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DreamShipWrecked posted:Making it so Arano's survival is this Big Definining Moment in the story was certainly an interesting choice seeing that we already saw her re-crowned in the opening cutscene Because a lot of people haven't seemed to notice that the story is told from the ending rather than the beginning. It's normal in other media, even a trope, but not very common in video games as far as I know.
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# ? Jun 16, 2024 08:45 |
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DreamShipWrecked posted:I think that's just the engine chugging through calculations for God knows what reason. It's great to nail someone with twenty lasers then see it blow up after several seconds of nothing. GreyjoyBastard posted:I enjoyed MW4 Black Knight because your previous character turned into a sneering tyrant and your job was to take him out so House Steiner can
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Mordja posted:I feel like every Battletech-based video game I've played has had something to do with restoring a rightful monarch to the throne... It's Battletech, the setting is basically medieval Europe in space.
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space feudalism is such a dumb idea that the concept of earnestly engaging with the plot never occured to me in the first place.
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WAR CRIME SYNDICAT posted:Because a lot of people haven't seemed to notice that the story is told from the ending rather than the beginning. It's normal in other media, even a trope, but not very common in video games as far as I know.
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Impermanent posted:space feudalism is such a dumb idea that the concept of earnestly engaging with the plot never occured to me in the first place. congratulations
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In the first mission with the turret generator my main character was knocked down and injured, at the end of the mission it says he's out for like 110 days. Is that going to be a problem? Should I replay that mission?
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Impermanent posted:space feudalism is such a dumb idea that the concept of earnestly engaging with the plot never occured to me in the first place. Space has basically the perfect conditions for feudalism to actually happen though. Battletech in particular doesn't since jump travel and ftl communication exist, but without those its very likely space would be a weird feudal hellhole.
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also can we talk about how the whole "battlemechs are rare antiques, handed down from generation to generation, whose price tag is worth a king's ransom, also you will munch through them like popcorn over the course of a single game in a single small sector of space" is a real have your cake and eat it too concept
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Rookersh posted:Yeah Lights/Sensor Lock seem......bad. A Jenner with the 2nd piloting skill can consistently dump 100 damage a turn into enemy back armor (that's an AC20's worth of damage), while remaining completely safe from return fire. That's really strong. Admittedly it's even better in skirmish when there's a C-bill limit, but even in the campaign it pulls it's weight. Popete posted:In the first mission with the turret generator my main character was knocked down and injured, at the end of the mission it says he's out for like 110 days. Pilots are extremely cheap. Just grab a spare if you don't have a full crew. They will get hurt, it's inevitable, just roll with it.
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I have no idea what everyone is talking about. I thought the story in these games was about you, a rad MechWarrior, building a rich and sought-out mercenary company.
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Popete posted:In the first mission with the turret generator my main character was knocked down and injured, at the end of the mission it says he's out for like 110 days. It's not a big deal. You're losing out on some xp, but pilot level isn't make-or-break (especially since your only real constraint is salary and mech maintenance, and guess what, salary scales with pilot level ![]()
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Cowcaster posted:also can we talk about how the whole "battlemechs are rare antiques, handed down from generation to generation, whose price tag is worth a king's ransom, also you will munch through them like popcorn over the course of a single game in a single small sector of space" is a real have your cake and eat it too concept Sometimes we just have to let things go by virtue of "it's just space robots dude"
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What are some good tips on fitting out effective mechs/teams, and what mechs are good at what task? Stuff like "heavy mechs are big fuckin' walls of steel and guns" and "mediums are your workhorses" seem intuitive enough but I have this zippy lil' Locust and I don't know what purpose it has. At first I thought "aha a flanker!" but the weedy guns don't even seem to be that good at getting through rear armour, then enemy mech turns around and blasts it. I tried to use it to stomp on things in a convoy mission but it can't even oneshot tanks. ![]()
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Cowcaster posted:also can we talk about how the whole "battlemechs are rare antiques, handed down from generation to generation, whose price tag is worth a king's ransom, also you will munch through them like popcorn over the course of a single game in a single small sector of space" is a real have your cake and eat it too concept It's like EVE Online, where the fluff says that it costs the savings and lives of hundreds of thousands of people just to build and run the smallest of ships, which are then flown directly into the sun just to see what happens.
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Locusts are fodder for good mechs to kill. Listen to Yang - bigger is usually better.
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WAR CRIME SYNDICAT posted:Sometimes we just have to let things go by virtue of "it's just space robots dude" sure, sure, i agree with you. it's why i'm not sweating how the description of house baratheon defeating the aurigan coalition at the battle of helms deep seems underwritten.
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I need to somehow learn to use light mechs. On 3 years later the light mech got destroyed and pilot got a 4-month sickbay leave. Like the first attack blew up that thing, with 4 evasion. All my mediums are fine, except one where a dropship landed on top of it.
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Cowcaster posted:sure, sure, i agree with you. it's why i'm not sweating how the description of house baratheon defeating the aurigan coalition at the battle of helms deep seems underwritten. You're right they left out the part about the Kurgan defeating the Martian Navy.
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Lights can be good with both Piloting skills but they're hilariously vulnerable to just getting cored so it usually isn't worth it to bring them by the time you get to that second piloting perk ![]()
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it's my understanding that the combat purpose of the locust is to combine the speed and temperament of the looney tunes roadrunner with the luck and results of wile e. coyote.
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Your lights are the reason the reserve turn button exists. You're going to spend the whole game trying to min/max initiative for your mediums and heavies but lights come equipped with priority manipulation. Play with that and they'll become much more useful skirmish mechs.
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Much like in every MechWarrior game, the Cicada is made for ramming. Slap medium lasers on it and smash face first into everything.
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Zigmidge posted:I think that only makes it seem faster. It was the first thing I did after the first tutorial mission. What I need is for the game to stop lingering on everything after resolving anything. I get the feeling this is related to individual PCs, I'm about to play some on my (much less powerful than desktop) Laptop so I'll see here! Cowcaster posted:it's my understanding that the combat purpose of the locust is to combine the speed and temperament of the looney tunes roadrunner with the luck and results of wile e. coyote. this is 1000% correct.
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Ihmemies posted:I need to somehow learn to use light mechs. On 3 years later the light mech got destroyed and pilot got a 4-month sickbay leave. Like the first attack blew up that thing, with 4 evasion. All my mediums are fine, except one where a dropship landed on top of it. I am in the same boat. The thing for me is that my previous experiences mostly have been through mechwarrior, and there the strongest use for lights was as a target painter that let your not-poo poo teammates blow up enemies without getting sensor locked. Now that isn't really a thing given the relatively short distances that the fights take place over, they are a bit weird to work with.
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Nvidia just released drivers for Battletech, probably worth grabbing 'em. I'll try them out and report back.
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WAR CRIME SYNDICAT posted:Sometimes we just have to let things go by virtue of "it's just space robots dude" NO you don't get it DO YOU, the why of my shooting robots with lasers on Andromeda is absolutely crucial and furthermore female main characters are always weaker than men because
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As someone who likes Light mechs, Locusts are useless. Light mechs give you the power to act with precision. They just take a much better understanding of the game than other mechs. When you absolutely need that mech you've been peppering to die, jump in and finish it off with a Jenner. Get your Firestarter behind an enemy lance and force them to choose between shutting down or turning their back to your 18 SRM / 2ML Centurion that's charging at them at the same time. From watching some people play, it seems like the vast majority of people play like they're reenacting the Civil War. Line up, take pot shots. Maybe get some evasion going, maybe get some cover going, but that's about it. If you can time your attack correctly and be more aggressive, you can put some serious hurt down in a round or two and that can cause a failure cascade. Internet Explorer fucked around with this message at 17:55 on Apr 25, 2018 |
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I love this game. But I’m not going to touch it again till next patch. Why? - Radar vehicle spotted. -Radar unit moves. -... -still waiting... -... It’s on the other side of a loving mountain and won’t affect poo poo. Let it go fast. This is a genuinely great game. Once you spot *and are close to* an enemy the flow is almost perfect. I loved the skirmish mode in beta! The campaign though, which per statistics is how nearly all players will encounter the game, has a painfully slow start. When you fix, I’d say from a sales perspective prioritise QoL for people who bought it already (fast move, camera options etc) and a way better intro experience for new customers. Just my C-bills 0.02
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Zore posted:Space has basically the perfect conditions for feudalism to actually happen though. Feudalism isn't some sort of 'default' governing mode for societies that are cut off from a larger network of societies. It's a specific reaction to circumstances, primarily economic. "Only having access to one planet" isn't exactly that huge of an informational, economic, or cultural gap, considering that, for example, we currently don't live in feudalism.
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Also one question, and it’s kind of embarrassing since I’ve been interacting with Btech stuff since late 80s and even have the boxed set with the marauder and warhammer (which are cool af) etc in it. In many strategy games, there is a mechanical incentive not to just group your units up in a tight bunch, because some attacks do multi-tile damage. BT has no multi-tile damage. Is there actually any drawback to bunching up tight to wail on some poor mech’s right hand side?
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Some missions will surprise you with reinforcements that could catch you out of place, but other than for objectives I haven't seen one.
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Beefeater1980 posted:I love this game. But I’m not going to touch it again till next patch. Why? Toe to tip, it's just like XCOM
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Beefeater1980 posted:Also one question, and it’s kind of embarrassing since I’ve been interacting with Btech stuff since late 80s and even have the boxed set with the marauder and warhammer (which are cool af) etc in it. It can restrict your movement options next turn because you can't move through mechs. Otherwise no. You're an out-tonned and out-gunned mercenary lance sharpened by actual combat on a biweekly schedule. The way you chew through planetary garrisons is by being more cohesive than they are. The tactics match the story quite nicely.
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While I’m on a posting spree...case in point. An early mission involved defending a base against Marik. One group came from one direction and I wiped ‘em early. The other group just kinda hung out in the lake until the timer ran down and I won. One, a fire starter, unwisely came close and I pounded it a bit. Now, it totally makes sense for that second group to not engage me. In that case, why make me “fight” (click end turn) them? Mission should have ended after wiping group 1 IMO.
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Beefeater1980 posted:Also one question, and it’s kind of embarrassing since I’ve been interacting with Btech stuff since late 80s and even have the boxed set with the marauder and warhammer (which are cool af) etc in it. Not directly, but in a tactical sense it makes better formation to do a close/far/close/far positioning. The reason for this is so that fast mechs can't just jump behind the whole line, relying on you not being able to rotate without exposing your own side. You want to have the firing arc of your rear mechs to include the back of your forward mechs if your setup allows for it.
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Do lbxs exist
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ZenVulgarity posted:Do lbxs exist No
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Dumb question. How do you view what system a contract is in? I see all these contracts but can't tell where I actually have to go to carry them out.
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# ? Jun 16, 2024 08:45 |
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Beefeater1980 posted:BT has no multi-tile damage. Is there actually any drawback to bunching up tight to wail on some poor mech’s right hand side? They all fit in a cone of fire if you bunch them up leaving you vulnerable to a sweep of evasion reducing LRMs or multi-targeted laser fire scoring lucky crits.
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