OrcaAlso known as EspressosaurusWrexRegistered Userregular
edited April 2020
So I had a thought for a gimmick run. Treat it like a one dropship Clan Invasion. edit: and I don't know anything about the lore other than the broad strokes so...
* Take...I dunno. 4 SLDF mechs. Say 3 heavies and a medium. Or just 4 mediums. Or whatever you think makes sense.
* Give them full SLDF equipment, plus enough spares to replace 50% of their equipment. Or maybe no spares whatsoever?
* Minimum salvage rewards
* Minimum credits
* Mechs take 8 salvage to rebuild, but you can't do anything except store or scrap them. No using inferior non-Clan battlemechs!
* Mech destruction on
* Fatalities on
* You are not allowed to eject your pilots to save them
* You will complete the mission or die trying (no withdrawing)
* No market access, you must live off the land. You are allowed to sell equipment to make the rent.
...see how long until your last mech or mechwarrior bites the dust or you run out of resources?! :twisted:
Might be a bit much but might be an interesting take on the ol' familiar game...
That sounds awesome. I'm a huge fan of "decreasing resources" type games, and I really wish more run-based games tried that format. Set all your gear up front, and see how long you can make it last.
Like... Oregon trail, but with mechs!
McGibs on
+6
Handsome CostanzaAsk me about 8bitdoRIP Iwata-sanRegistered Userregular
edited April 2020
If anyone wants to do some MW5 co-op let me know!
Can't wait for some type of vs mode mod. This is the first Mechwarrior game that I'm actually somewhat decent at.
Also a mod to give you better command and control functions over your lance. The basic commands get the job done in a pinch but I want to be able to order them into specific formations on command and do feints to lure out the enemy without having to micro-manage it. Also a mod that let's me swap into the other mechs to control them manually would be nice. I want my light mech to draw fire from the base and then come back to the group, not engage everyone head on and almost die till I notice and send the reserve unit in to bail him out, completely fucking my strategy and giving the enemy the exact same advantage I was hoping to gain with the maneuver.
OrcaAlso known as EspressosaurusWrexRegistered Userregular
edited April 2020
Okay, Orca's Legion is entering the field.
The contenders:
1 assault, 2 heavies, and 3 mediums split out as so:
* Battlemaster BLR-1GB: Juggernaut with 2x LLas and 5x MLas
* Black Knight BL-6B-KNT: Juggernaut with 4x LLas and 4x MLas
* Warhammer WHM-7A: Head hunter with 4x Large Pulse and enough heatsinking to cool a city
* Griffin GRF-4N: Backstabbing assault in the form of a medium. 4x SRM6, 2x MLas, 2x SLas, and enough heatsinking to make use of everything plus its jump jets.
* Crab CRB-27B: Head hunter with a pair of large pulse lasers and three medium lasers, plus a couple MGs for whatever wanders into range. No jump jets.
* PhoenixHawk PXH-1B: backstabber with 2x Snub PPCs, 2x MLas, plus a triplet of MGs for ensuring that whatever is opened up gets gets a bullet infusion besides. Max jump jets.
There are spares, but only of irreplaceable equipment:
* 5 Double Heatsinks
* 1 Snub PPC
* 3 Large Pulse Lasers
* 1 Small Pulse Laser
* The usual (pathetic) starting spares
We'll be living off the land otherwise.
9 pilots. I won't be piloting a mech since the player can't die.
I went with heavy enemy lance composition instead of normal, just to make life interesting. I'm also going to go with having to take the hardest missions I'm eligible as soon as possible. And Ironman, because if I don't do it I'm going to inevitably save scum when something goes wrong. And it will go wrong, because I tend to get impatient and make unnecessarily risky moves.
First two planets? No sweat, and really just building up rep so I can go for more difficult missions. Third planet I take out a Target Acquisition without difficulty, and then get a base assault. All is going well until I have my Crab run out to finish the last hostile on the map. Then reinforcements arrive, sensor lock the Crab, and things begin going sideways. A Warhammer pops up and hits the Crab with an alpha strike, blowing off the arm with both Large Pulse Lasers. Ouch. So much for my head-hunting Crab.
Cleaned the rest of the hostiles out without difficulty, but the attrition has already begun, and this is going to be a long campaign.
OrcaAlso known as EspressosaurusWrexRegistered Userregular
AC/20s hurt y'all. Almost lost the right side torso and arm off my Black Knight on a Base Assault:
But on the other hand, I can definitely see who my DPS are with this crew. That Griffin and Phoenix Hawk are doing some serious work! Those two by themselves took out a Battlemaster, a Victor, a Banshee, two Quickdraws, and helped finish off an Atlas. As well as three heavy turrets, since they were in the way. The Black Knight cored out an Awesome, and the Crab de-fanged and killed an Orion, and punched out most of the CT armor of that Atlas.
This setup is weird. I don't worry about paying the bills, but whenever hostiles show up with an AC/10 or heavier weapon I'm sweating it--all it takes is one breaching shot AC/20 hit to scrap irreplaceable weapons. And hostiles seem to love sensor locking my units to strip away those evasion pips.
The Black Knight was doing fine until the Victor blasted a breaching shot AC/20 hit into the right torso. Long range focused fire did the rest once that opening in its armor was there.
Definitely more nerve-wracking now that I'm doing 5 skull missions with half the tonnage of even one of the hostile lances :bigfrown:
+8
OrcaAlso known as EspressosaurusWrexRegistered Userregular
Another Target Acquisition. This one on a forest Biome with widely spaced hexes. No problem! Okay, so the Black Knight and Warhammer will pull up drag and clean up hostiles while the two mediums run around and tag everything before the timer runs out.
Mission finishes, and some of mechs are a bit beat up, with the notable exception of the Warhammer, which is virtually unscratched:
...
except for the AC/10 shell that came within a hair's breadth of decapitating it
You jerks, that's MY trick!
+11
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Another Target Acquisition. This one on a forest Biome with widely spaced hexes. No problem! Okay, so the Black Knight and Warhammer will pull up drag and clean up hostiles while the two mediums run around and tag everything before the timer runs out.
Mission finishes, and some of mechs are a bit beat up, with the notable exception of the Warhammer, which is virtually unscratched:
...
except for the AC/10 shell that came within a hair's breadth of decapitating it
You jerks, that's MY trick!
Well, at least that rangefinder did its job one last time before somebody lodged a cannon shell in it.
But on the other hand, I can definitely see who my DPS are with this crew. That Griffin and Phoenix Hawk are doing some serious work!
Proof that Jump Jets are second most OP thing in the game after Called Shot/Tactics 9.
I've always indexed on max armor + max headshots because called shot is OP. Jump Jets--especially when you can use them to angle for back shots with 400+ damage--well, I'm now a convert.
No Kingfisher? But it's an omnimech that predates the invasion and it fills the missing 90-ton slot in the original 'invasion 16' omnis! Granted, it's kind of meh, but still needs more love. It wouldn't be hard to approximate it's look using arms from the Orion IIC with a Gargoyle's body.
Also, I'm seeing some post-invasion designs there, like the Mad Cat Mk II (a Diamond Shark design that was created in 3066 and sold to Inner Sphere states) or the Arctic Wolf (that was made as a joint venture between Clan Wolf-in-Exile and the Kell Hounds in 3059).
Has anybody here tried BTAdvanced 3062? I'm somewhat curious but not quite curious enough to install it. Watched Edmon playing it for a bit and it looked like basic enemies in a 0.5 skull mission had ridiculously rare weapons that can do a billion damage. Probably not my cup of tea.
Has anybody here tried BTAdvanced 3062? I'm somewhat curious but not quite curious enough to install it. Watched Edmon playing it for a bit and it looked like basic enemies in a 0.5 skull mission had ridiculously rare weapons that can do a billion damage. Probably not my cup of tea.
It’s actually my favorite mod pack of the big three. It has way more of everything than even BTXT CE without being as sadistic as RogueTech.
Supposedly, it’s weapon selection make sense for the time period in which it’s set in the BT canon, but I’m not really up on the lore.
Even a pretty robust super squad runs into trouble sometimes.
On a straight-forward seeming 3.5 star battle, we bumped into an Annihilator that landed 3 of its first four shots in @DaMoonRulz center torso in the 1520 armor (!) King Crab. While that alone didn't open up the internals, the subsequent 40LRM volley from it's pal Archer sure did. DaMoonRulz twisted and turned, but took a spill to a stability knockdown. That first lance was dispatched, but the second lance picked on the King Crab too, opening up the leg and blowing the AC ammo. At that point the cockpit mod was already blown, and a side torso (with two precious +dam/+stab SRMs) was open now too. DaMoonRulz pounded on that eject button and got out of dodge.
That Annihilator really did a number on us before it went down. We did kill the initial lance, and eventually the entire second lance (Catapult, Thunderbolt, 2xShadowhawk). But then we took the evac rather than see what that third lance coming in hot on our heels was packing.
So we keep the King Crab (in dire need of a refit) and DaMoonRulz lives, but earned a few weeks in medbay.
The news was not all bad, of course...
After that we patched up our big mechs, waiting 20 days in orbit, and set out on a 5 skull mission for Steiner, taking min cash and only 2 salvage in order to get 16 rep.
It worked.
And so I'm done! I can put BATTLETECH down for a bit!
Has anybody here tried BTAdvanced 3062? I'm somewhat curious but not quite curious enough to install it. Watched Edmon playing it for a bit and it looked like basic enemies in a 0.5 skull mission had ridiculously rare weapons that can do a billion damage. Probably not my cup of tea.
It’s actually my favorite mod pack of the big three. It has way more of everything than even BTXT CE without being as sadistic as RogueTech.
Supposedly, it’s weapon selection make sense for the time period in which it’s set in the BT canon, but I’m not really up on the lore.
Based on what I've read it has both CASE-less oldschool ammo explosions that can destroy the whole mech in one go and overheating causing ammo explosions, which means one unwise turn of heating the mech up or getting flamer'd at can blow up your whole mech. That sounds plenty sadistic to me.
Even a pretty robust super squad runs into trouble sometimes.
On a straight-forward seeming 3.5 star battle, we bumped into an Annihilator that landed 3 of its first four shots in @DaMoonRulz center torso in the 1520 armor (!) King Crab. While that alone didn't open up the internals, the subsequent 40LRM volley from it's pal Archer sure did. DaMoonRulz twisted and turned, but took a spill to a stability knockdown. That first lance was dispatched, but the second lance picked on the King Crab too, opening up the leg and blowing the AC ammo. At that point the cockpit mod was already blown, and a side torso (with two precious +dam/+stab SRMs) was open now too. DaMoonRulz pounded on that eject button and got out of dodge.
That Annihilator really did a number on us before it went down. We did kill the initial lance, and eventually the entire second lance (Catapult, Thunderbolt, 2xShadowhawk). But then we took the evac rather than see what that third lance coming in hot on our heels was packing.
So we keep the King Crab (in dire need of a refit) and DaMoonRulz lives, but earned a few weeks in medbay.
The news was not all bad, of course...
After that we patched up our big mechs, waiting 20 days in orbit, and set out on a 5 skull mission for Steiner, taking min cash and only 2 salvage in order to get 16 rep.
It worked.
And so I'm done! I can put BATTLETECH down for a bit!
Probably...
Impressive, all it took was drop of @DaMoonRulz blood.
Well, gave BTA3062 a try. First 0.5 skull mission (pay 50k cbills and 2/8 salvage) has 4 light mechs and 2 mediums, one of the mediums with full armor. Just walking to the battle takes almost as much time as a fast vanilla fight and once the battle starts it just slows down from there. Nobody hits anything, everything and everybody is on fire and there's 9 goddamn initiative phases which makes reserving down take ages. Eventually I manage to grind down the Opfor with my 13% to hit shots, except the assassination target who self-destructs by overheating and blowing up the ammo in his CT. I think he didn't really want to play BTA3062 either. The whole ordeal took over an hour.
And that's with me grabbing the Heavy Metal bonus crate that gave me a fairly nice Clint. If I had been forced to use the LCT-1V that was my backup mech instead the whole thing would've been even slower battle with more damage to my mechs. As it is I barely made any profit. I can only imagine that once you unlock all the additional mech drop slots and drop two lances per fight they'll take like 1.5 - 2 hours.
+7
AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
I’m personally a fan of BTXT CE, though it hasn’t been updated yet so I gotta run it on 1.8.
In a lot of ways it is kinda what I’d want from a hypothetical sequel. Pick a starting year, bum around the universe, new tech/Mechs start to slowly appear and become more common as the years go by. Then the deep periphery goes dark for some reason, probably not important.
A Capellan's favorite sheath for any blade is your back.
+1
OrcaAlso known as EspressosaurusWrexRegistered Userregular
Well, gave BTA3062 a try. First 0.5 skull mission (pay 50k cbills and 2/8 salvage) has 4 light mechs and 2 mediums, one of the mediums with full armor. Just walking to the battle takes almost as much time as a fast vanilla fight and once the battle starts it just slows down from there. Nobody hits anything, everything and everybody is on fire and there's 9 goddamn initiative phases which makes reserving down take ages. Eventually I manage to grind down the Opfor with my 13% to hit shots, except the assassination target who self-destructs by overheating and blowing up the ammo in his CT. I think he didn't really want to play BTA3062 either. The whole ordeal took over an hour.
And that's with me grabbing the Heavy Metal bonus crate that gave me a fairly nice Clint. If I had been forced to use the LCT-1V that was my backup mech instead the whole thing would've been even slower battle with more damage to my mechs. As it is I barely made any profit. I can only imagine that once you unlock all the additional mech drop slots and drop two lances per fight they'll take like 1.5 - 2 hours.
Ok, so yesterday I had a thought of what I'd love to see in a BT mod. The ability to turn off the repair/mod times and med bay times. I just want to take robots out, blow up other robots, and continue. Is that a thing in the mod community?
I love the game, but there are times when I want to just go through the story faster and not have to worry about my mechs being down or my pilots in med bays.
Has anybody here tried BTAdvanced 3062? I'm somewhat curious but not quite curious enough to install it. Watched Edmon playing it for a bit and it looked like basic enemies in a 0.5 skull mission had ridiculously rare weapons that can do a billion damage. Probably not my cup of tea.
It’s actually my favorite mod pack of the big three. It has way more of everything than even BTXT CE without being as sadistic as RogueTech.
Supposedly, it’s weapon selection make sense for the time period in which it’s set in the BT canon, but I’m not really up on the lore.
Based on what I've read it has both CASE-less oldschool ammo explosions that can destroy the whole mech in one go and overheating causing ammo explosions, which means one unwise turn of heating the mech up or getting flamer'd at can blow up your whole mech. That sounds plenty sadistic to me.
It also has a CASE equipment piece you can drop into a Mech section to prevent that.
Well, gave BTA3062 a try. First 0.5 skull mission (pay 50k cbills and 2/8 salvage) has 4 light mechs and 2 mediums, one of the mediums with full armor. Just walking to the battle takes almost as much time as a fast vanilla fight and once the battle starts it just slows down from there. Nobody hits anything, everything and everybody is on fire and there's 9 goddamn initiative phases which makes reserving down take ages. Eventually I manage to grind down the Opfor with my 13% to hit shots, except the assassination target who self-destructs by overheating and blowing up the ammo in his CT. I think he didn't really want to play BTA3062 either. The whole ordeal took over an hour.
And that's with me grabbing the Heavy Metal bonus crate that gave me a fairly nice Clint. If I had been forced to use the LCT-1V that was my backup mech instead the whole thing would've been even slower battle with more damage to my mechs. As it is I barely made any profit. I can only imagine that once you unlock all the additional mech drop slots and drop two lances per fight they'll take like 1.5 - 2 hours.
Well that sounds thoroughly miserable.
It's been a while since I've started a fresh 3062 career, but yeah, its early days can be a slog. I recall relying on melee pretty heavily. It also feels slower than vanilla because you have to hit the "End Turn" button every turn. Once you get going, though, it plays pretty fast. As you noticed earlier in the thread, it uses different rules (TT?) for crits and ammo explosions, so once you have mechs with real firepower and pilots who can hit things, stuff starts blowing up pretty fast.
The main reason I like it is that it has way more variety. It has a zillion mechs, a zillion weapons, and it uses MechEngineer, which allows you to change out engines and a few other things you can't modify in Vanilla.
And the expanded Initiative phases are actually pretty cool. They make mechs that are at the low end of their weight class much more viable. A Battlemaster in 3062, for example, isn't inferior to an Orion by default because of initiative. A Battlemaster will move after an enemy Orion but before any other heavier Assaults.
I know some of those mods also bumped up the playable areas of the maps so actually getting to the fight takes longer.
Actually I'm surprised they added Clan stuff to 3062 because the author explicitly said they weren't going to be included because they didn't fit his design goals for the mod. That is, they were horribly unbalanced, didn't fit the lore to even encounter them, and would involve a bunch of work he didn't want to do to make them appear only against appropriate factions vs part of any random lance.
Just remember that half the people you meet are below average intelligence.
Even a pretty robust super squad runs into trouble sometimes.
On a straight-forward seeming 3.5 star battle, we bumped into an Annihilator that landed 3 of its first four shots in @DaMoonRulz center torso in the 1520 armor (!) King Crab. While that alone didn't open up the internals, the subsequent 40LRM volley from it's pal Archer sure did. DaMoonRulz twisted and turned, but took a spill to a stability knockdown. That first lance was dispatched, but the second lance picked on the King Crab too, opening up the leg and blowing the AC ammo. At that point the cockpit mod was already blown, and a side torso (with two precious +dam/+stab SRMs) was open now too. DaMoonRulz pounded on that eject button and got out of dodge.
That Annihilator really did a number on us before it went down. We did kill the initial lance, and eventually the entire second lance (Catapult, Thunderbolt, 2xShadowhawk). But then we took the evac rather than see what that third lance coming in hot on our heels was packing.
So we keep the King Crab (in dire need of a refit) and DaMoonRulz lives, but earned a few weeks in medbay.
The news was not all bad, of course...
After that we patched up our big mechs, waiting 20 days in orbit, and set out on a 5 skull mission for Steiner, taking min cash and only 2 salvage in order to get 16 rep.
It worked.
And so I'm done! I can put BATTLETECH down for a bit!
Well, gave BTA3062 a try. First 0.5 skull mission (pay 50k cbills and 2/8 salvage) has 4 light mechs and 2 mediums, one of the mediums with full armor. Just walking to the battle takes almost as much time as a fast vanilla fight and once the battle starts it just slows down from there. Nobody hits anything, everything and everybody is on fire and there's 9 goddamn initiative phases which makes reserving down take ages. Eventually I manage to grind down the Opfor with my 13% to hit shots, except the assassination target who self-destructs by overheating and blowing up the ammo in his CT. I think he didn't really want to play BTA3062 either. The whole ordeal took over an hour.
And that's with me grabbing the Heavy Metal bonus crate that gave me a fairly nice Clint. If I had been forced to use the LCT-1V that was my backup mech instead the whole thing would've been even slower battle with more damage to my mechs. As it is I barely made any profit. I can only imagine that once you unlock all the additional mech drop slots and drop two lances per fight they'll take like 1.5 - 2 hours.
Well that sounds thoroughly miserable.
It's been a while since I've started a fresh 3062 career, but yeah, its early days can be a slog. I recall relying on melee pretty heavily. It also feels slower than vanilla because you have to hit the "End Turn" button every turn. Once you get going, though, it plays pretty fast. As you noticed earlier in the thread, it uses different rules (TT?) for crits and ammo explosions, so once you have mechs with real firepower and pilots who can hit things, stuff starts blowing up pretty fast.
The main reason I like it is that it has way more variety. It has a zillion mechs, a zillion weapons, and it uses MechEngineer, which allows you to change out engines and a few other things you can't modify in Vanilla.
And the expanded Initiative phases are actually pretty cool. They make mechs that are at the low end of their weight class much more viable. A Battlemaster in 3062, for example, isn't inferior to an Orion by default because of initiative. A Battlemaster will move after an enemy Orion but before any other heavier Assaults.
Having all sorts of stuff is cool, I just wish it didn't feel so much of a guy emptying his whole huge box of minis on the floor and saying "alright, there's the fight". And the permanent evasion pips mean you can't focus fire down a light mech, it's the same 15% chance to hit for your whole lance so it all devolves into a wrestling match since only your support weapons and melee connect. The fires just slow down the fights even more since you can't be bothered to fire your MLs for the off chance you might hit if you are nearly overheating as it is.
I can see all the work that's gone into getting all those weapons and mechs and whatnot functional but I just completely disagree on how fun the result is. I almost noped out of the game even before the first battle when I saw an autocannon in a shop that has 3% chance to explode whenever you fire it - that sort of chaotic randomness is just the total opposite of what I want from my Battletech. Which is a shame since there's certainly all sorts of awesome ideas in the mix. The little engineer part of me would love to play with the extended customization options the mechbay has for sure.
+1
H3KnucklesBut we decide which is rightand which is an illusion.Registered Userregular
Well, gave BTA3062 a try. First 0.5 skull mission (pay 50k cbills and 2/8 salvage) has 4 light mechs and 2 mediums, one of the mediums with full armor. Just walking to the battle takes almost as much time as a fast vanilla fight and once the battle starts it just slows down from there. Nobody hits anything, everything and everybody is on fire and there's 9 goddamn initiative phases which makes reserving down take ages. Eventually I manage to grind down the Opfor with my 13% to hit shots, except the assassination target who self-destructs by overheating and blowing up the ammo in his CT. I think he didn't really want to play BTA3062 either. The whole ordeal took over an hour.
And that's with me grabbing the Heavy Metal bonus crate that gave me a fairly nice Clint. If I had been forced to use the LCT-1V that was my backup mech instead the whole thing would've been even slower battle with more damage to my mechs. As it is I barely made any profit. I can only imagine that once you unlock all the additional mech drop slots and drop two lances per fight they'll take like 1.5 - 2 hours.
Well that sounds thoroughly miserable.
It's been a while since I've started a fresh 3062 career, but yeah, its early days can be a slog. I recall relying on melee pretty heavily. It also feels slower than vanilla because you have to hit the "End Turn" button every turn. Once you get going, though, it plays pretty fast. As you noticed earlier in the thread, it uses different rules (TT?) for crits and ammo explosions, so once you have mechs with real firepower and pilots who can hit things, stuff starts blowing up pretty fast.
The main reason I like it is that it has way more variety. It has a zillion mechs, a zillion weapons, and it uses MechEngineer, which allows you to change out engines and a few other things you can't modify in Vanilla.
And the expanded Initiative phases are actually pretty cool. They make mechs that are at the low end of their weight class much more viable. A Battlemaster in 3062, for example, isn't inferior to an Orion by default because of initiative. A Battlemaster will move after an enemy Orion but before any other heavier Assaults.
Having all sorts of stuff is cool, I just wish it didn't feel so much of a guy emptying his whole huge box of minis on the floor and saying "alright, there's the fight". And the permanent evasion pips mean you can't focus fire down a light mech, it's the same 15% chance to hit for your whole lance so it all devolves into a wrestling match since only your support weapons and melee connect. The fires just slow down the fights even more since you can't be bothered to fire your MLs for the off chance you might hit if you are nearly overheating as it is.
I can see all the work that's gone into getting all those weapons and mechs and whatnot functional but I just completely disagree on how fun the result is. I almost noped out of the game even before the first battle when I saw an autocannon in a shop that has 3% chance to explode whenever you fire it - that sort of chaotic randomness is just the total opposite of what I want from my Battletech. Which is a shame since there's certainly all sorts of awesome ideas in the mix. The little engineer part of me would love to play with the extended customization options the mechbay has for sure.
That's kind of the complaint I have with these super-mods. They almost always have a bunch of stuff I'd like to play with, marred by a bunch of shit I do not want, and rarely have a good user-friendly way to pick & choose.
Well, gave BTA3062 a try. First 0.5 skull mission (pay 50k cbills and 2/8 salvage) has 4 light mechs and 2 mediums, one of the mediums with full armor. Just walking to the battle takes almost as much time as a fast vanilla fight and once the battle starts it just slows down from there. Nobody hits anything, everything and everybody is on fire and there's 9 goddamn initiative phases which makes reserving down take ages. Eventually I manage to grind down the Opfor with my 13% to hit shots, except the assassination target who self-destructs by overheating and blowing up the ammo in his CT. I think he didn't really want to play BTA3062 either. The whole ordeal took over an hour.
And that's with me grabbing the Heavy Metal bonus crate that gave me a fairly nice Clint. If I had been forced to use the LCT-1V that was my backup mech instead the whole thing would've been even slower battle with more damage to my mechs. As it is I barely made any profit. I can only imagine that once you unlock all the additional mech drop slots and drop two lances per fight they'll take like 1.5 - 2 hours.
Well that sounds thoroughly miserable.
It's been a while since I've started a fresh 3062 career, but yeah, its early days can be a slog. I recall relying on melee pretty heavily. It also feels slower than vanilla because you have to hit the "End Turn" button every turn. Once you get going, though, it plays pretty fast. As you noticed earlier in the thread, it uses different rules (TT?) for crits and ammo explosions, so once you have mechs with real firepower and pilots who can hit things, stuff starts blowing up pretty fast.
The main reason I like it is that it has way more variety. It has a zillion mechs, a zillion weapons, and it uses MechEngineer, which allows you to change out engines and a few other things you can't modify in Vanilla.
And the expanded Initiative phases are actually pretty cool. They make mechs that are at the low end of their weight class much more viable. A Battlemaster in 3062, for example, isn't inferior to an Orion by default because of initiative. A Battlemaster will move after an enemy Orion but before any other heavier Assaults.
Having all sorts of stuff is cool, I just wish it didn't feel so much of a guy emptying his whole huge box of minis on the floor and saying "alright, there's the fight". And the permanent evasion pips mean you can't focus fire down a light mech, it's the same 15% chance to hit for your whole lance so it all devolves into a wrestling match since only your support weapons and melee connect. The fires just slow down the fights even more since you can't be bothered to fire your MLs for the off chance you might hit if you are nearly overheating as it is.
I can see all the work that's gone into getting all those weapons and mechs and whatnot functional but I just completely disagree on how fun the result is. I almost noped out of the game even before the first battle when I saw an autocannon in a shop that has 3% chance to explode whenever you fire it - that sort of chaotic randomness is just the total opposite of what I want from my Battletech. Which is a shame since there's certainly all sorts of awesome ideas in the mix. The little engineer part of me would love to play with the extended customization options the mechbay has for sure.
That's kind of the complaint I have with these super-mods. They almost always have a bunch of stuff I'd like to play with, marred by a bunch of shit I do not want, and rarely have a good user-friendly way to pick & choose.
Removing parts of a modpack isn't quite rocket surgery but it can be fairly tedious, yeah. I used to just delete the extended Inner Sphere map and Galaxy at War mod folders when I played BEX since I felt like they didn't add anything else to the game besides tons of lag for my older computer. That wasn't too bad since it was just that one well-defined part of the mod and I generally loved all the other things the mod did - I felt like the author really understood HBS's Battletech. For this one the vision of the mod author and my vision are so far apart it'd take tons of work to maybe have something I'd like to play.
Well, gave BTA3062 a try. First 0.5 skull mission (pay 50k cbills and 2/8 salvage) has 4 light mechs and 2 mediums, one of the mediums with full armor. Just walking to the battle takes almost as much time as a fast vanilla fight and once the battle starts it just slows down from there. Nobody hits anything, everything and everybody is on fire and there's 9 goddamn initiative phases which makes reserving down take ages. Eventually I manage to grind down the Opfor with my 13% to hit shots, except the assassination target who self-destructs by overheating and blowing up the ammo in his CT. I think he didn't really want to play BTA3062 either. The whole ordeal took over an hour.
And that's with me grabbing the Heavy Metal bonus crate that gave me a fairly nice Clint. If I had been forced to use the LCT-1V that was my backup mech instead the whole thing would've been even slower battle with more damage to my mechs. As it is I barely made any profit. I can only imagine that once you unlock all the additional mech drop slots and drop two lances per fight they'll take like 1.5 - 2 hours.
Well that sounds thoroughly miserable.
It's been a while since I've started a fresh 3062 career, but yeah, its early days can be a slog. I recall relying on melee pretty heavily. It also feels slower than vanilla because you have to hit the "End Turn" button every turn. Once you get going, though, it plays pretty fast. As you noticed earlier in the thread, it uses different rules (TT?) for crits and ammo explosions, so once you have mechs with real firepower and pilots who can hit things, stuff starts blowing up pretty fast.
The main reason I like it is that it has way more variety. It has a zillion mechs, a zillion weapons, and it uses MechEngineer, which allows you to change out engines and a few other things you can't modify in Vanilla.
And the expanded Initiative phases are actually pretty cool. They make mechs that are at the low end of their weight class much more viable. A Battlemaster in 3062, for example, isn't inferior to an Orion by default because of initiative. A Battlemaster will move after an enemy Orion but before any other heavier Assaults.
Having all sorts of stuff is cool, I just wish it didn't feel so much of a guy emptying his whole huge box of minis on the floor and saying "alright, there's the fight". And the permanent evasion pips mean you can't focus fire down a light mech, it's the same 15% chance to hit for your whole lance so it all devolves into a wrestling match since only your support weapons and melee connect. The fires just slow down the fights even more since you can't be bothered to fire your MLs for the off chance you might hit if you are nearly overheating as it is.
I'm certainly no great fan of Perma-Evasion, but it's not that bad. It means you either have to sucker lights into coming close and standing still to take a shot or else shotgun at them till you hit something important. If you've got a 15% chance to hit a light, a round of focus firing will probably manage to destroy at least one of its limbs.
I can see all the work that's gone into getting all those weapons and mechs and whatnot functional but I just completely disagree on how fun the result is. I almost noped out of the game even before the first battle when I saw an autocannon in a shop that has 3% chance to explode whenever you fire it - that sort of chaotic randomness is just the total opposite of what I want from my Battletech. Which is a shame since there's certainly all sorts of awesome ideas in the mix. The little engineer part of me would love to play with the extended customization options the mechbay has for sure.
The weapons are supposedly a lore-based superset of the Vanilla weapons. All of the usual, reliable weapons you're used to from Vanilla are there, too. And some of the goofball canonical weapons are hilariously awesome even though I'd never equip them on a mech of my own. Like... there's single-use unguided Rocket Launchers that shoot 15 projectiles at 4 dmg each. And there's a Commando variant that mounts 6 (!) of them. I was up against one of those and didn't realize it was a kamikaze death gnome. It dashed up behind a Griffin of mine, blew its whole load of rockets, and just completely disintegrated my poor GRF.
What can you say to that but... "well played, sir!"? Even if you think it's kind of cheap, it definitely adds tactical considerations to the combat so that every battle doesn't always start with you unleashing your focus fire pain train on whichever light has the lowest evasion.
0
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
edited April 2020
Rocket Launcher boats are practically a Multinational Pastime in the Periphery. Like, the Great Houses wouldn't bother because they can buy "real" weapons, but the Taurians and Canopians?
Fucking 8xRL-15's everywhere. It's the doctrine of "Whoever blows their load first, wins".
I mean for chrissakes, there's Marian Hegemony Marauder II that essentially mounts a Rocket Launcher 180. 180 rockets. In tabletop, that's a potential 180 damage alpha in rockets alone. At 5 damage per damage, that's the equivalent of 900 damage in BATTLETECH. At 4 per, 720 damage.
It's dumb, but proves sometimes "a thing what goes boom" is good enough.
Rocket Launcher boats are practically a Multinational Pastime in the Periphery. Like, the Great Houses wouldn't bother because they can buy "real" weapons, but the Taurians and Canopians?
Fucking 8xRL-15's everywhere. It's the doctrine of "Whoever blows their load first, wins".
I mean for chrissakes, there's Marian Hegemony Marauder II that essentially mounts a Rocket Launcher 180. 180 rockets. In tabletop, that's a potential 180 damage alpha in rockets alone. At 5 damage per damage, that's the equivalent of 900 damage in BATTLETECH. At 4 per, 720 damage.
It's dumb, but proves sometimes "a thing what goes boom" is good enough.
That mech also works quite well in MWO if you get it right.
Edit: Speaking of which, I keep on forgetting it is Thursday and miss calling for Oosik Night. I blame my teleworking since I completely forget what day it is anymore. Then when I'm done with work I just don't want to look at my desk monitor anymore.
Rocket Launcher boats are practically a Multinational Pastime in the Periphery. Like, the Great Houses wouldn't bother because they can buy "real" weapons, but the Taurians and Canopians?
Fucking 8xRL-15's everywhere. It's the doctrine of "Whoever blows their load first, wins".
I mean for chrissakes, there's Marian Hegemony Marauder II that essentially mounts a Rocket Launcher 180. 180 rockets. In tabletop, that's a potential 180 damage alpha in rockets alone. At 5 damage per damage, that's the equivalent of 900 damage in BATTLETECH. At 4 per, 720 damage.
It's dumb, but proves sometimes "a thing what goes boom" is good enough.
Who doesn't love the Periphery's CPLT-H2. PPC, two MLs and 8 RL20s because who the fuck has time for drawn out engagements?
A Capellan's favorite sheath for any blade is your back.
+6
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
Rocket Launcher boats are practically a Multinational Pastime in the Periphery. Like, the Great Houses wouldn't bother because they can buy "real" weapons, but the Taurians and Canopians?
Fucking 8xRL-15's everywhere. It's the doctrine of "Whoever blows their load first, wins".
I mean for chrissakes, there's Marian Hegemony Marauder II that essentially mounts a Rocket Launcher 180. 180 rockets. In tabletop, that's a potential 180 damage alpha in rockets alone. At 5 damage per damage, that's the equivalent of 900 damage in BATTLETECH. At 4 per, 720 damage.
It's dumb, but proves sometimes "a thing what goes boom" is good enough.
Who doesn't love the Periphery's CPLT-H2. PPC, two MLs and 8 RL20s because who the fuck has time for drawn out engagements?
I just looked at the record sheet for the H2.
"Hey boss! We've still got some room after takin out that PPC."
"Cram a few more Rocket Launchers in there. While you're at it, any other space you find, cram some more launchers in. Arms, torsos, wherever! All I care is that we use up these surplus SLDF munitions!"
Posts
Seems unlikely.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
* Take...I dunno. 4 SLDF mechs. Say 3 heavies and a medium. Or just 4 mediums. Or whatever you think makes sense.
* Give them full SLDF equipment, plus enough spares to replace 50% of their equipment. Or maybe no spares whatsoever?
* Minimum salvage rewards
* Minimum credits
* Mechs take 8 salvage to rebuild, but you can't do anything except store or scrap them. No using inferior non-Clan battlemechs!
* Mech destruction on
* Fatalities on
* You are not allowed to eject your pilots to save them
* You will complete the mission or die trying (no withdrawing)
* No market access, you must live off the land. You are allowed to sell equipment to make the rent.
...see how long until your last mech or mechwarrior bites the dust or you run out of resources?! :twisted:
Might be a bit much but might be an interesting take on the ol' familiar game...
Like... Oregon trail, but with mechs!
Can't wait for some type of vs mode mod. This is the first Mechwarrior game that I'm actually somewhat decent at.
Also a mod to give you better command and control functions over your lance. The basic commands get the job done in a pinch but I want to be able to order them into specific formations on command and do feints to lure out the enemy without having to micro-manage it. Also a mod that let's me swap into the other mechs to control them manually would be nice. I want my light mech to draw fire from the base and then come back to the group, not engage everyone head on and almost die till I notice and send the reserve unit in to bail him out, completely fucking my strategy and giving the enemy the exact same advantage I was hoping to gain with the maneuver.
Resident 8bitdo expert.
Resident hybrid/flap cover expert.
oh man I have never wanted an Oosik streamer more badly than I now do.
The contenders:
1 assault, 2 heavies, and 3 mediums split out as so:
* Battlemaster BLR-1GB: Juggernaut with 2x LLas and 5x MLas
* Black Knight BL-6B-KNT: Juggernaut with 4x LLas and 4x MLas
* Warhammer WHM-7A: Head hunter with 4x Large Pulse and enough heatsinking to cool a city
* Griffin GRF-4N: Backstabbing assault in the form of a medium. 4x SRM6, 2x MLas, 2x SLas, and enough heatsinking to make use of everything plus its jump jets.
* Crab CRB-27B: Head hunter with a pair of large pulse lasers and three medium lasers, plus a couple MGs for whatever wanders into range. No jump jets.
* PhoenixHawk PXH-1B: backstabber with 2x Snub PPCs, 2x MLas, plus a triplet of MGs for ensuring that whatever is opened up gets gets a bullet infusion besides. Max jump jets.
There are spares, but only of irreplaceable equipment:
* 5 Double Heatsinks
* 1 Snub PPC
* 3 Large Pulse Lasers
* 1 Small Pulse Laser
* The usual (pathetic) starting spares
We'll be living off the land otherwise.
9 pilots. I won't be piloting a mech since the player can't die.
I went with heavy enemy lance composition instead of normal, just to make life interesting. I'm also going to go with having to take the hardest missions I'm eligible as soon as possible. And Ironman, because if I don't do it I'm going to inevitably save scum when something goes wrong. And it will go wrong, because I tend to get impatient and make unnecessarily risky moves.
First two planets? No sweat, and really just building up rep so I can go for more difficult missions. Third planet I take out a Target Acquisition without difficulty, and then get a base assault. All is going well until I have my Crab run out to finish the last hostile on the map. Then reinforcements arrive, sensor lock the Crab, and things begin going sideways. A Warhammer pops up and hits the Crab with an alpha strike, blowing off the arm with both Large Pulse Lasers. Ouch. So much for my head-hunting Crab.
Cleaned the rest of the hostiles out without difficulty, but the attrition has already begun, and this is going to be a long campaign.
EDIT:
EDIT:
Now I have a King Crab. Ho ho ho.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
@Iolo I know you have a nice blast list of all the people who have it wishlisted...
I notice you didnt show the state of your mechs in that last screenshot :P
That is a damn good value. It's actually cheaper on IndieGala right now, though - just $10 USD for the base game.
The historic low is just under $8, so I probably won't light the batmech signal since I've pinged people before for lower prices. Probably...
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
But on the other hand, I can definitely see who my DPS are with this crew. That Griffin and Phoenix Hawk are doing some serious work! Those two by themselves took out a Battlemaster, a Victor, a Banshee, two Quickdraws, and helped finish off an Atlas. As well as three heavy turrets, since they were in the way. The Black Knight cored out an Awesome, and the Crab de-fanged and killed an Orion, and punched out most of the CT armor of that Atlas.
This setup is weird. I don't worry about paying the bills, but whenever hostiles show up with an AC/10 or heavier weapon I'm sweating it--all it takes is one breaching shot AC/20 hit to scrap irreplaceable weapons. And hostiles seem to love sensor locking my units to strip away those evasion pips.
The Black Knight was doing fine until the Victor blasted a breaching shot AC/20 hit into the right torso. Long range focused fire did the rest once that opening in its armor was there.
Definitely more nerve-wracking now that I'm doing 5 skull missions with half the tonnage of even one of the hostile lances :bigfrown:
Mission finishes, and some of mechs are a bit beat up, with the notable exception of the Warhammer, which is virtually unscratched:
...
except for the AC/10 shell that came within a hair's breadth of decapitating it
You jerks, that's MY trick!
Well, at least that rangefinder did its job one last time before somebody lodged a cannon shell in it.
Distance to enemy munition? Very close.
Proof that Jump Jets are second most OP thing in the game after Called Shot/Tactics 9.
I've always indexed on max armor + max headshots because called shot is OP. Jump Jets--especially when you can use them to angle for back shots with 400+ damage--well, I'm now a convert.
All the free double heatsinks to use all that firepower might have helped a bit.
Look at all these new chassis:
20 tons: Piranha
25 tons: Mist Lynx
30 tons: Arctic Cheetah, Incubus, Kit Fox, UrbanMech IIC
35 tons: Adder, Cougar, Jenner IIC
40 tons: Viper, Arctic Wolf
45 tons: Ice Ferret, Shadow Cat
50 tons: Hellhound, Hunchback IIC, Huntsman, Nova
55 tons: Black Lanner, Stormcrow, Vapor Eagle
60 tons: Hellfire, Lupus, Mad Dog
65 tons: Ebon Jag, Hellbringer, Linebacker, Rifleman IIC, Black Python
70 tons: Nova Cat, Summoner, Sunspider
75 tons: Night Gyr, Orion IIC, Timber Wolf
80 tons: Gargoyle, Warhammer IIC
85 tons: Marauder IIC, Warhawk
90 tons: Blood Asp, Highlander IIC, Mad Cat Mk II, Supernova
95 tons: Executioner
100 tons: Dire Wolf, Kodiak, Stone Rhino
No Kingfisher? But it's an omnimech that predates the invasion and it fills the missing 90-ton slot in the original 'invasion 16' omnis! Granted, it's kind of meh, but still needs more love. It wouldn't be hard to approximate it's look using arms from the Orion IIC with a Gargoyle's body.
Also, I'm seeing some post-invasion designs there, like the Mad Cat Mk II (a Diamond Shark design that was created in 3066 and sold to Inner Sphere states) or the Arctic Wolf (that was made as a joint venture between Clan Wolf-in-Exile and the Kell Hounds in 3059).
It’s actually my favorite mod pack of the big three. It has way more of everything than even BTXT CE without being as sadistic as RogueTech.
Supposedly, it’s weapon selection make sense for the time period in which it’s set in the BT canon, but I’m not really up on the lore.
On a straight-forward seeming 3.5 star battle, we bumped into an Annihilator that landed 3 of its first four shots in @DaMoonRulz center torso in the 1520 armor (!) King Crab. While that alone didn't open up the internals, the subsequent 40LRM volley from it's pal Archer sure did. DaMoonRulz twisted and turned, but took a spill to a stability knockdown. That first lance was dispatched, but the second lance picked on the King Crab too, opening up the leg and blowing the AC ammo. At that point the cockpit mod was already blown, and a side torso (with two precious +dam/+stab SRMs) was open now too. DaMoonRulz pounded on that eject button and got out of dodge.
That Annihilator really did a number on us before it went down. We did kill the initial lance, and eventually the entire second lance (Catapult, Thunderbolt, 2xShadowhawk). But then we took the evac rather than see what that third lance coming in hot on our heels was packing.
So we keep the King Crab (in dire need of a refit) and DaMoonRulz lives, but earned a few weeks in medbay.
The news was not all bad, of course...
After that we patched up our big mechs, waiting 20 days in orbit, and set out on a 5 skull mission for Steiner, taking min cash and only 2 salvage in order to get 16 rep.
It worked.
And so I'm done! I can put BATTLETECH down for a bit!
Probably...
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Based on what I've read it has both CASE-less oldschool ammo explosions that can destroy the whole mech in one go and overheating causing ammo explosions, which means one unwise turn of heating the mech up or getting flamer'd at can blow up your whole mech. That sounds plenty sadistic to me.
Impressive, all it took was drop of @DaMoonRulz blood.
Steam: betsuni7
And that's with me grabbing the Heavy Metal bonus crate that gave me a fairly nice Clint. If I had been forced to use the LCT-1V that was my backup mech instead the whole thing would've been even slower battle with more damage to my mechs. As it is I barely made any profit. I can only imagine that once you unlock all the additional mech drop slots and drop two lances per fight they'll take like 1.5 - 2 hours.
In a lot of ways it is kinda what I’d want from a hypothetical sequel. Pick a starting year, bum around the universe, new tech/Mechs start to slowly appear and become more common as the years go by. Then the deep periphery goes dark for some reason, probably not important.
Well that sounds thoroughly miserable.
I love the game, but there are times when I want to just go through the story faster and not have to worry about my mechs being down or my pilots in med bays.
Steam: betsuni7
It also has a CASE equipment piece you can drop into a Mech section to prevent that.
It's been a while since I've started a fresh 3062 career, but yeah, its early days can be a slog. I recall relying on melee pretty heavily. It also feels slower than vanilla because you have to hit the "End Turn" button every turn. Once you get going, though, it plays pretty fast. As you noticed earlier in the thread, it uses different rules (TT?) for crits and ammo explosions, so once you have mechs with real firepower and pilots who can hit things, stuff starts blowing up pretty fast.
The main reason I like it is that it has way more variety. It has a zillion mechs, a zillion weapons, and it uses MechEngineer, which allows you to change out engines and a few other things you can't modify in Vanilla.
And the expanded Initiative phases are actually pretty cool. They make mechs that are at the low end of their weight class much more viable. A Battlemaster in 3062, for example, isn't inferior to an Orion by default because of initiative. A Battlemaster will move after an enemy Orion but before any other heavier Assaults.
Actually I'm surprised they added Clan stuff to 3062 because the author explicitly said they weren't going to be included because they didn't fit his design goals for the mod. That is, they were horribly unbalanced, didn't fit the lore to even encounter them, and would involve a bunch of work he didn't want to do to make them appear only against appropriate factions vs part of any random lance.
Look, I'm used a Dragon, not a King Crab!
Having all sorts of stuff is cool, I just wish it didn't feel so much of a guy emptying his whole huge box of minis on the floor and saying "alright, there's the fight". And the permanent evasion pips mean you can't focus fire down a light mech, it's the same 15% chance to hit for your whole lance so it all devolves into a wrestling match since only your support weapons and melee connect. The fires just slow down the fights even more since you can't be bothered to fire your MLs for the off chance you might hit if you are nearly overheating as it is.
I can see all the work that's gone into getting all those weapons and mechs and whatnot functional but I just completely disagree on how fun the result is. I almost noped out of the game even before the first battle when I saw an autocannon in a shop that has 3% chance to explode whenever you fire it - that sort of chaotic randomness is just the total opposite of what I want from my Battletech. Which is a shame since there's certainly all sorts of awesome ideas in the mix. The little engineer part of me would love to play with the extended customization options the mechbay has for sure.
That's kind of the complaint I have with these super-mods. They almost always have a bunch of stuff I'd like to play with, marred by a bunch of shit I do not want, and rarely have a good user-friendly way to pick & choose.
Removing parts of a modpack isn't quite rocket surgery but it can be fairly tedious, yeah. I used to just delete the extended Inner Sphere map and Galaxy at War mod folders when I played BEX since I felt like they didn't add anything else to the game besides tons of lag for my older computer. That wasn't too bad since it was just that one well-defined part of the mod and I generally loved all the other things the mod did - I felt like the author really understood HBS's Battletech. For this one the vision of the mod author and my vision are so far apart it'd take tons of work to maybe have something I'd like to play.
I'm certainly no great fan of Perma-Evasion, but it's not that bad. It means you either have to sucker lights into coming close and standing still to take a shot or else shotgun at them till you hit something important. If you've got a 15% chance to hit a light, a round of focus firing will probably manage to destroy at least one of its limbs.
The weapons are supposedly a lore-based superset of the Vanilla weapons. All of the usual, reliable weapons you're used to from Vanilla are there, too. And some of the goofball canonical weapons are hilariously awesome even though I'd never equip them on a mech of my own. Like... there's single-use unguided Rocket Launchers that shoot 15 projectiles at 4 dmg each. And there's a Commando variant that mounts 6 (!) of them. I was up against one of those and didn't realize it was a kamikaze death gnome. It dashed up behind a Griffin of mine, blew its whole load of rockets, and just completely disintegrated my poor GRF.
What can you say to that but... "well played, sir!"? Even if you think it's kind of cheap, it definitely adds tactical considerations to the combat so that every battle doesn't always start with you unleashing your focus fire pain train on whichever light has the lowest evasion.
Fucking 8xRL-15's everywhere. It's the doctrine of "Whoever blows their load first, wins".
I mean for chrissakes, there's Marian Hegemony Marauder II that essentially mounts a Rocket Launcher 180. 180 rockets. In tabletop, that's a potential 180 damage alpha in rockets alone. At 5 damage per damage, that's the equivalent of 900 damage in BATTLETECH. At 4 per, 720 damage.
It's dumb, but proves sometimes "a thing what goes boom" is good enough.
That mech also works quite well in MWO if you get it right.
Edit: Speaking of which, I keep on forgetting it is Thursday and miss calling for Oosik Night. I blame my teleworking since I completely forget what day it is anymore. Then when I'm done with work I just don't want to look at my desk monitor anymore.
Steam: betsuni7
Who doesn't love the Periphery's CPLT-H2. PPC, two MLs and 8 RL20s because who the fuck has time for drawn out engagements?
I just looked at the record sheet for the H2.
"Hey boss! We've still got some room after takin out that PPC."
"Cram a few more Rocket Launchers in there. While you're at it, any other space you find, cram some more launchers in. Arms, torsos, wherever! All I care is that we use up these surplus SLDF munitions!"