*Will now stay on, but they've received feedback that some bolt-ons do need to fall off (as they'll create false hitboxes), so they're asking for feedback.
*They're also going to be looking into adding an option to turn off bolt-ons client side (so somebody can have them, but you won't see them).
Disconnect Penalties:
*Time limit upped to 4 minutes
Unit recruitment costs:
*Decreased significantly
Cadet Bonus:
*C-bills increased
*bonuses at different tiers including GSP, mech bays, and assorted items.
Dynamic Time Changes:
*Apparently this was active for 6 maps, but it was most noticeable for River City
*Turned off for all 6, and set to specific times.
I wonder if the cadet bonuses will be applied retroactively. I've a friend who started playing a month ago that will be very unhappy if he just missed all the good stuff.
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MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited February 2021
They said no in the patch notes. He just missed all the good stuff.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
We will not retroactively reward these new C-bill values or items to old accounts. We will retroactively reward players who have recently joined and completed the Cadet Bonus. Cut off Dates for retroactive rewards are TBD.
We will not retroactively reward these new C-bill values or items to old accounts. We will retroactively reward players who have recently joined and completed the Cadet Bonus. Cut off Dates for retroactive rewards are TBD.
Yeah, hopefully they'll make it retroactive to a decent amount of time for new players.
KayWhat we need...Is a little bit of PANIC.Registered Userregular
I was in an unskilled sniper.
I'm bad at sniping on a good day. And you had two GOOD snipers on the walls in that game, but at least I claimed three arms from various mechs before I died like a flap.
I'm bad at sniping on a good day. And you had two GOOD snipers on the walls in that game, but at least I claimed three arms from various mechs before I died like a flap.
Sadly one was the Urbanmech with 2ERLL... The other was an Arctic Cheetah running 6CERML. I didn't notice this till the end of the match.
Yeah, snipers on the walls on HPG are frustrating, because there's nothing most mechs can do about them.
Especially when they're lights. All they do is hunker down and wait for the other team to make a mistake.
Edit: Long ago I thought it was fun hiding up there in my Spider sniping away. Later on I discovered that I didn't do much damage and started brawling in my mechs. I do still have that Spider set up with an ERLL and MGs, but haven't pulled it out in ages.
Base attack in that polar basin where you have little choice but to encounter both lances and turrets at the same time. The one with the reinforced base structures w/ 400hp. I thought I had pushed radar far enough that the reinforcements weren't there this time, but as soon as I somewhat aggressively moved my King Crab up to have a chat with the enemy Annihilator, reinforcements spawned on my flank - two Cyclops, a Thunderbolt and Dragon.
The King Crab started jumping and juking, torso twisting and bracing. Almost all the enemies kept taking potshots until he was nearly off the map. Lost sooooo much armor, and a precious +hit defense gyro. But it did buy the rest of the team time to headshot/alpha the others down and grind forward to take out the turrets.
Base attack in that polar basin where you have little choice but to encounter both lances and turrets at the same time. The one with the reinforced base structures w/ 400hp. I thought I had pushed radar far enough that the reinforcements weren't there this time, but as soon as I somewhat aggressively moved my King Crab up to have a chat with the enemy Annihilator, reinforcements spawned on my flank - two Cyclops, a Thunderbolt and Dragon.
The King Crab started jumping and juking, torso twisting and bracing. Almost all the enemies kept taking potshots until he was nearly off the map. Lost sooooo much armor, and a precious +hit defense gyro. But it did buy the rest of the team time to headshot/alpha the others down and grind forward to take out the turrets.
Close one!
EDIT: Yeah, all but 178 of 1520 armor stripped!
Basically what you are saying is that your bait worked for this fishing trip.
Yeah once you start getting assaults, there's basically no point in bringing anything smaller than a heavy to fight. If you really think you need a scout, the dragon isn't bad (assuming you have a +Init pilot), but even then it's not great and that's probably it's best use case.
Battletech unfortunately is balanced such that you're almost inevitably better off maximizing your drop tonnage, with the only real exceptions being one of the following:
* Marauders because their headshot bonus means they're better DPS than an assault when you're firing 1 aimed shot per turn
* Star League mediums because their mobility gives them better survivability than an assault and you can position them for devastating back shots
* Star League heavies because you've stopped giving fucks, but really you'd probably still be better with an assault here.
My standard late game lance is 2x Marauders (for DPS) + 2x of the heaviest assault I can field, moving toward 1x standard Marauder (medium range headshots), 1x Star League Marauder (long range headshots), and 2x Atlas IIs (tanks) eventually.
Orca on
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
Wait, are Marauders the only mech that have a bonus of that sort? Or are all mechs secretly good at something over others?
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OrcaAlso known as EspressosaurusWrexRegistered Userregular
Wait, are Marauders the only mech that have a bonus of that sort? Or are all mechs secretly good at something over others?
Marauders are the only mech with a to-hit bonus to headshot, and it's huge. You go from a maximum 18% chance to 35% chance by using a Marauder vs. anything else.
Most (all?) of the Heavy Metal mechs have quirks that make them better at something. Phoenix Hawks have that 20% bonus to damage after jumping, Warhammers have a 20% bonus to damage for energy weapons, the Vulcan gives you a CQC-suite that provides 20% greater range on weapons, etc. I don't remember when the Annhilator was added, but that gives +20% ballistic damage and +40 max stability; similarly there's the Cyclops and the Cyclops command variant that provide bonuses to initiative and to-hit for the whole squad.
The baseline mechs don't have very interesting quirks--just quirks that provide a smidge more melee damage, like the Shadowhawk.
Warhammers are base mechs. As are marauders. They were introduced with the HM patch but everyone gets them.
Marauders have a perk that triples the to-hit of called shots. It’s, by far, the best perk in the game. Even if you’re not using called shot for head shots it allows you to focus specific sections a lot easier.
Other than that the only real value in called shots is to club a CT (from the front or rear) or to volume of fire a head with an UAC20++. (Or two of them if you have an Atlas II)
Goumindong on
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OrcaAlso known as EspressosaurusWrexRegistered Userregular
Warhammers are base mechs. As are marauders. They were introduced with the HM patch but everyone gets them.
Marauders have a perk that triples the to-hit of called shots. It’s, by far, the best perk in the game. Even if you’re not using called shot for head shots it allows you to focus specific sections a lot easier.
Other than that the only real value in called shots is to club a CT (from the front or rear) or to volume of fire a head with an UAC20++. (Or two of them if you have an Atlas II)
By base mechs I mean "mechs in the base game at launch".
Looking at the mech list they actually ended up adding quite a few variants and brand new mechs over all that DLC!
There's also the Flea that gets Targeting Baffles, making it harder to hit.
Assassin gets Intercept System that ignores some evasion pips on the target.
Rifleman gets Rangefinder Suite increasing sight range and reducing ranged fire penalties.
Archer gets Missilery Suite, a bonus to LRM missile clustering so most missiles hit the same section vs spreading over a mech. And a stability damage bonus for SRMs.
Bullshark gets the unique Thumper Cannon weapon that is better than the other mortars.
Raven gets a unique ECM suite that is better than the other separate ECM gear you can get.
Just remember that half the people you meet are below average intelligence.
The Marauder not only gets the best perk in the game, the targeting bonus, but they also get one of the other best perks, a blanket damage reduction for your whole lance.
The Marauder is also an excellent scout at that point in the game, with max JJ's you can fly around the map and get a shitload of pips. I keep mine stocked with the +vision headpiece and use it as a scout late game.
Forgot about that one. I think one of the cyclops gets it too.
The archer and rifleman are also quite good if you can get them at a point where it matters. As the range bonus means that the rifleman can scout for you* and the archer can actually called shot effectively with LRM. Plus the clumping reduces the main disadvantage of LRMs and SRMs in that they’re low variance weapons. (That is, weapons generally trade DPRT and DPHT for lower variance. A bunch of SRM will have huge volley numbers but won’t disable as well as an AC20 simply because they will do 2x as much damage over 6x as many sections) I have talked about variance and how it’s a positive in this thread before so if you want some more info you can look up there. But in general this clustering advantage is really strong, just unfortunately on a 70 tonne rather than 100 tonne mech
Unfortunately without tonnage limitations a lot of these quickly fall by the wayside. Since they’re not max tonnage for their size class.
*you will still need another rangefinder on top of this because iirc lights get vision bonuses
I'm not an expert at Battletech, but my lategame lance was two assaults, a Marauder, and another heavy. Having an Orion or somesuch to jump in and chomp on some side arcs with SMRs or whatever felt pretty handy.
some of these loadouts look really inefficient. a AC/2 weighs 6 tons and does 25 damage, an AC/5 weighs 8 tons and does 45 damage. so, basically never use an AC/2?
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OrcaAlso known as EspressosaurusWrexRegistered Userregular
some of these loadouts look really inefficient. a AC/2 weighs 6 tons and does 25 damage, an AC/5 weighs 8 tons and does 45 damage. so, basically never use an AC/2?
I think "late game" if you're talking Career mode is a rather poor descriptor since the game doesn't limit you to only playing high difficulty contracts. If I'm doing a 3 skull contract 15 years into a Career, I'm still not going to take any assaults because I find it a bit boring because it's too easy and too restrictive on tactics. If I'm doing a 5 skull Flashpoint, then yeah, I'll load up some assaults.
Just remember that half the people you meet are below average intelligence.
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OrcaAlso known as EspressosaurusWrexRegistered Userregular
edited February 2021
Here's my personal AC tier list:
Top tier:
* UAC/2++ (70 damage for no weight and ridiculous range? YES PLEASE)
Very good:
* AC/20
* AC/10 +5 or +10 damage
* UAC/5
Good:
* AC/5
* UAC/2
Mediocre:
* AC/10
* UAC/10 (except if you attach it to a mech with +ballistic damage, at which point it becomes very good)
* UAC/20
Shit tier:
* AC/2
* All LBX
Orca on
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
The Marauder not only gets the best perk in the game, the targeting bonus, but they also get one of the other best perks, a blanket damage reduction for your whole lance.
Isn't that by way of a cockpit equipment item? The damage reduction I mean.
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OrcaAlso known as EspressosaurusWrexRegistered Userregular
For all default mechs that mount an AC/2s, you're better off dismounting the AC/2s and replacing them with 1 or 2 AC/5s if you have them available.
The Jaegermech with 3x AC/5s ain't bad for example. Even better if you can get your hands on 2x UAC/5s or 4x UAC/2++ at which point it's a damned monster.
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OrcaAlso known as EspressosaurusWrexRegistered Userregular
The Marauder not only gets the best perk in the game, the targeting bonus, but they also get one of the other best perks, a blanket damage reduction for your whole lance.
Isn't that by way of a cockpit equipment item? The damage reduction I mean.
It's in the Lance Command module, which sits in IIRC the left shoulder?
Posts
The Stone Rhino isn't an omnimech. 400cXL engine Rhino goes vroom (at a blistering 64.8kph)!
Wow! So fast! Very zoom!
You can bicycle faster than that...
I also don't weigh 100 tons.
In spite of quarantine's best efforts and my tendency to bake cookies, brownies, and other sweet treats when I'm bored.
Y'know I just assumed it was since it is Clan Smoke Jaguar's very special boi, but yeah not an omni. Still a Clan Mech though.
TL;DR version:
Bolt-ons:
*Will now stay on, but they've received feedback that some bolt-ons do need to fall off (as they'll create false hitboxes), so they're asking for feedback.
*They're also going to be looking into adding an option to turn off bolt-ons client side (so somebody can have them, but you won't see them).
Disconnect Penalties:
*Time limit upped to 4 minutes
Unit recruitment costs:
*Decreased significantly
Cadet Bonus:
*C-bills increased
*bonuses at different tiers including GSP, mech bays, and assorted items.
Dynamic Time Changes:
*Apparently this was active for 6 maps, but it was most noticeable for River City
*Turned off for all 6, and set to specific times.
Yeah, hopefully they'll make it retroactive to a decent amount of time for new players.
Steam: betsuni7
Fish has to eat. Sorry!
Witness hot Oosik on Oosik action.
Also earlier today while experimenting with an unskilled Night Gyr... I sucked at it.
Legged Piranha and a Corsair on the other team... They didn't have enough speed to hit the next capture point.
Steam: betsuni7
I'm bad at sniping on a good day. And you had two GOOD snipers on the walls in that game, but at least I claimed three arms from various mechs before I died like a flap.
3DS FCode: 1993-7512-8991
Sadly one was the Urbanmech with 2ERLL... The other was an Arctic Cheetah running 6CERML. I didn't notice this till the end of the match.
Sorry about that match, it really was unfair.
Steam: betsuni7
Especially when they're lights. All they do is hunker down and wait for the other team to make a mistake.
Edit: Long ago I thought it was fun hiding up there in my Spider sniping away. Later on I discovered that I didn't do much damage and started brawling in my mechs. I do still have that Spider set up with an ERLL and MGs, but haven't pulled it out in ages.
Steam: betsuni7
Base attack in that polar basin where you have little choice but to encounter both lances and turrets at the same time. The one with the reinforced base structures w/ 400hp. I thought I had pushed radar far enough that the reinforcements weren't there this time, but as soon as I somewhat aggressively moved my King Crab up to have a chat with the enemy Annihilator, reinforcements spawned on my flank - two Cyclops, a Thunderbolt and Dragon.
The King Crab started jumping and juking, torso twisting and bracing. Almost all the enemies kept taking potshots until he was nearly off the map. Lost sooooo much armor, and a precious +hit defense gyro. But it did buy the rest of the team time to headshot/alpha the others down and grind forward to take out the turrets.
Close one!
EDIT: Yeah, all but 178 of 1520 armor stripped!
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Basically what you are saying is that your bait worked for this fishing trip.
Steam: betsuni7
Yeah once you start getting assaults, there's basically no point in bringing anything smaller than a heavy to fight. If you really think you need a scout, the dragon isn't bad (assuming you have a +Init pilot), but even then it's not great and that's probably it's best use case.
Did you not see the King Crab?
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Battletech unfortunately is balanced such that you're almost inevitably better off maximizing your drop tonnage, with the only real exceptions being one of the following:
* Marauders because their headshot bonus means they're better DPS than an assault when you're firing 1 aimed shot per turn
* Star League mediums because their mobility gives them better survivability than an assault and you can position them for devastating back shots
* Star League heavies because you've stopped giving fucks, but really you'd probably still be better with an assault here.
My standard late game lance is 2x Marauders (for DPS) + 2x of the heaviest assault I can field, moving toward 1x standard Marauder (medium range headshots), 1x Star League Marauder (long range headshots), and 2x Atlas IIs (tanks) eventually.
Marauders are the only mech with a to-hit bonus to headshot, and it's huge. You go from a maximum 18% chance to 35% chance by using a Marauder vs. anything else.
Most (all?) of the Heavy Metal mechs have quirks that make them better at something. Phoenix Hawks have that 20% bonus to damage after jumping, Warhammers have a 20% bonus to damage for energy weapons, the Vulcan gives you a CQC-suite that provides 20% greater range on weapons, etc. I don't remember when the Annhilator was added, but that gives +20% ballistic damage and +40 max stability; similarly there's the Cyclops and the Cyclops command variant that provide bonuses to initiative and to-hit for the whole squad.
The baseline mechs don't have very interesting quirks--just quirks that provide a smidge more melee damage, like the Shadowhawk.
Marauders have a perk that triples the to-hit of called shots. It’s, by far, the best perk in the game. Even if you’re not using called shot for head shots it allows you to focus specific sections a lot easier.
Other than that the only real value in called shots is to club a CT (from the front or rear) or to volume of fire a head with an UAC20++. (Or two of them if you have an Atlas II)
By base mechs I mean "mechs in the base game at launch".
Looking at the mech list they actually ended up adding quite a few variants and brand new mechs over all that DLC!
Assassin gets Intercept System that ignores some evasion pips on the target.
Rifleman gets Rangefinder Suite increasing sight range and reducing ranged fire penalties.
Archer gets Missilery Suite, a bonus to LRM missile clustering so most missiles hit the same section vs spreading over a mech. And a stability damage bonus for SRMs.
Bullshark gets the unique Thumper Cannon weapon that is better than the other mortars.
Raven gets a unique ECM suite that is better than the other separate ECM gear you can get.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
The archer and rifleman are also quite good if you can get them at a point where it matters. As the range bonus means that the rifleman can scout for you* and the archer can actually called shot effectively with LRM. Plus the clumping reduces the main disadvantage of LRMs and SRMs in that they’re low variance weapons. (That is, weapons generally trade DPRT and DPHT for lower variance. A bunch of SRM will have huge volley numbers but won’t disable as well as an AC20 simply because they will do 2x as much damage over 6x as many sections) I have talked about variance and how it’s a positive in this thread before so if you want some more info you can look up there. But in general this clustering advantage is really strong, just unfortunately on a 70 tonne rather than 100 tonne mech
Unfortunately without tonnage limitations a lot of these quickly fall by the wayside. Since they’re not max tonnage for their size class.
*you will still need another rangefinder on top of this because iirc lights get vision bonuses
2 assaults, marauder, firestarter/royal griffin
The ability to backstab folks and the ability to easily scout for the marauder is super useful, moreso than another assault usually
AC/2s are garbage.
Top tier:
* UAC/2++ (70 damage for no weight and ridiculous range? YES PLEASE)
Very good:
* AC/20
* AC/10 +5 or +10 damage
* UAC/5
Good:
* AC/5
* UAC/2
Mediocre:
* AC/10
* UAC/10 (except if you attach it to a mech with +ballistic damage, at which point it becomes very good)
* UAC/20
Shit tier:
* AC/2
* All LBX
The Jaegermech with 3x AC/5s ain't bad for example. Even better if you can get your hands on 2x UAC/5s or 4x UAC/2++ at which point it's a damned monster.
It's in the Lance Command module, which sits in IIRC the left shoulder?