Seriously, there are lines defining just what a mech melees with. With that particular mech, I'd imagine he headbutts with the cockpit so the pilot can then headbutt as well.
Developed by the Krogan.
It isn't actually supposed to have JJ, but this was quick just to see if I could get it to work.
Seriously, there are lines defining just what a mech melees with. With that particular mech, I'd imagine he headbutts with the cockpit so the pilot can then headbutt as well.
Developed by the Krogan.
It isn't actually supposed to have JJ, but this was quick just to see if I could get it to work.
Alright, I haven't gone through and fiddled with heatsinks, jjs, armor, or futzed with movement speed to signify engine changes yet, and these are just overriding the current mechs, but for mwo builds
The Quadapult
The Boomcat (It actually isn't supposed to have lasers, but I was so excited to finally get it working I forgot to remove them)
The BLARG (I'm contemplating some Battletech specific changes. MWO doesn't translate the greatest)
The proper Jenner
The Victor (Actually changed to SRM 6/4/2 because MWO missile tubes suck)
And...what I could do of The Reaper (Gauss isn't working so AC/20 it is)
As for all those things I need to do to them, well, I've got time tomorrow.
We just found out about the modding wiki and discord. Aw yeah. I'll be helping Doc make a classic Oosik mech set as far as we can make it work, but if you want to mess with stuff yourself:
The Tango Try-hards or How I learned to stop worrying and love missiles.
To truly understand Tango Lance requires a bit of a history lesson. Their origins start in the periphery of the Federated Suns, on a planet known as Anaheim. After the planet was conquered by the SLDF during the Reunification War and designated as a Davion planet, the planetary militia stood up a full brigade of battlemechs that would join the SLDF under the designation of the Anaheim Kingsmen. Organized primarily by Lance, with units designated alphabetically, the Kingsmen would build specific companies on a campaign basis, making it easier to meet the needs of the mission at hand. During Kerensky's Exodus, the Kingsmen debated their future, with most mechwarriors electing either to join in the Exodus or return home to Anaheim. The former would soon join the ranks of the clans, while the latter would retire from military service completely. Still a third group elected to chase dollars rather than sense, and became mercenaries during the first War of Succession.
One Lance of these mercenaries, designated Tango Lance during their time with the Kingsmen, found themselves in Lyran space during the war. A heavy fire support lance, consisting of a STK-3Fc Stalker, a CRD-3L Crusader, a CPLT-C4 Catapult, and a HBK-4J Hunchback. Tango Lance had little trouble finding work, as they were well coordinated and fought with what some would say was a bit too much zeal. When Tango lance was assigned as part of a defense group along side a company of Oosiks, their eagerness to fight on well past the point of the battle being lost quickly established a reputation among the Oosiks, who were forced to over expose in order to make sure these "try-hards" weren't completely obliterated by the invading forces. The Lance commander, piloting his Stalker, had suffered damage to his sensors and cockpit glass, preventing him from being able to properly aim his weapon systems. Fortunately, the missile guidance systems still worked, and when the Oosiks realized this, they were able to steer the massive machine into picking up solid locks, enabling the Stalker to lay down effective cover fire before being forced to punch out. This allowed the lance, and the Oosiks, to survive. In exchange for their valor and sacrifice, Tango lance opted to join with the Oosik Irregulars, and the moniker of "try-hard" still plagues greener members who are deemed to have put themselves at too much risk in the hopes of too little glory.
So I got enough c-bills to buy my Timber Wolf/MadCat last night.
I got the 'D' Variant, and have customized it to pack 2 C-L Pulse, 2 ER-Meds, 4x C-SRM6 with Art. This is my old MW4 loadout, and it seems to be working pretty well.
Also, last night the weight balance gods decided to frown upon us by sending us vs a group of at least 6 or 7 assault mechs v our 2.
Aren't galaxies the equivalent to regiments, not clusters (I vaguely recall IS unit sizes being lance (4 mechs)-company (3 lances)-battalion (3 companies)-regiment (3 battalions))?
In terms of numbers, yes. However, from the invasion era to well into the 3060s, a Cluster against a regiment was, if anything, tilted heavily against the regiment, due to the vast gulf in both tech and skills.
Even later on it was rare for entire Galaxies to be deployed together. Maybe during a prolonged, important campaign but otherwise it was mostly Clusters moving around.
What are good and fun medium Mech builds right now?
Trying to get back into the game, and starting with medium mechs to get a feel for the combat again seems like a good idea.
What are good and fun medium Mech builds right now?
Trying to get into the game, and starting with medium mechs to get a feel for the combat again seems like a good idea.
The SHC - Shadowcat with ECM & 2x cLPL or 2x cERPPC can put in a lot of work.
The HBK-IIC with 2x cERML & 2x cUAC10
The HBK-IICA with 6x cERML & 2x cLPL / 2x cERPPC & 6x cSPL or 6x cERSL ie: this build
Many Stormcrow / Nova / Huntsman builds too.
The most important thing is that as a new player, you dont overspecialize into a single range band, but at the same time dont be too scattershot with your weapons. (For a long range build, you want 3 close range weapons, and for a short range build, you want at least 1 long range weapon).
Make sure you are familiar with what your weapons are capable of and their limits, so you arent wasting heat in a brawl firing your LRMs.
Stick with Clan mechs, and be careful of some trap weapons like the cERLL which has horrible heat/damage effeciency, and also has a long burn time requiring you to expose yourself to use it.
I think I'm gonna try the HBK-IICA with 2 cERPPC & 6x cSPL. PPCs and Pulse lasers were always good fun when I last played a few years ago.
Thanks for the help
So far my biggest takeaway from the Battletech beta is that I greatly regret we didn't hit the stretch goal for coop campaign.
WAIT WHAT I THOUGHT THAT WAS HAPPENING AAAAAAHHHH
Hmm apparently I mis-remembered
As we said in our first Live Stream Twitch Q&A session, after Stage 4 is unlocked, additional funding will go towards polishing the features and content we’ve already committed to. After that, any additional funds will go toward funding a Post-Launch Live Team that will continue developing additional features and content. First among them will be Cooperative Multiplayer, which will allow you and a friend to face-off against AI opponents.
So we hit all the stretch goals, now we just have to hope the game does well enough to justify continued resources toward coop.
"Expanded campaign" means being able to continue merc'ing it up after the storyline ends.
Honestly I don't know how I feel about coop. It sounds cool, but do you get two lances? How would they re-balance the campaign? Do you just share two mechs each? Why not fire up the remote desktop app of your choice and just take turns?
They need all the features they can get at launch to really appeal to as many people as possible. I don't know how they're going to do that, even if its the best turn based strategy ever. I feel like XCom's success was mostly due to a massive advertising budget and console support. Battletech's legacy will probably come down to how memorable the story is. The writing they shared during the kickstarter was pretty compelling, but it isn't attached to an accessible cover-based shooter like Mass Effect. None of the characters in Shadowrun really stick out in my head either. Voice acting probably would have helped a lot.
But hey, two of the Top Sellers on Steam are Paradox Strategy Game DLC, so what do I know?
Honestly I don't know how I feel about coop. It sounds cool, but do you get two lances? How would they re-balance the campaign? Do you just share two mechs each? Why not fire up the remote desktop app of your choice and just take turns?
They need all the features they can get at launch to really appeal to as many people as possible. I don't know how they're going to do that, even if its the best turn based strategy ever. I feel like XCom's success was mostly due to a massive advertising budget and console support. Battletech's legacy will probably come down to how memorable the story is. The writing they shared during the kickstarter was pretty compelling, but it isn't attached to an accessible cover-based shooter like Mass Effect. None of the characters in Shadowrun really stick out in my head either. Voice acting probably would have helped a lot.
But hey, two of the Top Sellers on Steam are Paradox Strategy Game DLC, so what do I know?
I dont know that they are saying a cooperative campaign, it sounds more like co-op comp stomp from the blurb.
I generally don't get the appeal of co-op for turn-based games. For a shooter or other real-time game it's great -- one of you covers the entrance while the other hacks the mainframe, or one of you builds the base and the other goes out and hurts things. It's exciting and there's high fives and shared misery. But in a turn-based game there's nothing stopping you from doing both jobs, and it feels like you'll spend half your time waiting for the other guy to do something you could do yourself. Which is fine if you just want to hang out with your friend, but it doesn't seem to enjoy the same synergy you get with a real-time game.
So I got enough c-bills to buy my Timber Wolf/MadCat last night.
I got the 'D' Variant, and have customized it to pack 2 C-L Pulse, 2 ER-Meds, 4x C-SRM6 with Art. This is my old MW4 loadout, and it seems to be working pretty well.
Also, last night the weight balance gods decided to frown upon us by sending us vs a group of at least 6 or 7 assault mechs v our 2.
Yeah, what a difference a day makes. Last night's solo queue adventures were the exact opposite of the previous night:
Match 1) Hellbringer on HPG Skirmish
Result - close to 900 damage, and a win
Match 2) Hellbringer on Tourmaline Conquest
Result - around 700 damage, a loss (due to caps)
Match 3) Ebon Jag on Forest Colony Assault
Result - 220 damage, and a loss (our 1 assault led us to a REALLY bad spot by following the water-side road and got us completely surrounded)
The next 3 matches was me riding my Ebon Jag to victory (500-750 damage per match, usually in the top 3 (if not the top) in terms of damage). Nights like that reminds me of why I still play MWO.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
The Quickdraw is a bad mech to go with right now. There's some kind of typo with its XML so it does less melee damage than a Urbanmech. I don't know if that applies to Death From Above, but has so little armor it goes down immediately in a brawl. The Griffin is almost always a better choice.
Also, why are you trying to shoot with your Vindicator when you can go to punch town? Even compared with a good alpha strike, most mechs still do more damage in melee.
What are good and fun medium Mech builds right now?
Trying to get into the game, and starting with medium mechs to get a feel for the combat again seems like a good idea.
The SHC - Shadowcat with ECM & 2x cLPL or 2x cERPPC can put in a lot of work.
The HBK-IIC with 2x cERML & 2x cUAC10
The HBK-IICA with 6x cERML & 2x cLPL / 2x cERPPC & 6x cSPL or 6x cERSL ie: this build
Many Stormcrow / Nova / Huntsman builds too.
The most important thing is that as a new player, you dont overspecialize into a single range band, but at the same time dont be too scattershot with your weapons. (For a long range build, you want 3 close range weapons, and for a short range build, you want at least 1 long range weapon).
Make sure you are familiar with what your weapons are capable of and their limits, so you arent wasting heat in a brawl firing your LRMs.
Stick with Clan mechs, and be careful of some trap weapons like the cERLL which has horrible heat/damage effeciency, and also has a long burn time requiring you to expose yourself to use it.
Recently I've been running a Huntsman with 2LPLs and 6SPLs and it's been working well above expectations.
It's a pretty good mech, but in QP I don't see the advantage of using it over a heavy, since it certainly doesn't play like a medium.
But in a turn-based game there's nothing stopping you from doing both jobs, and it feels like you'll spend half your time waiting for the other guy to do something you could do yourself.
I mean, if you could multitask in a multi-person shooter, would you? Would you really prefer to play 3 characters yourself, rather than team up with friends and shoot the bull and execute on a plan and laugh when it falls apart because you're all only seeing a small part of the picture? What does the turn-based nature have to do with it?
But in a turn-based game there's nothing stopping you from doing both jobs, and it feels like you'll spend half your time waiting for the other guy to do something you could do yourself.
I mean, if you could multitask in a multi-person shooter, would you? Would you really prefer to play 3 characters yourself, rather than team up with friends and shoot the bull and execute on a plan and laugh when it falls apart because you're all only seeing a small part of the picture? What does the turn-based nature have to do with it?
It depends on implementation, if both you and your co-op partner complete your move phase at the same time, it could be interesting.
If it is setup where you move a mech, he moves a mech, you move a mech, etc. Then it would be tedious and I would prefer to just solo play.
I've spent hundreds of hours watching videos of people playing games without a personal stake, I'm more than happy enough watching my friend take their turn in the game I'm also taking part in. But hey, preferences.
But in a turn-based game there's nothing stopping you from doing both jobs, and it feels like you'll spend half your time waiting for the other guy to do something you could do yourself.
I mean, if you could multitask in a multi-person shooter, would you? Would you really prefer to play 3 characters yourself, rather than team up with friends and shoot the bull and execute on a plan and laugh when it falls apart because you're all only seeing a small part of the picture? What does the turn-based nature have to do with it?
Not being able to multitask, and doing things you wouldn't be able to do yourself, is kind of the key. So yes, if I were some kind of triple brained creature with extra appendages then hypothetically yes, I might prefer to play all 3 characters myself, and would probably look for co-op experiences that had 6 or more characters instead.
Posts
Rocket-powered kick (the thing does have jump jets)?
Developed by the Krogan.
It isn't actually supposed to have JJ, but this was quick just to see if I could get it to work.
Well it IS a chicken.
Steam: betsuni7
The Quadapult
The Boomcat (It actually isn't supposed to have lasers, but I was so excited to finally get it working I forgot to remove them)
The BLARG (I'm contemplating some Battletech specific changes. MWO doesn't translate the greatest)
The proper Jenner
The Victor (Actually changed to SRM 6/4/2 because MWO missile tubes suck)
And...what I could do of The Reaper (Gauss isn't working so AC/20 it is)
As for all those things I need to do to them, well, I've got time tomorrow.
Wiki: http://btmodding.warriorsblood.com/index.php?title=Main_Page
Discord invite: https://www.reddit.com/r/Battletechgame/comments/6fb6f1/are_you_into_mods_do_you_have_what_it_takes_to/
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
DAKKA DAKKA DAKKA
I just now won a Battletech Beta match this way, with a Centurion that had both its arms blown off (against another Centurion that still had one).
If Nips wants to delegate some kicking authority, I will take a hatchet to the roster for anyone that hasnt logged in for the last 9 months.
Then I will pour one out for our fallen comrades, and by that I mean emty some ammo bins into the vat born.
MWO: Adamski
One Lance of these mercenaries, designated Tango Lance during their time with the Kingsmen, found themselves in Lyran space during the war. A heavy fire support lance, consisting of a STK-3Fc Stalker, a CRD-3L Crusader, a CPLT-C4 Catapult, and a HBK-4J Hunchback. Tango Lance had little trouble finding work, as they were well coordinated and fought with what some would say was a bit too much zeal. When Tango lance was assigned as part of a defense group along side a company of Oosiks, their eagerness to fight on well past the point of the battle being lost quickly established a reputation among the Oosiks, who were forced to over expose in order to make sure these "try-hards" weren't completely obliterated by the invading forces. The Lance commander, piloting his Stalker, had suffered damage to his sensors and cockpit glass, preventing him from being able to properly aim his weapon systems. Fortunately, the missile guidance systems still worked, and when the Oosiks realized this, they were able to steer the massive machine into picking up solid locks, enabling the Stalker to lay down effective cover fire before being forced to punch out. This allowed the lance, and the Oosiks, to survive. In exchange for their valor and sacrifice, Tango lance opted to join with the Oosik Irregulars, and the moniker of "try-hard" still plagues greener members who are deemed to have put themselves at too much risk in the hopes of too little glory.
Yes, this is good stuff. Death from above is great. Combat feels really well paced.
I got the 'D' Variant, and have customized it to pack 2 C-L Pulse, 2 ER-Meds, 4x C-SRM6 with Art. This is my old MW4 loadout, and it seems to be working pretty well.
Also, last night the weight balance gods decided to frown upon us by sending us vs a group of at least 6 or 7 assault mechs v our 2.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
In terms of numbers, yes. However, from the invasion era to well into the 3060s, a Cluster against a regiment was, if anything, tilted heavily against the regiment, due to the vast gulf in both tech and skills.
Even later on it was rare for entire Galaxies to be deployed together. Maybe during a prolonged, important campaign but otherwise it was mostly Clusters moving around.
Trying to get back into the game, and starting with medium mechs to get a feel for the combat again seems like a good idea.
The SHC - Shadowcat with ECM & 2x cLPL or 2x cERPPC can put in a lot of work.
The HBK-IIC with 2x cERML & 2x cUAC10
The HBK-IICA with 6x cERML & 2x cLPL / 2x cERPPC & 6x cSPL or 6x cERSL ie: this build
Many Stormcrow / Nova / Huntsman builds too.
The most important thing is that as a new player, you dont overspecialize into a single range band, but at the same time dont be too scattershot with your weapons. (For a long range build, you want 3 close range weapons, and for a short range build, you want at least 1 long range weapon).
Make sure you are familiar with what your weapons are capable of and their limits, so you arent wasting heat in a brawl firing your LRMs.
Stick with Clan mechs, and be careful of some trap weapons like the cERLL which has horrible heat/damage effeciency, and also has a long burn time requiring you to expose yourself to use it.
MWO: Adamski
Thanks for the help
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
This does not end well for my lance.
https://youtu.be/06hb3BWJm7I
WAIT WHAT I THOUGHT THAT WAS HAPPENING AAAAAAHHHH
3DS FCode: 1993-7512-8991
Hmm apparently I mis-remembered
So we hit all the stretch goals, now we just have to hope the game does well enough to justify continued resources toward coop.
"Expanded campaign" means being able to continue merc'ing it up after the storyline ends.
Yes, 2.785M out of 2.5M
They need all the features they can get at launch to really appeal to as many people as possible. I don't know how they're going to do that, even if its the best turn based strategy ever. I feel like XCom's success was mostly due to a massive advertising budget and console support. Battletech's legacy will probably come down to how memorable the story is. The writing they shared during the kickstarter was pretty compelling, but it isn't attached to an accessible cover-based shooter like Mass Effect. None of the characters in Shadowrun really stick out in my head either. Voice acting probably would have helped a lot.
But hey, two of the Top Sellers on Steam are Paradox Strategy Game DLC, so what do I know?
I dont know that they are saying a cooperative campaign, it sounds more like co-op comp stomp from the blurb.
MWO: Adamski
Yeah, what a difference a day makes. Last night's solo queue adventures were the exact opposite of the previous night:
Match 1) Hellbringer on HPG Skirmish
Result - close to 900 damage, and a win
Match 2) Hellbringer on Tourmaline Conquest
Result - around 700 damage, a loss (due to caps)
Match 3) Ebon Jag on Forest Colony Assault
Result - 220 damage, and a loss (our 1 assault led us to a REALLY bad spot by following the water-side road and got us completely surrounded)
The next 3 matches was me riding my Ebon Jag to victory (500-750 damage per match, usually in the top 3 (if not the top) in terms of damage). Nights like that reminds me of why I still play MWO.
The Quickdraw is a bad mech to go with right now. There's some kind of typo with its XML so it does less melee damage than a Urbanmech. I don't know if that applies to Death From Above, but has so little armor it goes down immediately in a brawl. The Griffin is almost always a better choice.
Also, why are you trying to shoot with your Vindicator when you can go to punch town? Even compared with a good alpha strike, most mechs still do more damage in melee.
I've actually seen comparatively few headcaps, probably less than a handful in two weeks of play. So, numbers.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
If that is when the daily resets, then I will probably be online too.
MWO: Adamski
I'm going to try and be on tonight as well to do the PPC challenge. Either in my Panther or Linebacker. Not sure which I'll play around with.
Steam: betsuni7
Mine is getting done in my mad/ whm/awsm . I am all about ppcs!
Recently I've been running a Huntsman with 2LPLs and 6SPLs and it's been working well above expectations.
It's a pretty good mech, but in QP I don't see the advantage of using it over a heavy, since it certainly doesn't play like a medium.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
It depends on implementation, if both you and your co-op partner complete your move phase at the same time, it could be interesting.
If it is setup where you move a mech, he moves a mech, you move a mech, etc. Then it would be tedious and I would prefer to just solo play.
MWO: Adamski
Not being able to multitask, and doing things you wouldn't be able to do yourself, is kind of the key. So yes, if I were some kind of triple brained creature with extra appendages then hypothetically yes, I might prefer to play all 3 characters myself, and would probably look for co-op experiences that had 6 or more characters instead.