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[BATTLETECH/MechWarrior] Stompybots? Stompybots. STOMPYBOTS! MW5 on Steam NOW!

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Posts

  • KiTAKiTA Registered User regular
    All I know about MWO is people made fun of me for showing up in a Locust LCT-1V. (The smallest mech I own, since I don't know how to play the game.)

    Also, holy crap, the graphics on that game are like, 16 bit.

    Nips
  • BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    KiTA wrote: »
    All I know about MWO is people made fun of me for showing up in a Locust LCT-1V. (The smallest mech I own, since I don't know how to play the game.)

    Also, holy crap, the graphics on that game are like, 16 bit.

    I love the 1V by equipping it with 1LPL. Long ago I believe it was way too overpowered with a Large Laser quirk that allowed you to shoot it like a machine gun (I recall running it with an ERLL).

    oosik_betsuni.png
    Steam: betsuni7
    Nips
  • DeadfallDeadfall I don't think you realize just how rich he is. In fact, I should put on a monocle.Registered User regular
    I respect the mw5 choice to have the generic heavy metal soundtrack similar to mw2 Mercs.

    BFzWh4r.png
    xbl - HowYouGetAnts
    steam - WeAreAllGeth
    PreacherGnome-Interruptus
  • GlalGlal AiredaleRegistered User regular
    I wish they'd gone for the MW2 non-mercs soundtrack instead, then I wouldn't have muted it 10 minutes in.

  • GoumindongGoumindong Registered User regular
    The MW2 non-mercs soundtrack is o line so you can listen if you prefer

    wbBv3fj.png
  • ErlkönigErlkönig Seattle, WARegistered User regular
    If you mean by "fall off" as "still disturbingly powerful, but not 100% meta oppressive". Maybe.

    The splat of the SRM is seriously mitigated by the fact that everyones legs get bigger (my stalker frequently deletes assaultmechs in 3-4 salvos between my 2x L chemlasers and 20 SRM missiles). It only becomes less meta oppressive since other components (like cockpits) are also getting bigger and people start being able to use stuff like 3xL Pulselasers/4xL chemlasers to instakill weapons and pilots.
    But lasing for the cockpit does increase the chance that you miss and instead crack their reactor. The legs are safer if you're trying to get a clean haul of weapons (where as if you want the mech you'd better cripple it as much as possible, because otherwise you'll never be able to afford the salvage).

    I know this was stated to be a thing earlier in the thread, but I highly doubt it's a thing. I've had two mechs of the same chassis and variant, one where I drilled out the CT and the other where I systematically removed as many components as I could before it died (both arms, both legs, both side torsos...thankfully, it had CT lasers or the pilot would've ejected), and the salvage share cost was either the same or +/-1.

    From what I can tell, each mech has a range of what the salvage shares end up being and it's entirely RNG on where along that range the actual number of shares any given mech will cost you will land.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • GlalGlal AiredaleRegistered User regular
    I mean, I have the definitive version right here, I can listen to it with any game, that's not the point. :p

  • FiendishrabbitFiendishrabbit Registered User regular
    Erlkönig wrote: »
    I know this was stated to be a thing earlier in the thread, but I highly doubt it's a thing.

    According to people working for PGI...it's a thing.
    PGI Chris wrote:
    It is not random, the EoR Salvage values are based on the final monetary cost of all equipment on the 'Mech at the time of the Salvage screen. Each 'Mech has a baseline value that it tuned to be around the same value of the full market value of the 'Mech itself. (In the case of the Shadow Hawk, this is ~5-6 mil.)

    All equipment that is damaged/destroyed on the 'Mech at the end of the round is then deducted from this said market value, including all repair costs for Armor, Structure, and Critical component equipment (Engines, Cockpits, and Leg Myomer specifically.) The amount of these deductions are based on Lore values, so things like the Cockpit/Head have a flat-line value for all the 'Mechs, while CT's and Legs have variable values based on the 'Mechs Engine / Gyro sizes/tonnage, and are identical to the repair costs, so if you keep an eye on your invoices in the 'Mechbays, you will get a general idea how much of a monetary deduction will be applied to the enemy Salvage value cost.

    All damages are tallied and then deducted from the base value of the 'Mech and then its final salvage value is calculated based on this differential. So if you do ~50% of the monetary damages to the 'Mech the final salvage value will be about 50% of the base salvage cost for the 'Mech.

    Because it is dynamic with the cost of the 'Mech, the way that certain damage affects the 'Mechs final salvage cost is going to be highly dependent on the 'Mech itself. In the case of Cockpit destruction, because of its flat value, it's actually going to have a larger impact on Lighter 'Mechs with "cheap" equipment, while on Assault 'Mechs where a single weapon can be more expensive than the cockpit component itself, it's not going to carry with it the same kind of impact when it comes to a rate reduction.

    Same with CT destructions. While CT destructions will always drop the salvage cost of the 'Mech due to engine repair, the amount it affects the drop is dependent on the size of the said engine relative to the remaining equipment on the 'Mech. So 'Mechs who's engines and gyros are the largest physical cost on the 'Mech itself like Assassins, Cicadas, and Charger 1A1, Will have their salvage rate massively affected by a CT core, while 'Mechs with relatively small engines like an Urbanmech, Vindicator, and hunchback won't see as big of a drop in value based on a CT destruction, instead, there is more physical value in those 'Mechs tied to their weapon systems, so going for the Hunch on the HBK, or the PPC arm on the Vindicator will probably see a larger singular effect that a straight CT drilling. This value is also going to be dependent on the physical tech level. I.E. A vindicator with a T4 PPC that gets destroyed is going to deduct more value from the frame than a Vindicator with a T0 PPC.

    Just keep in mind that because Salvaged 'Mechs come with all of their equipment in-tact, if you are salvaging for equipment and money, cleaner kills will produce more monetary value if you can salvage a 'Mech that was killed cleanly. Especially if the enemy comes with higher-tier level gear. But if you are just hunting for 'Mech chassis' then targeting components that inflict the most monetary damages to the 'Mech frame itself is how you will see those salvage values drop.

    Also
    PGI Chris wrote:
    So we manually set the salvage values for the 'Mechs. Normally, this base salvage rate is set based on the 'Mech's baseline cost from lore (Prior to any faction discounts/markups.) But we've deliberately lowered the baseline on some of the "less desirable" 'Mech chassis' like the BNC-3E, CDA line, CGR-1A1, etc. Basically so the less desirable 'Mech variants get a bit of a cost discount compared to other chassis in order to make them slightly easier to hunt down for things like Cantina quests when compared to more "high value" chassis frames (which are priced much closer to their true C-bill value.)

    So the cost reduction method I described above still behaves as it does for all 'Mechs, its just that some of the baseline costs for 'Mechs, especially the less desirable ones, are given a bit of a price discount to make them a bit better value salvages as well as easier quest items to hunt down for 'Mech hunter quests when compared to more mainline chassis'.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
    Gnome-Interruptus
  • NobodyNobody Registered User regular
    edited June 2021
    Decided to start a second career mode in MW5 to see what happens when I make some different choices earlier on.

    Current lance is Dervish/Javelin (missiles)/Javelin (lasers)/Firestarter with a Panther on reserve. Going a bit harder on chaining missions together and focusing more on negotiating for money if the employer doesn’t own the planet I’m fighting on (noticed you seem to get better salvage rights if they do).

    Nobody on
  • cB557cB557 voOOP Registered User regular
    I've never actually played any of the Mechwarrior games, just HBS Battletech. I'm wondering how they handle headshots in Mechwarrior. Like in Battletech, there's pretty hard mechanical constraints on how much you can go for a headshot, and even when you go for them it's long odds. But in an FPS, I'd assume you can just always aim for the head and hit it fairly consistently. Is that generally what you try to do in Mechwarrior?

  • ErlkönigErlkönig Seattle, WARegistered User regular
    Erlkönig wrote: »
    I know this was stated to be a thing earlier in the thread, but I highly doubt it's a thing.

    According to people working for PGI...it's a thing.
    PGI Chris wrote:
    It is not random, the EoR Salvage values are based on the final monetary cost of all equipment on the 'Mech at the time of the Salvage screen. Each 'Mech has a baseline value that it tuned to be around the same value of the full market value of the 'Mech itself. (In the case of the Shadow Hawk, this is ~5-6 mil.)

    All equipment that is damaged/destroyed on the 'Mech at the end of the round is then deducted from this said market value, including all repair costs for Armor, Structure, and Critical component equipment (Engines, Cockpits, and Leg Myomer specifically.) The amount of these deductions are based on Lore values, so things like the Cockpit/Head have a flat-line value for all the 'Mechs, while CT's and Legs have variable values based on the 'Mechs Engine / Gyro sizes/tonnage, and are identical to the repair costs, so if you keep an eye on your invoices in the 'Mechbays, you will get a general idea how much of a monetary deduction will be applied to the enemy Salvage value cost.

    All damages are tallied and then deducted from the base value of the 'Mech and then its final salvage value is calculated based on this differential. So if you do ~50% of the monetary damages to the 'Mech the final salvage value will be about 50% of the base salvage cost for the 'Mech.

    Because it is dynamic with the cost of the 'Mech, the way that certain damage affects the 'Mechs final salvage cost is going to be highly dependent on the 'Mech itself. In the case of Cockpit destruction, because of its flat value, it's actually going to have a larger impact on Lighter 'Mechs with "cheap" equipment, while on Assault 'Mechs where a single weapon can be more expensive than the cockpit component itself, it's not going to carry with it the same kind of impact when it comes to a rate reduction.

    Same with CT destructions. While CT destructions will always drop the salvage cost of the 'Mech due to engine repair, the amount it affects the drop is dependent on the size of the said engine relative to the remaining equipment on the 'Mech. So 'Mechs who's engines and gyros are the largest physical cost on the 'Mech itself like Assassins, Cicadas, and Charger 1A1, Will have their salvage rate massively affected by a CT core, while 'Mechs with relatively small engines like an Urbanmech, Vindicator, and hunchback won't see as big of a drop in value based on a CT destruction, instead, there is more physical value in those 'Mechs tied to their weapon systems, so going for the Hunch on the HBK, or the PPC arm on the Vindicator will probably see a larger singular effect that a straight CT drilling. This value is also going to be dependent on the physical tech level. I.E. A vindicator with a T4 PPC that gets destroyed is going to deduct more value from the frame than a Vindicator with a T0 PPC.

    Just keep in mind that because Salvaged 'Mechs come with all of their equipment in-tact, if you are salvaging for equipment and money, cleaner kills will produce more monetary value if you can salvage a 'Mech that was killed cleanly. Especially if the enemy comes with higher-tier level gear. But if you are just hunting for 'Mech chassis' then targeting components that inflict the most monetary damages to the 'Mech frame itself is how you will see those salvage values drop.

    Also
    PGI Chris wrote:
    So we manually set the salvage values for the 'Mechs. Normally, this base salvage rate is set based on the 'Mech's baseline cost from lore (Prior to any faction discounts/markups.) But we've deliberately lowered the baseline on some of the "less desirable" 'Mech chassis' like the BNC-3E, CDA line, CGR-1A1, etc. Basically so the less desirable 'Mech variants get a bit of a cost discount compared to other chassis in order to make them slightly easier to hunt down for things like Cantina quests when compared to more "high value" chassis frames (which are priced much closer to their true C-bill value.)

    So the cost reduction method I described above still behaves as it does for all 'Mechs, its just that some of the baseline costs for 'Mechs, especially the less desirable ones, are given a bit of a price discount to make them a bit better value salvages as well as easier quest items to hunt down for 'Mech hunter quests when compared to more mainline chassis'.

    I mean...from what I've tested in game since the Steam launch, it's not a thing. A CT cored out Banshee and an all component stripped Banshee resulted in a 1 salvage share difference. And I never said it was random. I said that there was a range per chassis and the final amount was random within that range. So, I dunno. They can talk about their price-based salvage share system...but my experience in the actual game says range-limited RNG.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • NobodyNobody Registered User regular
    cB557 wrote: »
    I've never actually played any of the Mechwarrior games, just HBS Battletech. I'm wondering how they handle headshots in Mechwarrior. Like in Battletech, there's pretty hard mechanical constraints on how much you can go for a headshot, and even when you go for them it's long odds. But in an FPS, I'd assume you can just always aim for the head and hit it fairly consistently. Is that generally what you try to do in Mechwarrior?

    Generally yeah, but one thing to keep in mind that the head hit box isn’t always the same as the head, and often it’s just a portion of the front.

    Gnome-Interruptus
  • GoumindongGoumindong Registered User regular
    The head hit box is the proper location of the cockpit on the mech. Some mechs have their cockpit forward on the CT.

    wbBv3fj.png
    NobodyGnome-Interruptus
  • Phoenix-DPhoenix-D Registered User regular
    Erlkönig wrote: »
    Erlkönig wrote: »
    I know this was stated to be a thing earlier in the thread, but I highly doubt it's a thing.

    According to people working for PGI...it's a thing.
    PGI Chris wrote:
    It is not random, the EoR Salvage values are based on the final monetary cost of all equipment on the 'Mech at the time of the Salvage screen. Each 'Mech has a baseline value that it tuned to be around the same value of the full market value of the 'Mech itself. (In the case of the Shadow Hawk, this is ~5-6 mil.)

    All equipment that is damaged/destroyed on the 'Mech at the end of the round is then deducted from this said market value, including all repair costs for Armor, Structure, and Critical component equipment (Engines, Cockpits, and Leg Myomer specifically.) The amount of these deductions are based on Lore values, so things like the Cockpit/Head have a flat-line value for all the 'Mechs, while CT's and Legs have variable values based on the 'Mechs Engine / Gyro sizes/tonnage, and are identical to the repair costs, so if you keep an eye on your invoices in the 'Mechbays, you will get a general idea how much of a monetary deduction will be applied to the enemy Salvage value cost.

    All damages are tallied and then deducted from the base value of the 'Mech and then its final salvage value is calculated based on this differential. So if you do ~50% of the monetary damages to the 'Mech the final salvage value will be about 50% of the base salvage cost for the 'Mech.

    Because it is dynamic with the cost of the 'Mech, the way that certain damage affects the 'Mechs final salvage cost is going to be highly dependent on the 'Mech itself. In the case of Cockpit destruction, because of its flat value, it's actually going to have a larger impact on Lighter 'Mechs with "cheap" equipment, while on Assault 'Mechs where a single weapon can be more expensive than the cockpit component itself, it's not going to carry with it the same kind of impact when it comes to a rate reduction.

    Same with CT destructions. While CT destructions will always drop the salvage cost of the 'Mech due to engine repair, the amount it affects the drop is dependent on the size of the said engine relative to the remaining equipment on the 'Mech. So 'Mechs who's engines and gyros are the largest physical cost on the 'Mech itself like Assassins, Cicadas, and Charger 1A1, Will have their salvage rate massively affected by a CT core, while 'Mechs with relatively small engines like an Urbanmech, Vindicator, and hunchback won't see as big of a drop in value based on a CT destruction, instead, there is more physical value in those 'Mechs tied to their weapon systems, so going for the Hunch on the HBK, or the PPC arm on the Vindicator will probably see a larger singular effect that a straight CT drilling. This value is also going to be dependent on the physical tech level. I.E. A vindicator with a T4 PPC that gets destroyed is going to deduct more value from the frame than a Vindicator with a T0 PPC.

    Just keep in mind that because Salvaged 'Mechs come with all of their equipment in-tact, if you are salvaging for equipment and money, cleaner kills will produce more monetary value if you can salvage a 'Mech that was killed cleanly. Especially if the enemy comes with higher-tier level gear. But if you are just hunting for 'Mech chassis' then targeting components that inflict the most monetary damages to the 'Mech frame itself is how you will see those salvage values drop.

    Also
    PGI Chris wrote:
    So we manually set the salvage values for the 'Mechs. Normally, this base salvage rate is set based on the 'Mech's baseline cost from lore (Prior to any faction discounts/markups.) But we've deliberately lowered the baseline on some of the "less desirable" 'Mech chassis' like the BNC-3E, CDA line, CGR-1A1, etc. Basically so the less desirable 'Mech variants get a bit of a cost discount compared to other chassis in order to make them slightly easier to hunt down for things like Cantina quests when compared to more "high value" chassis frames (which are priced much closer to their true C-bill value.)

    So the cost reduction method I described above still behaves as it does for all 'Mechs, its just that some of the baseline costs for 'Mechs, especially the less desirable ones, are given a bit of a price discount to make them a bit better value salvages as well as easier quest items to hunt down for 'Mech hunter quests when compared to more mainline chassis'.

    I mean...from what I've tested in game since the Steam launch, it's not a thing. A CT cored out Banshee and an all component stripped Banshee resulted in a 1 salvage share difference. And I never said it was random. I said that there was a range per chassis and the final amount was random within that range. So, I dunno. They can talk about their price-based salvage share system...but my experience in the actual game says range-limited RNG.

    Are you also killing the stripped mechs via CT core? It does say that blowing the CT reduces the salvage value, potentially by a lot. For max comparison you'd want to check clean headshot vs strip leg CT core out.

  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    I would’ve been a-ok with the entire soundtrack being Periphery Dixie. :razz:


    As to salvage, in the vanilla game I honestly never noticed any rhyme or reason to what I got. Hell, I had a mission where I had taken out 8+ Mechs but only had maybe four available, incidentally the last ones I killed.

    So now I use the Logical Lore Salvage mod and life is good.

    A Capellan's favorite sheath for any blade is your back.
  • GoumindongGoumindong Registered User regular
    The CT is a large repair cost especially compared to the average weapons on a banshee. You have to pay for the engine when repairing it

    wbBv3fj.png
  • ErlkönigErlkönig Seattle, WARegistered User regular
    Phoenix-D wrote: »
    Erlkönig wrote: »
    Erlkönig wrote: »
    I know this was stated to be a thing earlier in the thread, but I highly doubt it's a thing.

    According to people working for PGI...it's a thing.
    PGI Chris wrote:
    It is not random, the EoR Salvage values are based on the final monetary cost of all equipment on the 'Mech at the time of the Salvage screen. Each 'Mech has a baseline value that it tuned to be around the same value of the full market value of the 'Mech itself. (In the case of the Shadow Hawk, this is ~5-6 mil.)

    All equipment that is damaged/destroyed on the 'Mech at the end of the round is then deducted from this said market value, including all repair costs for Armor, Structure, and Critical component equipment (Engines, Cockpits, and Leg Myomer specifically.) The amount of these deductions are based on Lore values, so things like the Cockpit/Head have a flat-line value for all the 'Mechs, while CT's and Legs have variable values based on the 'Mechs Engine / Gyro sizes/tonnage, and are identical to the repair costs, so if you keep an eye on your invoices in the 'Mechbays, you will get a general idea how much of a monetary deduction will be applied to the enemy Salvage value cost.

    All damages are tallied and then deducted from the base value of the 'Mech and then its final salvage value is calculated based on this differential. So if you do ~50% of the monetary damages to the 'Mech the final salvage value will be about 50% of the base salvage cost for the 'Mech.

    Because it is dynamic with the cost of the 'Mech, the way that certain damage affects the 'Mechs final salvage cost is going to be highly dependent on the 'Mech itself. In the case of Cockpit destruction, because of its flat value, it's actually going to have a larger impact on Lighter 'Mechs with "cheap" equipment, while on Assault 'Mechs where a single weapon can be more expensive than the cockpit component itself, it's not going to carry with it the same kind of impact when it comes to a rate reduction.

    Same with CT destructions. While CT destructions will always drop the salvage cost of the 'Mech due to engine repair, the amount it affects the drop is dependent on the size of the said engine relative to the remaining equipment on the 'Mech. So 'Mechs who's engines and gyros are the largest physical cost on the 'Mech itself like Assassins, Cicadas, and Charger 1A1, Will have their salvage rate massively affected by a CT core, while 'Mechs with relatively small engines like an Urbanmech, Vindicator, and hunchback won't see as big of a drop in value based on a CT destruction, instead, there is more physical value in those 'Mechs tied to their weapon systems, so going for the Hunch on the HBK, or the PPC arm on the Vindicator will probably see a larger singular effect that a straight CT drilling. This value is also going to be dependent on the physical tech level. I.E. A vindicator with a T4 PPC that gets destroyed is going to deduct more value from the frame than a Vindicator with a T0 PPC.

    Just keep in mind that because Salvaged 'Mechs come with all of their equipment in-tact, if you are salvaging for equipment and money, cleaner kills will produce more monetary value if you can salvage a 'Mech that was killed cleanly. Especially if the enemy comes with higher-tier level gear. But if you are just hunting for 'Mech chassis' then targeting components that inflict the most monetary damages to the 'Mech frame itself is how you will see those salvage values drop.

    Also
    PGI Chris wrote:
    So we manually set the salvage values for the 'Mechs. Normally, this base salvage rate is set based on the 'Mech's baseline cost from lore (Prior to any faction discounts/markups.) But we've deliberately lowered the baseline on some of the "less desirable" 'Mech chassis' like the BNC-3E, CDA line, CGR-1A1, etc. Basically so the less desirable 'Mech variants get a bit of a cost discount compared to other chassis in order to make them slightly easier to hunt down for things like Cantina quests when compared to more "high value" chassis frames (which are priced much closer to their true C-bill value.)

    So the cost reduction method I described above still behaves as it does for all 'Mechs, its just that some of the baseline costs for 'Mechs, especially the less desirable ones, are given a bit of a price discount to make them a bit better value salvages as well as easier quest items to hunt down for 'Mech hunter quests when compared to more mainline chassis'.

    I mean...from what I've tested in game since the Steam launch, it's not a thing. A CT cored out Banshee and an all component stripped Banshee resulted in a 1 salvage share difference. And I never said it was random. I said that there was a range per chassis and the final amount was random within that range. So, I dunno. They can talk about their price-based salvage share system...but my experience in the actual game says range-limited RNG.

    Are you also killing the stripped mechs via CT core? It does say that blowing the CT reduces the salvage value, potentially by a lot. For max comparison you'd want to check clean headshot vs strip leg CT core out.

    Not on that particular pair of Banshees, but for most (all?) medium mechs (and many Heavies), I've gone with maximum component removal vs. cockpitting. And even in those cases, the differences are minimal (again, +/- 1 share differences).

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • cB557cB557 voOOP Registered User regular
    Nobody wrote: »
    cB557 wrote: »
    I've never actually played any of the Mechwarrior games, just HBS Battletech. I'm wondering how they handle headshots in Mechwarrior. Like in Battletech, there's pretty hard mechanical constraints on how much you can go for a headshot, and even when you go for them it's long odds. But in an FPS, I'd assume you can just always aim for the head and hit it fairly consistently. Is that generally what you try to do in Mechwarrior?

    Generally yeah, but one thing to keep in mind that the head hit box isn’t always the same as the head, and often it’s just a portion of the front.
    Goumindong wrote: »
    The head hit box is the proper location of the cockpit on the mech. Some mechs have their cockpit forward on the CT.
    So like, you do want to go for the head much more than you would in Battletech, but facing still means that it won't always be possible to hit it and so in those circumstance the decision making of what areas to aim for comes back into play?

    Nobody
  • GlalGlal AiredaleRegistered User regular
    C-SRM6 challenge: pain in the ass
    SRM4 challenge: pain in the ass
    IS ML challenge: let's try this 6ML Osiris I've never played before. Okay, I guess I'll take 500 damage on an unskilled mech, fuck

    BetsuniRawrBearGnome-Interruptus
  • GoumindongGoumindong Registered User regular
    cB557 wrote: »
    Nobody wrote: »
    cB557 wrote: »
    I've never actually played any of the Mechwarrior games, just HBS Battletech. I'm wondering how they handle headshots in Mechwarrior. Like in Battletech, there's pretty hard mechanical constraints on how much you can go for a headshot, and even when you go for them it's long odds. But in an FPS, I'd assume you can just always aim for the head and hit it fairly consistently. Is that generally what you try to do in Mechwarrior?

    Generally yeah, but one thing to keep in mind that the head hit box isn’t always the same as the head, and often it’s just a portion of the front.
    Goumindong wrote: »
    The head hit box is the proper location of the cockpit on the mech. Some mechs have their cockpit forward on the CT.
    So like, you do want to go for the head much more than you would in Battletech, but facing still means that it won't always be possible to hit it and so in those circumstance the decision making of what areas to aim for comes back into play?

    It depends on the mech and your weapons. In general it’s best to aim CT unless you’re very precise and close enough to know what you’re hitting. This becomes especially true once you have high focus damage mechs.

    The thing about aiming CT is that the head is usually right above it anyway so youve hit a high probability of hitting. Unless you have 50+ pinpoint damage (head has from 25 up to 45 HP but pilots get various DR) it’s usually going to take 2 hits to take a head down anyway so focusing is sometimes wasted damage.

    It also depends on if you use first person or third person mode as third person does not have the walking reticle wobble.

    Legging can be OK for some mechs (like stalker) but it’s more raw HP and twisting can make it hard to hit the second.

    Backstabbing also works (especially with a big gun or set of big guns) because the AI will ignore you if you aren’t doing damage and once you are behind an enemy matching speed will sometimes allow you to stay right behind them.

    wbBv3fj.png
    RawrBearGnome-Interruptus
  • KiTAKiTA Registered User regular
    cB557 wrote: »
    I've never actually played any of the Mechwarrior games, just HBS Battletech. I'm wondering how they handle headshots in Mechwarrior. Like in Battletech, there's pretty hard mechanical constraints on how much you can go for a headshot, and even when you go for them it's long odds. But in an FPS, I'd assume you can just always aim for the head and hit it fairly consistently. Is that generally what you try to do in Mechwarrior?

    God no. Heads are tiny and mechs (both you and the other guy) bob up and down. I aim for the CT or Legs instead, or even a side if I know there's something I need to make absolutely certain isn't there anymore -- looking at you, AC20 Urbies and Hunchbacks with like 10 M Lasers.

    The only exemptions are if you're fighting Assault Mechs and have a Gauss Rifle or something. I think I got something like 30 headshots in that one mission, and when I didn't get headshots, it was only 1 or 2 more shots to take the CT out.

    NipsRawrBearGnome-Interruptus
  • RawrBearRawrBear Registered User regular
    Glal wrote: »
    C-SRM6 challenge: pain in the ass
    SRM4 challenge: pain in the ass
    IS ML challenge: let's try this 6ML Osiris I've never played before. Okay, I guess I'll take 500 damage on an unskilled mech, fuck

    I hated the clan srm one, I have literally nothing for that. It took me forever and I dragged my team down repeatedly lol.

    Is srm4 I just used the com-1d which… that mech feels broken af. Feels like playing a file-17 but you trade masc for being dummy durable and like… doubling up on leg day.

    For missiles I ran an mrm catapult c4 with 80 tubes. That thing is actually a monster and has a range bonus so you can poke people at like 600m.

    BetsuniFiendishrabbitGnome-Interruptus
  • BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    edited June 2021
    Glal wrote: »
    C-SRM6 challenge: pain in the ass
    SRM4 challenge: pain in the ass
    IS ML challenge: let's try this 6ML Osiris I've never played before. Okay, I guess I'll take 500 damage on an unskilled mech, fuck

    Pick up a Linebacker for the clan SRM6 part. Easy peasy.
    I hugged my local Assault in mediums and lights to get the SRM4 part done. I agree that part was painful.
    RawrBear wrote: »
    Glal wrote: »
    C-SRM6 challenge: pain in the ass
    SRM4 challenge: pain in the ass
    IS ML challenge: let's try this 6ML Osiris I've never played before. Okay, I guess I'll take 500 damage on an unskilled mech, fuck

    I hated the clan srm one, I have literally nothing for that. It took me forever and I dragged my team down repeatedly lol.

    Is srm4 I just used the com-1d which… that mech feels broken af. Feels like playing a file-17 but you trade masc for being dummy durable and like… doubling up on leg day.

    For missiles I ran an mrm catapult c4 with 80 tubes. That thing is actually a monster and has a range bonus so you can poke people at like 600m.

    I see a lot of those Catapults, maybe I should build one and have fun with everyone.

    Betsuni on
    oosik_betsuni.png
    Steam: betsuni7
  • GoumindongGoumindong Registered User regular
    OK so a guide to making AI mechs work in Mechwarrior 5.

    One of the common complaints about the AI in MW5 is that its very dumb. And it is, its very dumb. However, its not actually that dumb. It just does a set number of things in order and this is, for a decent range of things, a decent way to handle the AI. So lets talk about how to make a mech deal the damage in mechwarrior 5.

    Step 1: Determine what the AI is doing with shooting weapon groups.

    The AI does not have any target type weapon priority. It uses a simple looping command set. The loop is as follows

    1: Check to see if any weapon is currently firing. Fire TAG. If yes Goto 1. Else Goto 2
    2: Check to see if weapon group 1 can fire. If yes, fire entire group that can fire and Goto 1. Else Goto 3.
    3. Check to see if weapon group 2 can fire. If yes, fire entire group that can fire and Goto 1. Else Goto 4.
    4. Check to see if weapon group 3 can fire. If yes, fire entire group that can fire and Goto 1. Else Goto 5.
    5. Check to see if weapon group 4 can fire. If yes, fire entire group that can fire and Goto 1. Else Goto 6.
    6. Check to see if weapon group 5 can fire. If yes, fire entire group that can fire and Goto 1. Else Goto 7.
    7. Check to see if weapon group 6 can fire. If yes, fire entire group that can fire and Goto 1. Else Goto 1.

    A weapon can fire if firing this weapon would not cause the heat in the mech to exceed 80% and there is a target within minimum and maximum range(i think its 80%).

    Because of line 1 we can potentially design a mech that cannot fire weapons on the later groups. If you have a weapon with a fire duration of 1 and a cooldown of 2 on weapon group 1 and 2 then this mech will never fire any weapons on groups 3,4,5, or 6. It will instead constantly cycle between the weapons on group 1 and 2 because taken together these have a firing duration of 2 and a cooldown of 2. As soon as weapon 2 stops firing weapon 1 is off cooldown.

    Additionally we will note that there are no hooks here that will tell the AI to not fire weapons at specific targets. Its going to fire its weapons at an Atlas the same way it fires its weapons at a Warrior VTOL or a turret.

    The lessons here are as follows

    1) Prioritize your ideal use case weapon group on group 1. These weapons will be used more.
    2) Longer range weapons go on later groups. These weapons will only be used when the short range weapons are off CD OR when they're out of range.
    3) DO NOT place machine guns or flamers on any weapon group except the highest used group. These will prevent other weapon groups from firing once targets get in range!
    4) DO NOT place any weapon you want significantly used behind a weapon with either a short cooldown OR a long firing time.
    5) AVOID multiple weapon groups that have long firing duration weapons in them. The longer a firing duration the longer it takes to get firing again and so these effectively stack.
    6) The AI does not use chain fire and this is good.
    7) It is OK to fire significantly over your dissipation if your less efficient weapons are very high raw heat usage and so do not prevent your efficient group from firing.

    Step 2: Determine how the AI chooses targets

    This one is a bit easier. It picks the target, weighted by distance, that has done the most damage to allies within the last 10 that is within vision and in range or so seconds unless a specific target for that AI has already been called. When no target has done a significant amount of damage within the last 10 seconds is within vision or range it will default to shooting whatever the player has targeted. Functionally this means that, unless you tell your lance to kill something specific, they're going to be shooting the biggest, heaviest mech on the field. And similarly unless you tell your pilots to stop shooting, the enemy is going to tend to shoot the most damaging of your mechs on the field.

    The lessons here are as follows

    1) Always ALPHA, Never not alpha. Avoid having more than one weapon group for the same type of weapon.

    Its functionally impossible to keep a mech targeting tanks and vtols. Its generally faster to kill those tanks and vtols than it is to tell your lance mates to deal with them. What this means is that, in the thick of things your AI needs to kill mechs fast so that. So yes, put all three PPC on your awesome on the same weapon group. They will kill tanks and VTOLs slow but they will kill mechs must faster due to the higher variance. Plus because PPC have such a short fire time its not going to significantly change how they interact with tanks and VTOL.




    wbBv3fj.png
    NobodyhtmHefflingGnome-Interruptus
  • KiTAKiTA Registered User regular
    edited June 2021
    Woo.

    Clash of the Titans missions still exist in BEX. And they can panic!

    So now I have a Banshee BNC-3E and a Stalker STK-3F alongside my Cyclops CP-10-Z.

    Cyclops is ... meh, but it gives +1 initiative so yay. Stalker I loved in MW5, hope it's decent in this.

    I'm not quite certain I have a way to make the BNC-3E any good. Fortunately I have a Highlander coming soon, IIRC.

    Edit: Also, I wish I hadn't made Glitch a Lancer. A second Gladiator would have been better methinks. Or a first Gladiator, and made Behemoth a Vanguard alongside my main character.

    KiTA on
    htm
  • htmhtm Registered User regular
    edited June 2021
    KiTA wrote: »
    Woo.

    Clash of the Titans missions still exist in BEX. And they can panic!

    So now I have a Banshee BNC-3E and a Stalker STK-3F alongside my Cyclops CP-10-Z.

    Cyclops is ... meh, but it gives +1 initiative so yay. Stalker I loved in MW5, hope it's decent in this.

    I'm not quite certain I have a way to make the BNC-3E any good. Fortunately I have a Highlander coming soon, IIRC.

    The BNC-3E is kind of terrible except for one specialized purpose: it's the perfect runner for high-skull Target Acquisition missions. It's really fast for an Assault, so load it up with support weapons (and nothing else), max out its armor, and have it sprint out to the farthest beacon. Once it's there, it can punch a fool if it needs to.

    Stalker is a great LRM bot or an SRM + Laser shotgun. You can put just an absurd amount of everything in it and still max its armor. It's just very, very slow.

    htm on
    Nobody
  • GlalGlal AiredaleRegistered User regular
    edited June 2021
    RawrBear wrote: »
    Glal wrote: »
    C-SRM6 challenge: pain in the ass
    SRM4 challenge: pain in the ass
    IS ML challenge: let's try this 6ML Osiris I've never played before. Okay, I guess I'll take 500 damage on an unskilled mech, fuck

    I hated the clan srm one, I have literally nothing for that. It took me forever and I dragged my team down repeatedly lol.

    Is srm4 I just used the com-1d which… that mech feels broken af. Feels like playing a file-17 but you trade masc for being dummy durable and like… doubling up on leg day.

    For missiles I ran an mrm catapult c4 with 80 tubes. That thing is actually a monster and has a range bonus so you can poke people at like 600m.
    For missiles my go-to is the MAD-9M with MRM80, 2MLs and an ECM. The ECM seems to give you a second life bar in fights, you get so much more time to pour damage on the enemy before someone decides to deal with you. The MLs are there to remove components once you've sandblasted them away, it runs a bit toasty to keep firing them.

    Glal on
    Betsuni
  • KiTAKiTA Registered User regular
    Has anyone played a lot of BEX? Here's an odd, and probably dumb question.

    BEX uses some xottol or whatever random lists to determine what a given faction fields in a fight, I guess that come straight out of the P&P sourcebooks. It also has those loading screen tips that say that you get better loot when going up against the great houses, and that if you're wanting to see different mechs, you need to go elsewhere.

    I'm still in the campaign so my movement is limited, but I've already seen a lot of new mechs. Amusing to see something weird like an Ostsol and discover yup, it's a real Mech from Battletech, just has never been in any of the games. But is there a general theme of what the 4 houses field, or some mech that's unique or only common with one of them that I should be on the lookout for? I know Steiner uses Atlases as Scout Mechs, and the Draconis Combine gets some new toys earlier than the others in the timeline, but I honestly don't know much about any of it.

    Keep hearing that Comstar Presence and Star League Presence worlds can end up with Comstar as an opponent / random event during missions with Star League gear, but haven't encountered that yet. Probably will be easier once I can go to the greater Inner Sphere and target more Comstar / Star League planets than just like, 2.

    I also kinda wish there was a wiki or something that explains what changes happen in the timeline and what mechs start appearing when. I know the Helm Data Core is coming up, and the Clan Invasion is 3050 I think, and is in the... north part of the galaxy, if MW5's placement of the Rarfraflebarfle League in 3035 is accurate?

  • SiliconStewSiliconStew Registered User regular
    KiTA wrote: »
    Has anyone played a lot of BEX? Here's an odd, and probably dumb question.

    BEX uses some xottol or whatever random lists to determine what a given faction fields in a fight, I guess that come straight out of the P&P sourcebooks. It also has those loading screen tips that say that you get better loot when going up against the great houses, and that if you're wanting to see different mechs, you need to go elsewhere.

    I'm still in the campaign so my movement is limited, but I've already seen a lot of new mechs. Amusing to see something weird like an Ostsol and discover yup, it's a real Mech from Battletech, just has never been in any of the games. But is there a general theme of what the 4 houses field, or some mech that's unique or only common with one of them that I should be on the lookout for? I know Steiner uses Atlases as Scout Mechs, and the Draconis Combine gets some new toys earlier than the others in the timeline, but I honestly don't know much about any of it.

    Keep hearing that Comstar Presence and Star League Presence worlds can end up with Comstar as an opponent / random event during missions with Star League gear, but haven't encountered that yet. Probably will be easier once I can go to the greater Inner Sphere and target more Comstar / Star League planets than just like, 2.

    I also kinda wish there was a wiki or something that explains what changes happen in the timeline and what mechs start appearing when. I know the Helm Data Core is coming up, and the Clan Invasion is 3050 I think, and is in the... north part of the galaxy, if MW5's placement of the Rarfraflebarfle League in 3035 is accurate?



    Galactic Events Timeline
    https://www.sarna.net/wiki/Timeline

    Battlemech Introduction/Extinction/Reintroduction Timeline
    https://www.sarna.net/wiki/BattleMech_Timetable

    Filterable list of all units
    http://www.masterunitlist.info/

    3028-3050 Battlemech Assignment Tables by House
    https://drive.google.com/file/d/0B4bqkw1g3G1ac2NxQzFrQ25KTjg/view?resourcekey=0-7ozXaKKedS4xD-OvNoz5dg

    Just remember that half the people you meet are below average intelligence.
    NipsIanator
  • ToxTox I kill threads he/himRegistered User regular
    edited June 2021
    KiTA wrote: »
    But is there a general theme of what the 4 houses field, or some mech that's unique or only common with one of them that I should be on the lookout for? I know Steiner uses Atlases as Scout Mechs, and the Draconis Combine gets some new toys earlier than the others in the timeline, but I honestly don't know much about any of it.

    Sort of? Kind of? Not really. There's two major things at play.

    1 - During the Star League era, pretty much all the 'mechs were being manufactured by all the Great Houses. There were still differences, they're just usually based around loadouts and variants. A -D variant is usually a Federated Suns (Davion) variant, a -M is usually Free Worlds League (Marik) variant, etc.

    2 - During the (especially 2nd) Succession Wars, technology rolled backwards, hard. Designing new 'mechs was basically impossible to do, or at least prohibitively expensive. So after the fall of the Star League, the houses didn't really do much in the way of designing and building new 'mechs. They had to rely on existing manufacturing, and most of that was for 'mechs that all or at least most Houses had a version of.

    Because of this, while you're more likely to see some 'mechs in some House spaces, it's much more likely the differences will be which variants you encounter. Virtually any House that has any variant of a 'mech will usually have the base model, and may also have their own model as well. The biggest exception to this rule is the Catapult - I would not be surprised if only the -K2 was available in Draconis Combine space. Even House specials like the Dragon are fielded by some other Houses.

    I think probably the best resource for this is, I think there's guides for generating House regular units, that will narrow down which variants of which mechs are common enough to be likely to be seen in which Houses. edit: Yeah the MUL up there is a good resource for that sort of thing.

    Also sarna.net is a wiki for all things Battletech related. It's mostly based around the tabletop game and its associated fiction, but it's got great timeline information. Probably more than you'd really want? But it's a fun site to check out anyway.

    Tox on
    Twitter! | Dilige, et quod vis fac
    NipsAxen
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    edited June 2021
    Also important to keep in mind is that battlefield salvage is the way of life for everyone, not just mercs. So you can and will see Mechs that were designed by a particular House and never sold or exported but still winds up in the arsenals of everyone else.

    A fun example is the Hatchetman/Axman. Both Mechs were Davion mechs through and through, but since they fight the Combine a lot the DMCS has acquired more than a few. The Combine however replaces the barbaric ax with a NOBLE and GLORIOUS katana. :razz:

    edit- I think the Capellans have the most, I dunno, distinct theme. Lore wise they mostly only have Lights and Mediums with some Heavies and on rare occasion (when an objective is really important) Assaults.

    Axen on
    A Capellan's favorite sheath for any blade is your back.
    NipsGnome-InterruptusMorninglord
  • GlalGlal AiredaleRegistered User regular
    Two games in a row. Maybe the Osiris' cockpit sucks in bullets.

    buqohhvtwo2u.png
    z8ldvc0bpojp.png

    PreacherNipsHefflingBetsuni
  • NobodyNobody Registered User regular
    Glal wrote: »
    Two games in a row. Maybe the Osiris' cockpit sucks in bullets.

    buqohhvtwo2u.png
    z8ldvc0bpojp.png

    Think you were just more super unlucky:
    vns00lavqyg2.png

    Glal
  • GoumindongGoumindong Registered User regular
    Its not good, but it is hilarious

    Drake Nah:
    CM72I50.png

    Drake Yes:
    H5y3h5t.png

    I one shot, through the CT, an Orion.

    wbBv3fj.png
    NipsNobodyPreacherGnome-InterruptusElvenshaeIoloBetsuniMechMantisMorninglord
  • SyngyneSyngyne Registered User regular
    Goumindong wrote: »
    Its not good, but it is hilarious

    Drake Nah:
    CM72I50.png

    Drake Yes:
    H5y3h5t.png

    I one shot, through the CT, an Orion.

    This is the way.

    You may take a nap after firing, but it won't matter. You'll be the only one waking up.

    5gsowHm.png
    Elvenshae
  • NobodyNobody Registered User regular
    So I just had an interesting discovery, curious if it's a case of a bugged game or if it's a "feature"

    My first playthrough on career, I noticed that there was a distinctive lack of a industrial hub in the mid-southwest of the Draconis Combine, and especially none around Luthien (which, from a lore point, is really weird.)

    Second playthrough, all the other hubs in the DC I've seen before are there, but there's now a hub that Luthien is a part of.

    So...are industrial hubs randomized and some will appear/some won't? Or is my first playthrough bugged?

  • GoumindongGoumindong Registered User regular
    Was your first game Rasselhauge?

    wbBv3fj.png
  • NobodyNobody Registered User regular
    Goumindong wrote: »
    Was your first game Rasselhauge?

    Kurita for both.

  • GoumindongGoumindong Registered User regular
    Huh. I am also missing that industrial hub in a RH start. Might have gotten a hotfix?

    wbBv3fj.png
  • GoumindongGoumindong Registered User regular
    Salvage Example: Pristine
    I1hJRmO.png

    Salvage Example: Wrecked

    xrnswJq.png

    wbBv3fj.png
    FiendishrabbitIolo
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