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Well yeah the Evasive Pilot talent is too good, but still countered by sensor lock - and there's only one pilot that has it. There's always more targets to shoot - and if it's something like an Atlas that has it it's not that hard to stay out of range. Your example of the Atlas tanking the entire enemy lance is a really great example of the AI simply being unable to handle evasive. It does not know to not shoot that mech and it's incapable of sensor locking. Edit: vvv Entirely possible, and it avoids the XCOM problem where giving your soldiers more defense means your other soldiers get shot instead - good for the campaign, but for skirmish it's too exploitable. DatonKallandor fucked around with this message at 20:47 on Jun 3, 2017 |
# ? Jun 3, 2017 20:29 |
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# ? Apr 28, 2024 04:03 |
I wonder if part of that is the AI not realizing how bad its tohits are. If it is looking at the percentages without evasive, that would go a long way in explaining the behavior.
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# ? Jun 3, 2017 20:32 |
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DatonKallandor posted:Well yeah the Evasive Pilot talent is too good, but still countered by sensor lock - and there's only one pilot that has it The full game will almost certainly have more pilots and the UI has slots for up to 3 more pilot sklils, meaning someone could have evasive and other skills. A hard counter thats only useful because another skill is so good is boring and means you HAVE to take it. This also adds another level of what makes evasive so good: it means at least one opponent isn't returning fire that round.
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# ? Jun 3, 2017 22:13 |
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PoptartsNinja posted:drat good ideas I particularly like pairing evasive with increased stability damage, even if just a small amount, seems fair and logical alongside its risk/reward gameplay effect.
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# ? Jun 3, 2017 22:18 |
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Re: Stability damage from LRMs: We were discussing this on discord, and I think I've got a recommendation: Rather than just nerfing stability damage from LRMs, make it so they have diminishing returns in a given volley. Get hit with 5 LRMs out of a volley? They do normal stability damage they do now. Get hit by 10? They do like 75%. As the successful hits in a single attack from LRMs increase, the amount of stab damage added decreases. Fluff wise, this is the enemy pilot having long enough (due to the length of the volley) to start adjusting to the force of the hits. Game wise, this makes LRMs en masse less knockdown prone, without nerfing the mechs that have a couple of LRM5s for long range support.
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# ? Jun 3, 2017 22:34 |
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Sounds like a solid idea, but I can't resist saying: Ghost Stability.
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# ? Jun 4, 2017 00:41 |
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I haven’t used inspire because that’s what sensor lock is for “Hmm, I COULD use inspire? Oh my hit odds are already 90-100% and he’s had his evasive removed.” Does inspire bypass evasive, on that note? I'd assume it does if it's supposed to be a big deal. Time to double check the manual!DatonKallandor posted:Good at it's job, which is getting you some big defense at the cost of all offense, but not game breaking. It's sometimes a good option, often a bad option. It's a pretty nunanced mecahnic - that contributes to the AI not really knowing to to use it (and obviously not having the ability to use sensor lock doesn't exactly make evasive look worse). So the often good AI, suffers from the fact it can’t “Spot” by hiding behind a mountain going and in fact, is forced to scout the old fashioned way? Hmm… I mean, I'm all for giving the players a slight skill usage edge over the AI (an important factor in a campaign setting where you will always be outnumbered in the long run, rather than even skirmishes). But it does highlight the situation further. Sky Shadowing posted:For those who want to create their own MechWarriors (portraits included), there's a far easier way to do so than the guide I posted earlier. Hopefully this sort of thing is still handy, or even more so, for launch. Man From Volta needs to branch out in his mercenary contracts. Section Z fucked around with this message at 01:08 on Jun 4, 2017 |
# ? Jun 4, 2017 01:05 |
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Section Z posted:So the often good AI, suffers from the fact it can’t “Spot” by hiding behind a mountain going and in fact, is forced to scout the old fashioned way? Hmm… I mean, I'm all for giving the players a slight skill usage edge over the AI (an important factor in a campaign setting where you will always be outnumbered in the long run, rather than even skirmishes). But it does highlight the situation further. According to one of the devs, the AI only "understands" a couple of the abilities right now. So it can't use most of them.
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# ? Jun 4, 2017 01:10 |
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It's in the manual. Some of the pilot attribute values also don't do everything they're supposed to, like piloting making it harder to unbalance you.
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# ? Jun 4, 2017 01:21 |
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Feindfeuer posted:Sounds like a solid idea, but I can't resist saying: Ghost Stability. No, no! This is entirely different! You can't... I was just trying to...
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# ? Jun 4, 2017 02:20 |
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Zaodai posted:No, no! This is entirely different! You can't... I was just trying to... It's okay Paul, you don't have to hide who you truly are from us any more...
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# ? Jun 4, 2017 02:41 |
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You know what's nice about this game? Lights have to respect bigger mechs at point blank range.
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# ? Jun 4, 2017 02:44 |
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bbbut ssccouting from the fronttt
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# ? Jun 4, 2017 03:08 |
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DatonKallandor posted:It's in the manual. Some of the pilot attribute values also don't do everything they're supposed to, like piloting making it harder to unbalance you. Ok so I think the beta might benefit from the main menu having a big text box with 'this works, this doesn't, in this version we'd like feedback on x'. Theorycrafting on stability is pointless if one of the main balance mechanics isn't in place yet. I presume pilot injuries will degrade skill in battle as an attrition mechanic. FAKE edit: heh, 'balance mechanic
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# ? Jun 4, 2017 06:50 |
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is the manual a pdf? can someone post it?
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# ? Jun 4, 2017 07:22 |
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DatonKallandor posted:If only the mechs I fight still had arms after I'm done. At least I'd never run out of legs. I'm envisioning an urbanmech with legs glued on where it's arms should be just using that 360 torso twist to walk around the field kicking people, non stop.
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# ? Jun 4, 2017 07:30 |
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A.o.D. posted:You know what's nice about this game? Lights have to respect bigger mechs at point blank range. It's even nice when they don't and it's melee time.
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# ? Jun 4, 2017 08:08 |
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Gwaihir posted:The AC10 (and 5, and 2) blew complete rear end in tt, it needed a buff. 25 more damage is ok when you're taking a shorter range, explosive ammo, and far more critical slots. So far the game is extremely close range, I don't think I've ever been at a point where AC10s were out of range and PPCs were the way to go. sebmojo posted:bbbut ssccouting from the fronttt Lol because scouting from the rear is the most logical way to scout. Rygar201 posted:While I get that Read the Manual isn't going to cut it for a lot of people, I am going to make this argument anyway. Rather than having to memorize percentages and icons they could just as easily multiply all my hit percentages by 50% at the point that dodge is calculated and let me know in one single spot what my no poo poo hit chance is. Zaodai posted:Re: Stability damage from LRMs: This will either 1. encourage everybody to boat LRM 5s, or 2. accomplish the exact same thing as reducing stability damage across the board for LRMs 3. Still keep stability damage too high; depending on how they'd implement this. DatonKallandor posted:Well yeah the Evasive Pilot talent is too good, but still countered by sensor lock - and there's only one pilot that has it. There's always more targets to shoot - and if it's something like an Atlas that has it it's not that hard to stay out of range. Your example of the Atlas tanking the entire enemy lance is a really great example of the AI simply being unable to handle evasive. It does not know to not shoot that mech and it's incapable of sensor locking. Honestly evasive is good but I haven't noticed it really affecting my games apart from me wasting a single volley on a dude. If it's the enemy running up to start the engagement then I just hunker down and wait for it to wear off. If it's the enemy trying to get behind me to snipe from the rear I just melee. I think maybe it's because I usually focus down single targets? I just go for whoever isn't evasive. Now the mechwarrior skill that gives ALL moves evasive, that's something I can see being abused like mad in multiplayer and probably needs to be removed. JacksLibido fucked around with this message at 08:39 on Jun 4, 2017 |
# ? Jun 4, 2017 08:27 |
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JacksLibido posted:
No, see, it's not by launcher size, but volley size. 5 LRM5s is still 25 missiles. if 15 of those hit, you're still getting reduced stab. Also, boating LRM5s is fine since there's limited hardpoints, if you want to dedicate all your missile slots to babby launchers, that's up to you.
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# ? Jun 4, 2017 09:39 |
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Zaodai posted:babby launchers Do CapCon get a warcrimes bonus to using these?
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# ? Jun 4, 2017 09:45 |
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Chronojam posted:Do CapCon get a warcrimes bonus to using these? Only the Inferno Babby Launchers. We discussed them in depth in PTN's thread, in fact!
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# ? Jun 4, 2017 09:56 |
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sebmojo posted:is the manual a pdf? can someone post it? https://s3.amazonaws.com/www.harebrained-schemes.com/backer-beta/manual.pdf
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# ? Jun 4, 2017 10:55 |
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This would be my suggestion for a UI improvement (if you don't want to factor evasive into the hit percentages directly, which you should). A space above the weapons for all of the target's modifiers, plus some way to show whether it's been sensor locked yet in case you bring multiple and are trying to decide whether to shoot or lock and can't remember which `Mech you clicked on.
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# ? Jun 4, 2017 16:41 |
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Rygar201 posted:Isildur, do you know if there are/plans to add animations for mechs falling forward too? Unless it rolled onto its back while falling forward people would complain they can't shoot the back armor when a mech face planted. Actually can you back shoot a fallen mech from behind while they're on the ground?
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# ? Jun 4, 2017 17:46 |
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PoptartsNinja posted:
The icons over the weapon HUD part is a perfect mock up of what I had in mind. And about a billion times less poo poo then if I had made a mock-up myself.
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# ? Jun 4, 2017 18:03 |
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I have a really minor UI suggestion: when setting up battles, it would be nice if the MAP and MOOD dropdowns were swapped around. Currently mood is at the top but because mood is map-dependent it therefore resets if you pick a mood then pick a map. Of course it's possible this is all placeholder anyway, but this particular arrangement seems the wrong way around to me.
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# ? Jun 4, 2017 18:12 |
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Really wish the launch screen would make a noise or blink when ready. Minor but I like to alt tab while games are loading or use my phone.
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# ? Jun 4, 2017 18:18 |
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John Charity Spring posted:I have a really minor UI suggestion: when setting up battles, it would be nice if the MAP and MOOD dropdowns were swapped around. Currently mood is at the top but because mood is map-dependent it therefore resets if you pick a mood then pick a map. I want a text-box search to find mechs.
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# ? Jun 4, 2017 18:22 |
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Myrmidongs posted:I want a text-box search to find mechs. Cosigned
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# ? Jun 4, 2017 18:47 |
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The AI seems to know how to drive an Atlas well. I lost 3 of my mechs to one. I was down to my wounded Awesome when the Atlas overheated and shut down, and I killed with with 2 PPCs to the head.
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# ? Jun 4, 2017 19:27 |
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Zaodai posted:No, see, it's not by launcher size, but volley size. 5 LRM5s is still 25 missiles. if 15 of those hit, you're still getting reduced stab. Also, boating LRM5s is fine since there's limited hardpoints, if you want to dedicate all your missile slots to babby launchers, that's up to you. Then reducing stability damage from missiles across the board would accomplish the same thing and be much easier to implement. On another note, it would be really handy if they gave you a simple paper doll that showed armor for each section and just weapons loadout when you're selecting mechs. As is I double click the mech, find something that looks good, then have to scroll through to see what is actually on it and it's quite annoying. I also have no idea how much armor is actually on the mech aside from a slider that doesn't really tell me a lot. Also, the game seems... dim. Everything being darkened from the fog of war just makes the whole thing seem kinda muddled. JacksLibido fucked around with this message at 19:52 on Jun 4, 2017 |
# ? Jun 4, 2017 19:47 |
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Yeah, I agree. I think Mech selection would be better if it just straight up used the in-game paper doll. That would tell you a sections armor, structure and what it contained simply by hovering your mouse over it.
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# ? Jun 4, 2017 20:03 |
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JacksLibido posted:Then reducing stability damage from missiles across the board would accomplish the same thing and be much easier to implement. Except it wouldn't? If 5 missiles from an LRM 20 get through to an evasive target or something, and you universally drop stab damage across the board, they get reduced stab damage. If you have DR, those 5 hit for full stab damage, but an LRM 20 with all of them hitting would have scaling on it.
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# ? Jun 4, 2017 21:21 |
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I'm really looking forward to multiplayer. The AI just isn't enough of a challenge right now.
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# ? Jun 4, 2017 21:25 |
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Zaodai posted:Except it wouldn't? If 5 missiles from an LRM 20 get through to an evasive target or something, and you universally drop stab damage across the board, they get reduced stab damage. If you have DR, those 5 hit for full stab damage, but an LRM 20 with all of them hitting would have scaling on it. That's just retarded though. At that point why don't you just make everybody walk around with stability damage if 1-2 missiles will do 80% of the stability damage 20 will? That's just flat dumb. I tried to think of what you could mean that wasn't stupid, but if it really is that then dude, no.
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# ? Jun 4, 2017 22:04 |
So I've edited the mechwarrior file to create my own pilot but I can't seem to find a way of getting them to actually populate in the selectable list. Anyone got a suggestion?
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# ? Jun 4, 2017 22:11 |
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JacksLibido posted:That's just retarded though. At that point why don't you just make everybody walk around with stability damage if 1-2 missiles will do 80% of the stability damage 20 will? That's just flat dumb. I tried to think of what you could mean that wasn't stupid, but if it really is that then dude, no. His idea has one, specific advantage to it. It lets you nerf the 15 and 20 without damaging the LRM 5 which already kind of sucks.
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# ? Jun 4, 2017 22:18 |
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Innerguard posted:So I've edited the mechwarrior file to create my own pilot but I can't seem to find a way of getting them to actually populate in the selectable list. Anyone got a suggestion? You've gotta go into the VersionManifest.csv file in the StreamingAssets/data folder. Find the other pilots and copy the line. If you've added a custom picture add it here too, find an example picture (i.e. Mockingbird), delete the mwportraits line (just make it blank and leave the comma). I posted a link to a guide earlier that details the exact process from beginning to end.
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# ? Jun 4, 2017 22:28 |
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Q_res posted:His idea has one, specific advantage to it. It lets you nerf the 15 and 20 without damaging the LRM 5 which already kind of sucks. The LRM5 doesn't suck though, it does exactly what it's supposed to: give you long range firepower at a budget weight/cost. By making it the knockdown king you're adding in an extra variable to a system that never needed/was built for it. Should we give quirks to small lasers? Mediums? Larges? What about the different flavor of SRM? You pick sizes based off weight/heat/cost, not quirks.
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# ? Jun 4, 2017 22:41 |
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# ? Apr 28, 2024 04:03 |
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WOO! I just beat the Light Assault team on Alpine Peaks with 4 Locusts and no losses, first attempt. I feel like that mechcommander in the MC1 intro after he has taken down that Timber Wolf. I figured I would need a map like Alpine Peaks to isolate the enemies. The Kintaro and Hunchback came first and actually did an OK job of staying together. I used sensor lock and the one LRM Locust to pester them down and got a few good rear shots on the Kintaro before the Hunch really got to the engagement. Then I lead them up my hill and isolated them, finishing both with rear shots. One enemy Urbire didn't bother crossing the river and my LRM Locust was empty, but fresh. So I regrouped as one urbie crossed the river which was quickly isolated and destroyed. The last one was on a plateau overlooking their side of the river chasm. Sprinted my damaged Locusts to the other side and used my fresh ones to engage and close. Sweet buttmeat was mine and the match was done. If anyone is getting used to the AI and feels it is too easy, do this challenge. I was very lucky and not a single AC/20 connected, but I don't think it fired more than once or twice. One hit was all it would have needed. I would break LOS with the hunch and then reserve my whole team until it moved. I would run in, do what I could and then sprint out on the next round. If it went evasive I would just sensor lock it, if not, that Locust got to shoot. Isildur, thank you and the HBS team. This is the kind of Battletech game I have been waiting for. I think I read on the forum or somewhere that the all locust vs Light Assault was some kind of internal challenge, is that true? Where ever I read that is how I got the idea to try this.
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# ? Jun 4, 2017 23:27 |