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[BATTLETECH/MechWarrior] This thread has suffered a catastrophic translight jump failure.
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yeah its primary role is one shot coring mechs at range with a called shot.
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)
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
Oh geeze no hasn’t the poor PPC suffered enough?
Look, not everyone gets to be as hot as you but that doesn't mean you get to judge them for it
The game's more fun when you can't alpha strike 4 out of every 5 rounds!
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
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.
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.
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.
*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!
XFIRE:redspo0n (Yep, Zero in there) XBL: Pinkspo0n
I might load it up with machine guns and lasers to turn it into a punch machine when the lasers get too hot
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.
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.
I do like precision targeting 4 out of every 5 rounds.
Christ, for real? If so, that's some dark fucking writing there.
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.
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.
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.
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.
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.
Upkeep:
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.
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).
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
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.
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.
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.
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.
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.
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.
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.