Welcome to the combined BATTLETECH/MechWarrior superthread! It is here that we appreciate only the finest in stompy bot action.
FOR THOSE OF YOU JOINING US FROM THE TABLETOP BATTLETECH GAME, HERE ARE SOME THINGS YOU NEED TO UNDERSTAND!!!
"In the brutal conflict of the Succession Wars, the only thing that matters is getting paid."
) is a new entry into the long line of BattleTech and MechWarrior products. Bringing the PC game line back to its roots, BATTLETECH is a tactical and strategic simulator, where your decisions on the battlefield and on the dropship will determine if your mercenary unit makes out like bandits, or dies bleeding out on some backwater planet.https://youtu.be/tsIMfOo_VO0
In BATTLETECH you command a mercenary unit embarked upon the Argo, a lost-to-the-ages Jumpship design. Outfit with all of the essentials required to run a mercenary unit, you chart the course for the Argo across the Aurigan Reach, right between the Magistracy of Canopus, the Capellan Confederation and the Taurian Concordat.
Using a full roster of 'Mechs, pilots, and equipment, you will command your units across a vast number of star systems and planets, making bank and taking names, to achieve glory and notoriety beyond the Reach.
The game was originally Kickstarted in 2016.
, and is being published by Paradox Interactive (yes, those fine gents!). The game launched on April 24, 2018! It's out now!
Want more beginner tips?
Mostly it's invisible stuff. To-hit rolls and location rolls are calculated differently. Missiles roll for hits and damage individually instead of in tranches of five. Some weapon ranges and damage/heat values have been tweaked (generally with the idea of bringing in the statistical extremes closer to the middle), and since the game uses different numeric scales than the tabletop, there would be no way to know this sort of thing unless you sat there actually mathing it out, or literally counting pixels on the landscape to figure out that the AC/5 is going ten meters further or something.
The most visible actual change is the initiative system. It has five phases, counting down from 5 to 1. Lights go on phase 4, mediums on phase 3, and so forth. Some characters will have skills letting them act one phase sooner than normal (so the rarely-used phase 5 is for pilots with that ability in light mechs). Mechs can reserve their initiative to act in a later phase, so lights can do stuff like reserve till phase 1, dart out from cover, attack, and then immediately go again at the top of the next round to dart back into cover before anyone can retaliate.
Pilots have four skills - Gunnery, Pilots, Tactics, and Guts - which confer different passive bonuses - gunnery and piloting are obvious; guts increases survivability as well as brawny stuff like reducing recoil penalties from AC shots, and tactics covers indirect fireand doing tricks with the initiative system. Each skill also grants two special active abilities (one at rank 4 in a skill, the other at rank 8). Pilots only have three skill slots, though, so even a veteran pilot with max ranks in all abilities will only ever have three active powers (the first three they qualified for), leading to a lot of different possible specializations.
Heat doesn't degrade performance; instead, when it's over a certain point (like 75%, but varies depending on pilot skills) it deals direct damage to internal structure.
Mechs have a stability meter, whose length is affected by the pilot's Guts score. Different weapon attacks suffered by the mech fill the meter to different degrees (AC20 or melee fills it a lot, lasers not at all). When it's halfway filled, the mech can no longer benefit from certain kinds of defense and movement bonuses. When it's full, the mech falls over.
Falling over or being shut down from heat are what let enemy pilots make called shots to specific areas. A called shot doesn't guarantee a hit to that area, but weights the shot distribution.
Mechs have three main kinds of defense: evasion, cover, and guarded stance.
Evasion is usually granted by moving quickly, or using jump jets. It gives your mech a number (1-5) of little evasion chevrons depending on how much they moved. Each chevron imposes a stacking penalty on incoming fire. A Locust at full sprint is almost impossible to hit. However, each salvo fired at the mech strips away an evasion chevron, so that Locust is vulnerable if several enemies focus it down. Being hit in melee also immediately removes all chevrons.
Cover gives a flat damage reduction, usually something like 25%.
Guarded stance is an state a Mech can attain by taking the Brace action in lieu of attacking, or is granted by certain powers or in certain circumstances. It reduces damage and stability damage from incoming fire by 50%, but only on the front and sides. Bracing also completely drains the Stability bar, so the mech is in less danger of being knocked down.
In the Mechlab, Mechs use a hardpoint system similar to but different from MWO. Along with ballistic, missile, and laser weapon types, there's a fourth hardpoint type, called "support weapons," which covers machine guns, flamers, and small lasers. Support weapons fire automatically when you make a melee attack.
Weapons have different manufacturers with different bonuses (it's always a straight bonus, though, rather than some kind of tradeoff). Some weapons are of exceptional quality and are denoted as + or ++ weapons (so like an LRM20++). These pluses can mean different things based on the manufacturer but they're always significant bonuses.
Christopher Eck's Eckcellent Primer to BattletEck Combat Systems
First video in Party Elite's Battletech Basics video series, good for more visual learners who want a breakdown of UI elements and basic gameplay ideas:https://youtu.be/TCBGZeiNAB0
(OpNote: I don't condone the excessive branding, but the content is good! This is also a smidge out of date.)https://steamcommunity.com/sharedfiles/filedetails/?id=1365402907Want to know all the stats, for all the things? There's a spreadsheet for that!https://docs.google.com/spreadsheets/d/1fnaqQv8nnYpy9gtQm75-D6fmYfNJ5u3OALSIe8ckOuo/htmlview?usp=sharing&sle=trueMore tips, locally-sourced from SE++
My friend and yours @Iolo wrote a great pair of posts with guides to new players! You should read them!The first one is here!The second one is here!Our man @Orca also has some tight advice!
So. A few short notes on various types of weapons in Battletech:
The LRM5, LRM15 and LRM20 are roughly equivalent. It might not seem so (due to weight differences etc), but it's basicly like this.
1. All LRMs take up 1 slot per 5 missiles.
2. LRM20s and LRM15s are heavier than LRM5s per missiles fired (LRM20 more so than LRM15), but that's because they have built in Heatsinks. Actually slightly better than normal heatsinks because it's better to not generate heat in the first place. Try it yourself by building a 60 missile salvo and then heatbalancing the various builds. Also, bigger launchers means fewer hardpoints used.
3. LRM10s suck. 1 LRM10 has 100% more missiles, generate 100% more heat but it weighs 150% more. Yeah. It sucks. Don't use it.
Conclusion: Avoid LRM10s. Smaller mechs (where total heat is less of an issue) should generally use LRM5s, singly or in pairs, since it has the best damage/ton. Once you're generating 30+ heat with all your weapons in the long rangeband LRM15s and LRM20s are roughly equivalent, with LRM15s having an advantage in cold regions and LRM20s an advantage in hot regions.
While all SRM launchers are equal in terms of weight they're not equivalent in heat. SRM2s generate 3 heat per missile, while SRM4s only generate 2 heat per missile. SRM6s are basically a mashed together SRM4 and SRM2. SRM6s do have the advantage that it's the maximum amount of missiles per hardpoint.
The loadout principle for SRMs should be:
1. Fill out your hardpoints with SRM4s
2. Add sufficient ammo (6-15 full salvos is generally ideal. Closer to 15 the more you rely on SRMs to deal your damage for you).
3. Do you still have heat/weight left for more missiles. Replace SRM4s with SRM6s until satisfied.
So Small laser or MG? Well, basically it depends on what you're going to use them for, and how many. Small lasers generate more damage per ton, but fire only one shot and generate heat. MGs fire 5 shots, have a bonus to crit (so they're amazing critseekers) but require ammo. And this heat vs ammo thing is really important. 1 ton of ammo for a ½ ton weapon is WAY overkill, and you'll basicly need to use 4+ MGs to even hope to make a dent in your ammo supply. On the other hand Small lasers start to generate significant amounts of heat once you have 3 or 4 of them. At the same time you have to take the heat from the rest of your arsenal into account, because once you need heatsinks a small laser basicly needs two heatsinks to compensate for the heat generated. Not so efficient.
My rule of thumb:
1. If you have a single Support weapon hardpoint, always use Small lasers. It has the best damage per ton of any weapon and 5 heat is piddly.
2. At 2 hardpoints you have to ask yourself, am I running a very cool or a very hot mech? Am I even going to use my small lasers outside melee? The hotter your mech is the more it favors using MGs.
3. At 4+ hardpoints you should probably use MGs. The Firestarter for example will use its support hardpoints mainly for short ranged damage, and since it runs very hot with its huge array of energy weapons it should probably use MGs. A Grasshopper should probably also use MGs, since it will probably use 6 of them. A shadowhawk on the other hand should probably use Small Lasers.
The useful ACs seem to be AC/20 and AC/5.
The AC/5 is like a slightly heavier but much cooler PPC, and an ideal weapon for long range sniping. Especially if you're going to mount two of them since 2xPPCs is like rolling in molten lava.
The AC/2 and AC/10 on the other hand seem to have very pathetic advantages over the AC/5 at a huge cost in damage/ton. Comparing the AC/2 and AC/5...The AC/5 is 33% more weight for almost 100% more damage? Sign me up, because 540 meters is plenty of range. The more ammo per ton isn't really significant between the AC/2 and AC/5.
The AC/20 is another huge leap in damage over the AC/10, this at a very small extra cost in terms of tonnage. Also, the intimidation factor of the AC/20 is significant
In fact, lots of us do! And some bad advice too! But feel free to ask in the thread! Yes, really!
We can't stop ourselves, what with the giving of all the advice!Want to edit the Oosik Irregulars logo into the game? Say no more!
Looking for some further background fiction? Look no further than these recommendations!
So I had a hell of a time guessing the right settings to modify the emblems to get the Oosik logo into the game. Dunno if anyone else has done it, but here is a download link you can copy right into:
It will replace the Paradox Logo and you can switch to it in your Quarters on the Argo in game.https://drive.google.com/file/d/1G64xeFrOxCFTnaYTWARo-7eJHmzUW87x/view?usp=sharing
There's over a hundred books in the Battletech universe, so you're going to get a lot of opinions. Here's some decent ones, with the Grey Death Legion trilogy and Wolves on the Border probably my top picks from these. This list is in rough chronological order for their events in the Battletech universe as well.
Decision at Thunder Rift - Keith - Grey Death Legion #1
Mercenary’s Star - Keith - Grey Death Legion #2
The Price of Glory - Keith - Grey Death Legion #3
Warrior: En Guarde - Stackpole - Warrior Trilogy #1
Warrior: Riposte - Stackpole - Warrior Trilogy #2
Warrior: Coupe - Stackpole - Warrior Trilogy #3
Wolves on the Border - Charrette
Heir to the Dragon - Charrette
Lethal Heritage - Stackpole - Kerensky Trilogy #1
Blood Legacy - Stackpole - Kerensky Trilogy #2
Lost Destiny - Stackpole - Kerensky Trilogy #3