I'm fine with having a clan XL engine in it. I'm not supposed to be taking hits really, though I'm also prepared for those close encounters where I may. Losing one side or the other is devastating, but it's not quite a death sentence. It means changing my engagement to sporadic support fire, instead of long-distance consistent support (the Timber Wolf can withstand plenty of punishment if it's beyond the optimal weapon ranges of enemies).

  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User, Moderator, Administrator admin
    Mvrck wrote: »
    Oh right. That's something else I want to add to my re-balance list.

    Upkeep:
    • Drastically lower active mech upkeep.
    • Mildly lower Argo upgrade upkeep.
    • Drastically raise Pilot salaries to compensate.

    I feel like this would make the pilots feel a bit more...disposable? I suppose. You might hire someone on for just a mission or two as fodder until your core pilot gets out of the medbay. Your mechs are your stars, the pilots are just the meatbags that pilot them. Plus I really hate how late game it feels like I'm being punished for expanding my mechbays when I mostly just use the same 5 or 6 mechs. Keeping more than 8 or 9 active just feels like a huge money sink for no reason.

    I'd be curious to hear what you all would think about that.
    Eh, I only kept 5 'Mechs in rotation and had all 3 'Mech Bays for the Tech Points that the extra 'Mech bays would give you (speeding up repairs). I'd fix it by making it so that each 'Mech bay gave you another "thread" to work on 'Mechs in parallel, so that you could repair 'Mechs like your Medbay heals patients (all at the same time, potentially).

    8i1dt37buh2m.png
  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    Mvrck wrote: »
    Oh right. That's something else I want to add to my re-balance list.

    Upkeep:
    • Drastically lower active mech upkeep.
    • Mildly lower Argo upgrade upkeep.
    • Drastically raise Pilot salaries to compensate.

    I feel like this would make the pilots feel a bit more...disposable? I suppose. You might hire someone on for just a mission or two as fodder until your core pilot gets out of the medbay. Your mechs are your stars, the pilots are just the meatbags that pilot them. Plus I really hate how late game it feels like I'm being punished for expanding my mechbays when I mostly just use the same 5 or 6 mechs. Keeping more than 8 or 9 active just feels like a huge money sink for no reason.

    I'd be curious to hear what you all would think about that.

    same, for the opposite reason. Pilots are a real resource, mechs are not, and there's no storage for pilots. So make pilots cost way more! Really put the screws to me and my checkbook! If I am going to treat my pilots as meatbags then how am i going to have 4 10s

    Learning how to play without called shot mastery would be a harsh toke

    sig.gif
  • nonoffensivenonoffensive Registered User regular
    edited May 2018
    Seems like there are a lot of reasons to want people to have more mechs ready.
    • More disincentive to bring hot mechs on hot maps, so having custom builds ready to go is a big deal
    • If you want losing mechs to be a thing, you want more backups ready to go
    • Increased repair times? 3-5 days for structure damage seems kinda weak to me and it's really easy to keep structure intact. Maybe longer repair makes you mix up your mechs more often.
    • Longer prep time for new mechs, plus loadout requires more bays to get a new mech running. 60 day prep would take 2-3 payrolls before you can even bring it to a drop.

    nonoffensive on
  • SiliconStewSiliconStew Registered User regular
    Mvrck wrote: »
    Oh right. That's something else I want to add to my re-balance list.

    Upkeep:
    • Drastically lower active mech upkeep.
    • Mildly lower Argo upgrade upkeep.
    • Drastically raise Pilot salaries to compensate.

    I feel like this would make the pilots feel a bit more...disposable? I suppose. You might hire someone on for just a mission or two as fodder until your core pilot gets out of the medbay. Your mechs are your stars, the pilots are just the meatbags that pilot them. Plus I really hate how late game it feels like I'm being punished for expanding my mechbays when I mostly just use the same 5 or 6 mechs. Keeping more than 8 or 9 active just feels like a huge money sink for no reason.

    I'd be curious to hear what you all would think about that.

    If you don't want the mech upkeep, put them in storage. It's not the mechbays costing you the money.

    Hiring and firing purely as needed will make your pilots fodder, yes, because they'll never have any skills to be worth a damn. Eventually one of your high level "core" pilots is going to die and it's pretty brutal replacing them late in the game with a rookie that can't hit the broad side of a barn.

    Just remember that half the people you meet are below average intelligence.
  • ErlkönigErlkönig Seattle, WARegistered User regular
    Henroid wrote: »
    Erlkönig wrote: »
    Henroid wrote: »
    I was looking at the Marauder IIC and thought, "why not make a more lol version of the Nova?" Nine medium pulse lasers and as many heat sinks and armor as you can stuff on the damn thing so that getting up close with it means eating it?

    I'm a little confused: 340STD engine? Why not go 400cXL for best non-Gargoyle-like gotta-go-fast(as an assault) speed? I mean, sure, you get blowed up if you lose both side torsos...but an extra 12kph can potentially make it so you don't lose those side torsos in the first place.

    EDIT to avoid double-posting:

    And all this talk of the Black Knight...I've been thinking of picking one up in MWO. Thinking 2xHPPC+6xML. Was eyeballing something kinda like this. Now, obviously, it would be ill-advised to fire everything all the time...but selectively firing based on range bands (mid/long range = HPPCs, close/brawl = medium lasers), but it seems like it should be okay.
    Even with the safer security on clan mechs not dying so easily with XL engines, I still prefer the security and safety of standard engines. Especially if my intent is to brawl. My Bushwacker, for example, has all its firepower on the torso sections, but that doesn't mean I want to lose all of it when one side goes. So I swapped it to standard; now if people want to be rid of me, they have to go at the central portion, which has a pretty significant amount of armor for a mech of its size. It's not super-ranged at all, so I will be taking hits. I'd like to survive if at all possible to get my shots in with it. The Marauder IIC is the same in my head, only with a wider (and more in general) weapon spread. The point is I want to be in there and last. Want to get rid of the big bad thing shooting you in your face? Either take the time to wipe out each component, or focus fire on the central torso and be done with me entirely. Teams don't do the best of jobs concentrating fire either so chances are one person will be hitting the central torso while another hits my arms.

    Compare this to my Timber Wolf. Its weapon loadout doesn't support the concept of brawling, so I'm fine with having a clan XL engine in it. I'm not supposed to be taking hits really, though I'm also prepared for those close encounters where I may. Losing one side or the other is devastating, but it's not quite a death sentence. It means changing my engagement to sporadic support fire, instead of long-distance consistent support (the Timber Wolf can withstand plenty of punishment if it's beyond the optimal weapon ranges of enemies).

    Yeah, I think this is where we have different build design philosophies. For my Marauder IIC (base variant), I went with 2xERPPCs on the same high-hardpoint side torso for maximum peekabooing. The ERPPCs are backed up with 6xMPLs to deal with anybody who decides to push my position. So I'm not in a hurry to waddle out in the open and trade shots, but built more towards being a sniper who happens to have backup weapons to deal with people who try to uproot me.

    And yeah, I brawl with my Timber Wolf. Maximum SRMs and ERMLs (these are mostly to knock down UAVs or for some early-game ranged poke). If I lose a torso, oh well...I still have SRM12 and a pair of ERMLs to keep swinging.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    Mvrck wrote: »
    Oh right. That's something else I want to add to my re-balance list.

    Upkeep:
    • Drastically lower active mech upkeep.
    • Mildly lower Argo upgrade upkeep.
    • Drastically raise Pilot salaries to compensate.

    I feel like this would make the pilots feel a bit more...disposable? I suppose. You might hire someone on for just a mission or two as fodder until your core pilot gets out of the medbay. Your mechs are your stars, the pilots are just the meatbags that pilot them. Plus I really hate how late game it feels like I'm being punished for expanding my mechbays when I mostly just use the same 5 or 6 mechs. Keeping more than 8 or 9 active just feels like a huge money sink for no reason.

    I'd be curious to hear what you all would think about that.

    If you don't want the mech upkeep, put them in storage. It's not the mechbays costing you the money.

    Hiring and firing purely as needed will make your pilots fodder, yes, because they'll never have any skills to be worth a damn. Eventually one of your high level "core" pilots is going to die and it's pretty brutal replacing them late in the game with a rookie that can't hit the broad side of a barn.

    So I'll put you down for "No, I feel like this would make the game less fun?"

    I'm on the last mission of the campaign, I understand how the game works at this point. =P I'm just thinking of things I find annoying/counter intuitive and spitballing how to fix them. People were just discussing how energy builds feel less useful, and I think maybe that would be alleviated some if it didn't feel like a huge money sink to keep them around for the 1/5 missions that are in a cooler biome. Perhaps a better change is to actually shift the upkeep into the upgrade itself and leave the pilots alone (or tweak them independently), since the bays already give you tech points.

  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    Hahnsoo1 wrote: »
    Mvrck wrote: »
    Oh right. That's something else I want to add to my re-balance list.

    Upkeep:
    • Drastically lower active mech upkeep.
    • Mildly lower Argo upgrade upkeep.
    • Drastically raise Pilot salaries to compensate.

    I feel like this would make the pilots feel a bit more...disposable? I suppose. You might hire someone on for just a mission or two as fodder until your core pilot gets out of the medbay. Your mechs are your stars, the pilots are just the meatbags that pilot them. Plus I really hate how late game it feels like I'm being punished for expanding my mechbays when I mostly just use the same 5 or 6 mechs. Keeping more than 8 or 9 active just feels like a huge money sink for no reason.

    I'd be curious to hear what you all would think about that.
    Eh, I only kept 5 'Mechs in rotation and had all 3 'Mech Bays for the Tech Points that the extra 'Mech bays would give you (speeding up repairs). I'd fix it by making it so that each 'Mech bay gave you another "thread" to work on 'Mechs in parallel, so that you could repair 'Mechs like your Medbay heals patients (all at the same time, potentially).

    I don't know if that's easily doable, but would be very cool to implement. I'll be sure to keep an eye out when I start diving into the DLLs.

  • nonoffensivenonoffensive Registered User regular
    edited May 2018
    Also something to consider in a "Long War" scenerio.

    You should probably need "repair" time to even reload and rearmor your mechs even if just a day or two. Dropping a mech on two consecutive missions without waiting should count as basically taking it straight from one fight to the next. Hopefully that option is available in the json files somewhere.

    I would also love a "familiar" status to go with pilot/mech pairing so that you aren't just swapping pilots around all the time. I doubt there's any code in there for it. Maybe you get a skill point bonus if the pilot has dropped in the same mech multiple times.

    nonoffensive on
  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    If you want to make mechs take time to repair from salvage, you gotta give me an option to set the loadout they're prepared with. If yang spends a month putting LRMs and SRMs on the same mech and then tells me it's another week before I get my sweet heavy I'm gonna go berserk.

    sig.gif
  • SiliconStewSiliconStew Registered User regular
    If you want to make mechs take time to repair from salvage, you gotta give me an option to set the loadout they're prepared with. If yang spends a month putting LRMs and SRMs on the same mech and then tells me it's another week before I get my sweet heavy I'm gonna go berserk.

    Unfortunately, that default loadout when you ready a mech from storage is set in the mechdef file which is what is also used to create the enemy mechs on missions. You could change it but it'd change all those other mechs in the game too.

    Just remember that half the people you meet are below average intelligence.
  • SpectrumSpectrum Archer of Inferno Chaldea Rec RoomRegistered User regular
    Game, for the umpteenth time, a Schrek PPC carrier is not a heavy mech. Grr.

    XNnw6Gk.jpg
  • MetallikatMetallikat Registered User regular
    So, the convoy escort missions are terrible right? Having to escort weak vehicles that can be easily one shot, that exhibit zero sense of self preservation by charging ahead of you at full speed into the waiting arms of an enemy ambush. Said enemy ambushes get to take their turn before you, of course, which results in at least one or two of the convoy being blown up before you get to act.

    For the love of god, if you can't give the convoy vehicles survival instincts beyond that of a lemming, give me control of them.

  • AridholAridhol Daddliest Catch Registered User regular
    After the first two convoy missions I did I have skipped all of them. Either kill or protect its just annoying and not worth my time.

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