|
Psion posted:-now armless enemy Hunchback headbutts my Blackjack in the CT for a kill My centurion did this to a pristine hunchback that had taken out both my arms and mauled it, but it was a headshot. Also, is it just me or facing with a centurion, using the left arm as a shield, only make it more likely for an enemy to hit my precious right arm? I'm constantly losing my right arm (and my ridiculous ac-10) whenever I face in such a manner. Does the model shape affect what gets hit?
|
# ? Jun 6, 2017 22:54 |
|
|
# ? Apr 24, 2024 17:54 |
|
AAAAA! Real Muenster posted:I dont understand why Assaults have so much worse sensor range. Or spotting range - arent most of them taller and more stable platforms? In theory lights are fast and maneuverable enough that they can get out front and scout the enemy, therefore they mount much more sophisticated sensor suites. Heavies and assaults on the other hand, would only be committed to an engagement once the enemy has been spotted. It's why most of your ground scout units will run in hummers, you COULD scout with an Abrams but it would be super noticeable and slow. This is sort of modeled in game but the maps are really small, LOS is REALLY short, and the sensor ranges aren't really that different so by the time you get a sensor lock on a target and bring your LRMs into the fight, the enemy has either counter spotted your light and wrecks it, or they just push up one more turn and are in medium/short range.
|
# ? Jun 6, 2017 22:56 |
|
I'm glad this game is XCOM because now I can ignore it until it's deeply discounted in a steam sale.
|
# ? Jun 6, 2017 23:05 |
|
Freakazoid_ posted:I'm glad this game is XCOM because now I can ignore it until it's deeply discounted in a steam sale. XCOM Enforcer 2: this time it's giant robots
|
# ? Jun 6, 2017 23:08 |
|
School Nickname posted:My centurion did this to a pristine hunchback that had taken out both my arms and mauled it, but it was a headshot. If something shoots your 'Mech from the left side arc and hits your right arm, that's definitely a bug. The hit table looks like this: "HitMechLocationFromRight" : [ { "k" : "Head", "v" : 1 }, { "k" : "CenterTorso", "v" : 4 }, { "k" : "LeftTorso", "v" : 0 }, { "k" : "RightTorso", "v" : 28 }, { "k" : "LeftArm", "v" : 0 }, { "k" : "RightArm", "v" : 28 }, { "k" : "LeftLeg", "v" : 0 }, { "k" : "RightLeg", "v" : 28 }
|
# ? Jun 6, 2017 23:11 |
|
Gwaihir posted:I played a game on death valley with 350 spotting distance, and a few other tweaks: God I love that this is possible this early. We can moan and bitch about how sensor ranges should be longer or how PPCs need a boost and I truly do hope that HBS makes some of those changes, but if it's this easy to mod the community will have half a dozen different things to make it how you want it within a month of release. edit: also HBS's attitude of "yeah, you found that? Go look for this it's pretty funny" to people diving in the directories and activating half-finished mechs is really healthy. You don't see that too often.
|
# ? Jun 6, 2017 23:19 |
|
Gwaihir posted:If something shoots your 'Mech from the left side arc and hits your right arm, that's definitely a bug. The hit table looks like this: Is there code for facing at an angle? Also the Jenners run way too hot lol. School Nickname fucked around with this message at 23:25 on Jun 6, 2017 |
# ? Jun 6, 2017 23:20 |
|
Not sure what you mean about facing angles, the game ignores torso twisting entirely really. The only thing that should matter are the 4 quadrants you see when you have a mech selected. When you get shot, one of them will be highlighted in red to show which angle your getting shot from. Similarly, when you're choosing a movement option, it will highly on enemy mechs to show you which arc you'll shoot them from. In this shot, not that it's really questionable where I'm getting shot from, but you can see the front arc is highlighted on my Battlemaster. Cyrano4747 posted:God I love that this is possible this early. Extremely same.
|
# ? Jun 6, 2017 23:25 |
|
Gwaihir posted:This is basically the essence of "How to win battletech.txt" anyhow~! (combined with make my dice odds better than his") Well I mean if they continue to steal from x-com as they clearly have been all you will have to do in this situation is chuck out a mimic beacon or have a mech throw out his smoke grenade.
|
# ? Jun 6, 2017 23:46 |
|
Gwaihir posted:Not sure what you mean about facing angles, the game ignores torso twisting entirely really. The only thing that should matter are the 4 quadrants you see when you have a mech selected. Thanks for this, I should really pay more attention to the icons on the enemy mech, since I missed that both the enemy hunchbacks were bulwarked. Also, I had my hunchback 4P generate zero heat with alpha strikes while in water. Even with water that can't be right, can it? Reminded me of my old MLAS spam days in MW2 and mercs (or SPLAS spam on THAT loving mw2 mission where you're thrown in front of a Warhawk doing the same).
|
# ? Jun 7, 2017 00:08 |
|
Something I've noticed: my winning battles tend to end with my lightest mechs extremely hosed up or dead and my heaviest ones almost pristine. My Atlases rarely get touched. Anyone else have the same experience? I'm wondering if the AI prioritizes getting kills on smaller 'mechs or if I'm just getting them into trouble with my positioning -- although even when I have Jenners and the like come in on wide flanks the AI tends to focus on them.
|
# ? Jun 7, 2017 00:08 |
|
School Nickname posted:Thanks for this, I should really pay more attention to the icons on the enemy mech, since I missed that both the enemy hunchbacks were bulwarked. Also, I had my hunchback 4P generate zero heat with alpha strikes while in water. Even with water that can't be right, can it? Reminded me of my old MLAS spam days in MW2 and mercs (or SPLAS spam on THAT loving mw2 mission where you're thrown in front of a Warhawk doing the same). Water is OP in this game. OK, mostly joking. But in this game water doubles your heatsink capacity for all heatsinks. Not just ones located in the legs.
|
# ? Jun 7, 2017 00:10 |
|
Gwaihir posted:How much does the mod you were mentioning increase LoS by default? Like 1.5-2x? I'm a fan of 900 LOS, which means a pilot with high tactics can see well past that. But the AI is surprisingly good about hiding units behind cover, so it's not a shooting gallery. You can tweak it to whatever settings you want pretty easily, but I really prefer "nearly unlimited direct view distance" in optimal conditions. Q_res posted:Water is OP in this game. It's really not a joke; water offers no downsides and crazy upsides here, way more than in CBT because of a lack of things like breaching. I'm a fan of making any 'mech in deep water have the Unstable tag as a trade-off.
|
# ? Jun 7, 2017 00:39 |
|
Blazing Ownager posted:I'm a fan of 900 LOS, which means a pilot with high tactics can see well past that. But the AI is surprisingly good about hiding units behind cover, so it's not a shooting gallery. You can tweak it to whatever settings you want pretty easily, but I really prefer "nearly unlimited direct view distance" in optimal conditions. nah, it's easy enough - just go to TT rules where it's only the HS in the legs that get doubled efficiency in water.
|
# ? Jun 7, 2017 00:49 |
|
It's probably easier at this point to just change the number rather than the mechanic. Instead of +100% HS capacity, make it 50% or maybe even 25%.
|
# ? Jun 7, 2017 00:59 |
|
sebmojo posted:XCOM Enforcer 2: this time it's giant robots No that's a different game, it's about as good as Enforcer was too. Here's the thread for it.
|
# ? Jun 7, 2017 01:19 |
|
Cyrano4747 posted:nah, it's easy enough - just go to TT rules where it's only the HS in the legs that get doubled efficiency in water. I suppose, though to be honest in TT being in the water had so many massive disadvantages you'd never, ever want to stand there just for a little heat reduction. Even more if you totally submerged. One wrong shot and you'd never get out of the pool. Anybody who ever jumped into water in TT without knowing the rules only to fall prone, land on their back, breach their back and flood their own engine learns the hard way it's better to play in fire than water. At least fire makes smoke.
|
# ? Jun 7, 2017 03:30 |
|
I wouldn't be opposed to stability and movement penalties in water myself. Also some of the maps need to be reworked slightly, the Arctic Valley map has areas on the rocky ridge that count as being in water despite being a good 100ft above it.
|
# ? Jun 7, 2017 05:07 |
|
I actually Mechashiva'd The Hunchback moved in for a Melee and took the same space as the Battlemaster to form the HUNCHMASTER. The Melee attack missed, the Orion fell over from pure fear. Guess I have to send a bug report.
|
# ? Jun 7, 2017 10:26 |
|
Amechwarrior posted:I actually Mechashiva'd PGI would ban you for this.
|
# ? Jun 7, 2017 10:29 |
|
Skoll posted:PGI would ban you for this. Niko would ban me for posting that screenshot "for cheating" in a completely different Battletech game.
|
# ? Jun 7, 2017 10:44 |
|
For cheating in a different Battletech game on a different forum.
|
# ? Jun 7, 2017 10:46 |
|
Goon AllStars Mod? Phrosphor fucked around with this message at 12:43 on Jun 7, 2017 |
# ? Jun 7, 2017 11:28 |
|
Phrosphor posted:
gently caress YES!
|
# ? Jun 7, 2017 13:58 |
Phrosphor posted:
now mod in a sound effect so that every time you lurm the "woosh" is replaced with "fox two fox two fox two fox two"
|
|
# ? Jun 7, 2017 14:24 |
|
If you ever figure out how to edit 'Mech portraits as well, got just the thing Atlas Shrug will never be irrelevant
|
# ? Jun 7, 2017 14:56 |
|
Paingod556 posted:If you ever figure out how to edit 'Mech portraits as well, got just the thing
|
# ? Jun 7, 2017 15:14 |
|
Mechashiva is not a crime
|
# ? Jun 7, 2017 15:55 |
|
Chronojam posted:Mechashiva is not a crime But what about indecent mech-sposure??? Gwaihir fucked around with this message at 16:12 on Jun 7, 2017 |
# ? Jun 7, 2017 16:09 |
|
Gwaihir posted:
I cant find the screencap I had of 10 Kerensky Alts all on top of one another We did it the weekend that they had the trial Cataphract that has JJs and had 8v8 Kerensky alts. AAAAA! Real Muenster fucked around with this message at 16:46 on Jun 7, 2017 |
# ? Jun 7, 2017 16:44 |
|
Pattonesque posted:Something I've noticed: my winning battles tend to end with my lightest mechs extremely hosed up or dead and my heaviest ones almost pristine. My Atlases rarely get touched. Anyone else have the same experience? I'm wondering if the AI prioritizes getting kills on smaller 'mechs or if I'm just getting them into trouble with my positioning -- although even when I have Jenners and the like come in on wide flanks the AI tends to focus on them. The AI seems to have 2 priorities: getting the highest To-Hit number it can, and eliminating the easiest target it can find. It will absolutely try to eliminate a light `Mech immediately if it can to deprive you of numbers (smart) but I have a feeling the reason why evasive isn't factored into the hit percentages is because the AI would take one look at a 45% to-hit and say "nope" and never fire at an evasive target if it had other targets available (dumb).
|
# ? Jun 7, 2017 19:31 |
|
I really want the goon pilots mod, that kicks rear end. Also add me.
|
# ? Jun 7, 2017 19:42 |
|
PoptartsNinja posted:The AI seems to have 2 priorities: getting the highest To-Hit number it can, and eliminating the easiest target it can find. It will absolutely try to eliminate a light `Mech immediately if it can to deprive you of numbers (smart) but I have a feeling the reason why evasive isn't factored into the hit percentages is because the AI would take one look at a 45% to-hit and say "nope" and never fire at an evasive target if it had other targets available (dumb). Given how often the AI shoots at my evasive mechs I don't think it takes evasive into account when looking for the best to-hit numbers.
|
# ? Jun 7, 2017 19:55 |
|
Thronde posted:I really want the goon pilots mod, that kicks rear end. I'm going to have to mod PTN in as the leader of whatever enemy faction I face, so I can shake my fist angrily at his virtual dice whenever his units kill me.
|
# ? Jun 7, 2017 19:57 |
|
PoptartsNinja posted:The AI seems to have 2 priorities: getting the highest To-Hit number it can, and eliminating the easiest target it can find. It will absolutely try to eliminate a light `Mech immediately if it can to deprive you of numbers (smart) but I have a feeling the reason why evasive isn't factored into the hit percentages is because the AI would take one look at a 45% to-hit and say "nope" and never fire at an evasive target if it had other targets available (dumb). That makes sense. I also wonder if AI behavior will change in an actual campaign mission. Like, OK, if I'm the AI and I'm programmed to act like an actual OpFor, and I've lost half my mechs and the enemy still has a pristine assault and heavy on the battlefield, I might decide that retreating in good order is way preferable to spiting the player by DFAing a Locust. Of course that could change depending on if I'm set up to act like, say, the Death Commandos. It kind of reminds me of a game of Medieval II: Total War that I played where Egypt kept on sending whole armies to be slaughtered to a man at the gates of one of my cities. They kept doing that even as the Mongols showed up and started devouring their empire. I kind of realized that the AI was set up to try to make me lose as opposed to acting semi-rationally and quit after that.
|
# ? Jun 7, 2017 19:59 |
|
The only thing I want from this game is an "Atlas Cop" skin mod.
|
# ? Jun 7, 2017 20:00 |
|
Pattonesque posted:That makes sense. I also wonder if AI behavior will change in an actual campaign mission.
|
# ? Jun 7, 2017 20:06 |
|
Pattonesque posted:That makes sense. I also wonder if AI behavior will change in an actual campaign mission. That's just an old holdover most roleplaying games. The AI does not know the meaning of "give up" or "retreat". Be it XCOM or any RPG game, AI enemies always fight to the death unless there is an explicit system to force them to run away or give up early. Though I don't think it would be that hard to implement a different system. Create a retreat AI alongside the default AI. When a mech takes more than X% internal damage, or Y pilot hits, transfer control of the mech to the retreat AI. Then create some sort of battlevalue 3.0 to roughly approximate combat power. When the player party's combat power exceeds the AI's party's combat power exceeds by a big enough margin, transfer control of all mechs to the retreat AI. Then you can have some special missions where you know the enemy must fight to the death where the retreat AI is disabled. Hard cutoffs like this are probably exploitable, but they should be good enough to resemble a player's responses, even if they don't follow a player's logic.
|
# ? Jun 7, 2017 20:10 |
|
Cyrano4747 posted:Given how often the AI shoots at my evasive mechs I don't think it takes evasive into account when looking for the best to-hit numbers. Yes, that's exactly what I said. Evasive isn't factored into the hit percentages so an AI that looks for the best possible hit percentage won't take evasive into account.
|
# ? Jun 7, 2017 20:23 |
|
|
# ? Apr 24, 2024 17:54 |
|
AAAAA! Real Muenster posted:I cant find the screencap I had of 10 Kerensky Alts all on top of one another We did it the weekend that they had the trial Cataphract that has JJs and had 8v8 Kerensky alts. This is all I have: http://imgur.com/a/6ohOf My videos of the event are gone, and the video that used to be on YouTube was deleted.
|
# ? Jun 7, 2017 21:36 |