Did Red Hunt again and no matter how many times I do it, the allies you get in the second mission never cease to amaze me. I think AI has some problems with ridges, when there's one between it and its targets it just walks in circles. This time besides my allies acting like idiots again the third enemy lance never fired a single shot. They just walked around and braced. Not sure if that's a vanilla bug or BetterAI bug or BEX3025 bug.
0
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
Did Red Hunt again and no matter how many times I do it, the allies you get in the second mission never cease to amaze me. I think AI has some problems with ridges, when there's one between it and its targets it just walks in circles. This time besides my allies acting like idiots again the third enemy lance never fired a single shot. They just walked around and braced. Not sure if that's a vanilla bug or BetterAI bug or BEX3025 bug.
I think it's a function of the mission plus some dodgy AI. The allied 'Mechs for me only fought long enough to down the first OpFor lance. Once they were down, the allies spent every turn moving toward evac and bracing, regardless if they had possible (fantastic) firing solutions. The only exception to this was one ally that lost a leg early; he kept trying to move toward evac, but also was shooting things because....he was pissed off? Reasons?
Even more frustratingly, because there was one hobbled ally 'Mech, the rest got to the evac zone and just shuffled around there waiting despite having clear heat dials, all their weapons, and advantageous firing positions.
Congrats @manwiththemachinegun! Feels great to wrap up the campaign, huh? On to career mode!
Would you mind tucking that story item behind a spoiler, please? Lots of folks picked up BT in the last couple of sales and are still working their way through the campaign.
Triple PPC AWS is very fun to pilot, had a couple missions in one when co-opping in a friend's game. Nice pinpoint damage.
I've been loving my CDA-X5, running 2x SRM4 and 2x ML. SRMs are just so GOOD in MW5. I want that dual PPC GHR, though.
I haven't quite gotten why people seem to talk up SRMs in MW5, unless they reserve it for personal usage. Loading the lance up with long ranged weapons to cripple everything before it gets close and staying in a set place has been so much more successful for me. The AI with short ranged weapons just hasn't seemed that effective (and cannot be let off the leash or else will YOLO into the enemy pack and die).
Did Red Hunt again and no matter how many times I do it, the allies you get in the second mission never cease to amaze me. I think AI has some problems with ridges, when there's one between it and its targets it just walks in circles. This time besides my allies acting like idiots again the third enemy lance never fired a single shot. They just walked around and braced. Not sure if that's a vanilla bug or BetterAI bug or BEX3025 bug.
I think it's a function of the mission plus some dodgy AI. The allied 'Mechs for me only fought long enough to down the first OpFor lance. Once they were down, the allies spent every turn moving toward evac and bracing, regardless if they had possible (fantastic) firing solutions. The only exception to this was one ally that lost a leg early; he kept trying to move toward evac, but also was shooting things because....he was pissed off? Reasons?
Even more frustratingly, because there was one hobbled ally 'Mech, the rest got to the evac zone and just shuffled around there waiting despite having clear heat dials, all their weapons, and advantageous firing positions.
That's how it went for me the first time I did it. This time since I had already killed the second DEST lance before the first and the third lance did nothing I didn't really care that the allied lance did nothing but move towards evac.
All in all it is one of the stupidest Flashpoint missions I've done. Not because it's hard but because how bad the AI is. Just breaks the suspension of disbelief and I can't take the guys seriously afterwards.
Congrats @manwiththemachinegun! Feels great to wrap up the campaign, huh? On to career mode!
Would you mind tucking that story item behind a spoiler, please? Lots of folks picked up BT in the last couple of sales and are still working their way through the campaign.
I'll take a break for a while, but I can see from the expansions there's a lot left to cover. I also was picking my battles towards the end, avoiding the 5 star missions since I'd end up losing more than I gained, even if the salvage was good.
Also, this game has one of the best soundtracks I've heard in years. Every track hits the mark. However, Ochre Wall, For All Mankind and For The Reach are Gundam: Unicorn level amazing.
Triple PPC AWS is very fun to pilot, had a couple missions in one when co-opping in a friend's game. Nice pinpoint damage.
I've been loving my CDA-X5, running 2x SRM4 and 2x ML. SRMs are just so GOOD in MW5. I want that dual PPC GHR, though.
I haven't quite gotten why people seem to talk up SRMs in MW5, unless they reserve it for personal usage. Loading the lance up with long ranged weapons to cripple everything before it gets close and staying in a set place has been so much more successful for me. The AI with short ranged weapons just hasn't seemed that effective (and cannot be let off the leash or else will YOLO into the enemy pack and die).
High damage, low heat, hard to miss.
You can also have best of both worlds by ordering your support mechs to a specific location and then moving forward with the rest of your lance
So i did some work on the spreadsheet and added a metric that i think is fairly instructive. A value for Compensated DPS. This is, more or less, a rough value for DPS per "total tonnage" to offset all aspects of the weapon, ammo, and heat.
I.E. if you wanted to fire a weapon heat neutral and do at least 1000 damage over the course of a fight how much DPS would you get per tonne for this weapon. This is equal to DPS/ Weight + 1000/Damage per Ammo Tonne) + Heat Per Second * 10 (as each heat sink sinks .1/second). This gives you, more or less, an overall efficiency for the weapon based on how much total weight it takes to compensate for all aspects of it. This obviously isn't perfect because you will have some base heat dissipation for your Mech and may not need 1000 damage per weapon. But its pretty decent.
Notes: damage per ammo Tonne is a very large number for energy weapons. This does produce a value of 0.000001 for 1000/damage per ammo tonne for ease of writing the script. Its an infinitesimal amount anyway.
Notes: There is also Dual compensated DPS which assumes you're running dual heat sinks to compensate rather than single
You can modify this value to weight heat/ammo consumption by changing the relative value of heat per second and the relative value of 1000 damage brought to the fight.(this requires you to copy my spreadsheet though)
---
By this metric, ignoring machine guns and flamers(note in the tier 5 only page where i did this work i did modify the DPS of flamers and machine guns to be correct) the general king of damage is the Ultra AC/5 followed closely by the SRM 6 followed by the Small Laser(which is almost as short range as Machine Guns)... followed by the SRM 4 followed by the various burst fire AC's that aren't AC 10's.
So if you were wondering why people like SRM 6's its because they're really close to the strongest weapons in the game having total efficiency with regards to heat, weight, and ammo close to lostech. Their range of 375 is also a bit of an underestimation as they still do damage past they they just lose their straight trajectory at that point as they lose thrust. Since they also use up large slots they tend to be efficient in terms of slotting too. As an example an AC 10 is just well.. Worse in all metrics but DPS than an AC 5. But if you can only fit one...
link to spreadsheet(its the same as i was quoted in the OP)
Edit: The other really important metric is Damage/Heat. This is especially true for alpha focused builds as your mech has a heat budget of 100+Heat per Second. In this instance Gauss seems to be the king of the hill unless its heat use is incorrectly entered in the spreadsheet(ignoring Machine Guns of course)
Goumindong on
+5
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
So if you were wondering why people like SRM 6's its because they're really close to the strongest weapons in the game having total efficiency with regards to heat, weight, and ammo close to lostech. Their range of 375 is also a bit of an underestimation as they still do damage past they they just lose their straight trajectory at that point as they lose thrust. Since they also use up large slots they tend to be efficient in terms of slotting too. As an example an AC 10 is just well.. Worse in all metrics but DPS than an AC 5. But if you can only fit one...
I mean yes it depends on the chassis if you can do anything with it but since this is an attrition game, if you just half murder the incoming mechs on the way in before they get in range of their weapons (LRMs vs SRMs), so long as you aren't completely boating then you're so much safer in general.
That said, I did run into the single AC slot issue on an Orion, where there's just so much tonnage that you might as well put the AC/10 on there for lack of anything else to do with the weight because of the bad sized weapon mounts it has.
So if you were wondering why people like SRM 6's its because they're really close to the strongest weapons in the game having total efficiency with regards to heat, weight, and ammo close to lostech. Their range of 375 is also a bit of an underestimation as they still do damage past they they just lose their straight trajectory at that point as they lose thrust. Since they also use up large slots they tend to be efficient in terms of slotting too. As an example an AC 10 is just well.. Worse in all metrics but DPS than an AC 5. But if you can only fit one...
I mean yes it depends on the chassis if you can do anything with it but since this is an attrition game, if you just half murder the incoming mechs on the way in before they get in range of their weapons (LRMs vs SRMs), so long as you aren't completely boating then you're so much safer in general.
That said, I did run into the single AC slot issue on an Orion, where there's just so much tonnage that you might as well put the AC/10 on there for lack of anything else to do with the weight because of the bad sized weapon mounts it has.
Alternatively, the one exception to the UAC5 being the better DPS choice: LB10X SLD. From my understanding of the adjusted DPS calc, it's on par with the ultra-5 at all tiers except for T5.
Erlkönig on
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
can i mod mw5 so the lasers actually FREEOOOOWWWW like in MWO instead of the sizzle they currently have? It's not bad but it's not transformers beam party dot gif.
Triple PPC AWS is very fun to pilot, had a couple missions in one when co-opping in a friend's game. Nice pinpoint damage.
I've been loving my CDA-X5, running 2x SRM4 and 2x ML. SRMs are just so GOOD in MW5. I want that dual PPC GHR, though.
I haven't quite gotten why people seem to talk up SRMs in MW5, unless they reserve it for personal usage. Loading the lance up with long ranged weapons to cripple everything before it gets close and staying in a set place has been so much more successful for me. The AI with short ranged weapons just hasn't seemed that effective (and cannot be let off the leash or else will YOLO into the enemy pack and die).
I'm never putting SRMs on my AI mechs (not that I play with AI that much, co-op with friends is much more fun).
Doing a story mission in MW5 and it's my first 200-ton drop, which I don't have enough medium mechs for - I'm still on my starting Centurion and a Hunchback. I decide to take the Hunchback and let a peon take the Centurion.
Peon: "You didn't need these arms, right?"
0
OrcaAlso known as EspressosaurusWrexRegistered Userregular
BEX3025 - less than 100 days left before the scoring part is over in this career and finally assembled my first Griffin-1DS with XL Engine. So much free tonnage! Not sure if a single critical hit to the XL Engine parts in the side torso will core the whole thing though, or does it just explode if the whole side torso goes? I'm not in the habit of losing side torsos but sometimes enemies get lucky and get the occasional crit. Will have to take it for a spin later on, with three SRM6+++ and some MLs it should do some damage.
BEX3025 - less than 100 days left before the scoring part is over in this career and finally assembled my first Griffin-1DS with XL Engine. So much free tonnage! Not sure if a single critical hit to the XL Engine parts in the side torso will core the whole thing though, or does it just explode if the whole side torso goes? I'm not in the habit of losing side torsos but sometimes enemies get lucky and get the occasional crit. Will have to take it for a spin later on, with three SRM6+++ and some MLs it should do some damage.
If the game behaves per TT rules, a single crit on a side torso engine slot will cause extra heat, and losing the side torso will kill the 'Mech.
That said, I have doubts that BT as coded even begins to respect either case.
BEX3025 - less than 100 days left before the scoring part is over in this career and finally assembled my first Griffin-1DS with XL Engine. So much free tonnage! Not sure if a single critical hit to the XL Engine parts in the side torso will core the whole thing though, or does it just explode if the whole side torso goes? I'm not in the habit of losing side torsos but sometimes enemies get lucky and get the occasional crit. Will have to take it for a spin later on, with three SRM6+++ and some MLs it should do some damage.
If the game behaves per TT rules, a single crit on a side torso engine slot will cause extra heat, and losing the side torso will kill the 'Mech.
That said, I have doubts that BT as coded even begins to respect either case.
I've seen AI mechs with XL engines explode when they lose a side torso but I've never noticed getting a crit to an enemy XL engine. It might just be inert crit space padding, it's not like you can crit CT engine or gyro either. ETA: The basic gyro all mechs have that is, of course you can crit the added gyro.
BEX3025 - less than 100 days left before the scoring part is over in this career and finally assembled my first Griffin-1DS with XL Engine. So much free tonnage! Not sure if a single critical hit to the XL Engine parts in the side torso will core the whole thing though, or does it just explode if the whole side torso goes? I'm not in the habit of losing side torsos but sometimes enemies get lucky and get the occasional crit. Will have to take it for a spin later on, with three SRM6+++ and some MLs it should do some damage.
I don't know how bex is implementing it. The MechEngineer/Roguetech implementation of IS XL engines does kill the mech on any side torso loss. It would be a good bet they cribbed the functionality from there though.
Just remember that half the people you meet are below average intelligence.
See, I have plenty of good mechs to field like three pretty competent lances simultaneously if you want to do a whole Kefka's Tower thing. The issue is pilots. The game ramped up so hard that I felt forced to bring my best dudes most of the time, so I only have like five people that know which end of the gun points towards the enemy.
OrcaAlso known as EspressosaurusWrexRegistered Userregular
If you've got assaults and a spare pilot or two you'll be fine.
Difficulty isn't actually that hard once you're in fully kitted out Atlases, Banshees (the slow variant), etc. And if all else fails, lean on the reward mech, that thing does work for you if you need it.
If you've got assaults and a spare pilot or two you'll be fine.
Difficulty isn't actually that hard once you're in fully kitted out Atlases, Banshees (the slow variant), etc. And if all else fails, lean on the reward mech, that thing does work for you if you need it.
My usual lance is an Atlas, the special Highlander, a Cyclops (which is the only thing that makes the All Assaults All The Time endgame in this game even slightly tolerable), and some shotgun (you know, Disco Rave Battlemaster, Maximum SRM Highlander, that kind of thing).
I hate that warning given how misleading it can be.
It's two consequential drops with you only needing 3 mechs and pilots for the second.
It's more misleading than that.
It also depends on how much damage you take in the first mission. Because armor is repaired for free between missions, you can field the same mechs (and pilots) on both drops if you don't get too beat up.
Just remember that half the people you meet are below average intelligence.
+2
OrcaAlso known as EspressosaurusWrexRegistered Userregular
With a lance like that, just jump right in. You’ll be fine.
Yep, I didn't have many problems. Though the final boss was certainly a thing. Had to do some quick rotation due to all the debuffs and mega heat she puts out.
Also, I have to say, my completely modified shotgun Highlander has been doing amazing. Game told me the P model was supposed to be a sniper with its PPC and LRM and stuff, so of course I built this because you're not the boss of me:
A few times I've straight up cored a dude from full on a single alpha called shot to center with this thing, and I haven't even put all the + weapons I had because I was scared of losing all of them in one go to limb loss.
Anyway, that's the campaign beat! That was pretty fun, though the game has some issues with enemy count and sudden spikes.
OrcaAlso known as EspressosaurusWrexRegistered Userregular
If I were you I’d move all of the ammo into the legs. The rest of that build is just fine though, and puts out some solid damage.
+2
OrcaAlso known as EspressosaurusWrexRegistered Userregular
You might consider dropping one ton of SRM ammo for one more heat sink as well. It's a pretty marginal change, but I've found one ton of SRM ammo per SRM6 works just fine for everything except an Attack and Defend mission. If you've found it to be limiting in the past, ignore this advice.
0
AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
They do seem to be the safest part of the mech, as evidenced by how I can't fucking destroy them ever.
Easiest way to destroy a leg is to flank the target, that increases the chances to hit the leg on that side by quite a bit. For a target you can't flank at the moment a hit in the legs might as well be a miss since you aren't going to destroy that leg from the front. Always pisses me off when I melee some assault mech with my Grasshopper and that 210 damage hit lands on the leg, sadly one hit in the knee doesn't stop their adventures.
On the other hand reducing an enemy to an intact head and two intact legs is always fun, I tend to imagine the head stays floating up for a bit, then notices it has no torso left, falls between the legs and rolls away.
Posts
I think it's a function of the mission plus some dodgy AI. The allied 'Mechs for me only fought long enough to down the first OpFor lance. Once they were down, the allies spent every turn moving toward evac and bracing, regardless if they had possible (fantastic) firing solutions. The only exception to this was one ally that lost a leg early; he kept trying to move toward evac, but also was shooting things because....he was pissed off? Reasons?
Even more frustratingly, because there was one hobbled ally 'Mech, the rest got to the evac zone and just shuffled around there waiting despite having clear heat dials, all their weapons, and advantageous firing positions.
Would you mind tucking that story item behind a spoiler, please? Lots of folks picked up BT in the last couple of sales and are still working their way through the campaign.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
I haven't quite gotten why people seem to talk up SRMs in MW5, unless they reserve it for personal usage. Loading the lance up with long ranged weapons to cripple everything before it gets close and staying in a set place has been so much more successful for me. The AI with short ranged weapons just hasn't seemed that effective (and cannot be let off the leash or else will YOLO into the enemy pack and die).
That's how it went for me the first time I did it. This time since I had already killed the second DEST lance before the first and the third lance did nothing I didn't really care that the allied lance did nothing but move towards evac.
All in all it is one of the stupidest Flashpoint missions I've done. Not because it's hard but because how bad the AI is. Just breaks the suspension of disbelief and I can't take the guys seriously afterwards.
I'll take a break for a while, but I can see from the expansions there's a lot left to cover. I also was picking my battles towards the end, avoiding the 5 star missions since I'd end up losing more than I gained, even if the salvage was good.
Also, this game has one of the best soundtracks I've heard in years. Every track hits the mark. However, Ochre Wall, For All Mankind and For The Reach are Gundam: Unicorn level amazing.
High damage, low heat, hard to miss.
You can also have best of both worlds by ordering your support mechs to a specific location and then moving forward with the rest of your lance
I got the spreadsheet from @Forbe! here
I did a little bit of work and will do some more but Forbe did the vast majority of the legwork
In MW5?
26 rounds per ton.
I got an Annihilator that had 4x PPC but I still prefer my King Crab with dual gauss.
So now my lance is KC, then 2 annihilator and one Atlas.
I’ve changed from rushing the missions to slowly drawing enemies out and killing everything when the mission allows that.
I actually finished a 400 ton with everyone still in yellow/green health.
I.E. if you wanted to fire a weapon heat neutral and do at least 1000 damage over the course of a fight how much DPS would you get per tonne for this weapon. This is equal to DPS/ Weight + 1000/Damage per Ammo Tonne) + Heat Per Second * 10 (as each heat sink sinks .1/second). This gives you, more or less, an overall efficiency for the weapon based on how much total weight it takes to compensate for all aspects of it. This obviously isn't perfect because you will have some base heat dissipation for your Mech and may not need 1000 damage per weapon. But its pretty decent.
Notes: damage per ammo Tonne is a very large number for energy weapons. This does produce a value of 0.000001 for 1000/damage per ammo tonne for ease of writing the script. Its an infinitesimal amount anyway.
Notes: There is also Dual compensated DPS which assumes you're running dual heat sinks to compensate rather than single
You can modify this value to weight heat/ammo consumption by changing the relative value of heat per second and the relative value of 1000 damage brought to the fight.(this requires you to copy my spreadsheet though)
---
By this metric, ignoring machine guns and flamers(note in the tier 5 only page where i did this work i did modify the DPS of flamers and machine guns to be correct) the general king of damage is the Ultra AC/5 followed closely by the SRM 6 followed by the Small Laser(which is almost as short range as Machine Guns)... followed by the SRM 4 followed by the various burst fire AC's that aren't AC 10's.
So if you were wondering why people like SRM 6's its because they're really close to the strongest weapons in the game having total efficiency with regards to heat, weight, and ammo close to lostech. Their range of 375 is also a bit of an underestimation as they still do damage past they they just lose their straight trajectory at that point as they lose thrust. Since they also use up large slots they tend to be efficient in terms of slotting too. As an example an AC 10 is just well.. Worse in all metrics but DPS than an AC 5. But if you can only fit one...
link to spreadsheet(its the same as i was quoted in the OP)
https://docs.google.com/spreadsheets/d/1Oy3FUWvs-VGAu23OM2AMp_5QO-xq6VDHos9bX5L74dM/edit?usp=sharing
Again, @Forbe! did the heavy lifting here.
Edit: The other really important metric is Damage/Heat. This is especially true for alpha focused builds as your mech has a heat budget of 100+Heat per Second. In this instance Gauss seems to be the king of the hill unless its heat use is incorrectly entered in the spreadsheet(ignoring Machine Guns of course)
That said, I did run into the single AC slot issue on an Orion, where there's just so much tonnage that you might as well put the AC/10 on there for lack of anything else to do with the weight because of the bad sized weapon mounts it has.
Alternatively, the one exception to the UAC5 being the better DPS choice: LB10X SLD. From my understanding of the adjusted DPS calc, it's on par with the ultra-5 at all tiers except for T5.
Steam ID: Obos Vent: Obos
The lance: 4 light mechs.
The convoy: Shrek PPC Carrier, SRM Carrier, Manticore, and I honestly don't remember the last tank because jesus christ the first three
...Who's protecting whom again?
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
The glorious noble mechwarriors in their ancestral chivalric deathmachines are escorting the sad peons driving disposable tin cans, of course.
Headshot another Cyclops while on a 2-Priority Salvage Flashpoint. Again.
C'mon game, throw me a freaking bone here.
I'm never putting SRMs on my AI mechs (not that I play with AI that much, co-op with friends is much more fun).
AI Setups are like, PPC, LRMs, AC5s.
My setups? ALL THE SRMS PLZ.
3DS FCode: 1993-7512-8991
Peon: "You didn't need these arms, right?"
Arms are for +60 melee damage mods. Since you don't get melee mods in MW5, you don't need arms in MW5.
If the game behaves per TT rules, a single crit on a side torso engine slot will cause extra heat, and losing the side torso will kill the 'Mech.
That said, I have doubts that BT as coded even begins to respect either case.
I've seen AI mechs with XL engines explode when they lose a side torso but I've never noticed getting a crit to an enemy XL engine. It might just be inert crit space padding, it's not like you can crit CT engine or gyro either. ETA: The basic gyro all mechs have that is, of course you can crit the added gyro.
I don't know how bex is implementing it. The MechEngineer/Roguetech implementation of IS XL engines does kill the mech on any side torso loss. It would be a good bet they cribbed the functionality from there though.
See, I have plenty of good mechs to field like three pretty competent lances simultaneously if you want to do a whole Kefka's Tower thing. The issue is pilots. The game ramped up so hard that I felt forced to bring my best dudes most of the time, so I only have like five people that know which end of the gun points towards the enemy.
Difficulty isn't actually that hard once you're in fully kitted out Atlases, Banshees (the slow variant), etc. And if all else fails, lean on the reward mech, that thing does work for you if you need it.
It's two consequential drops with you only needing 3 mechs and pilots for the second.
My usual lance is an Atlas, the special Highlander, a Cyclops (which is the only thing that makes the All Assaults All The Time endgame in this game even slightly tolerable), and some shotgun (you know, Disco Rave Battlemaster, Maximum SRM Highlander, that kind of thing).
It's more misleading than that.
Also, I have to say, my completely modified shotgun Highlander has been doing amazing. Game told me the P model was supposed to be a sniper with its PPC and LRM and stuff, so of course I built this because you're not the boss of me:
A few times I've straight up cored a dude from full on a single alpha called shot to center with this thing, and I haven't even put all the + weapons I had because I was scared of losing all of them in one go to limb loss.
Anyway, that's the campaign beat! That was pretty fun, though the game has some issues with enemy count and sudden spikes.
Fun fact, "Legs" is French for "Ammo storage".
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Easiest way to destroy a leg is to flank the target, that increases the chances to hit the leg on that side by quite a bit. For a target you can't flank at the moment a hit in the legs might as well be a miss since you aren't going to destroy that leg from the front. Always pisses me off when I melee some assault mech with my Grasshopper and that 210 damage hit lands on the leg, sadly one hit in the knee doesn't stop their adventures.
On the other hand reducing an enemy to an intact head and two intact legs is always fun, I tend to imagine the head stays floating up for a bit, then notices it has no torso left, falls between the legs and rolls away.