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Cease to Hope
Dec 12, 2011
lol that Skoll was posting in nazi discords, in the screenshots in the PPJ modding drama

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Star Man
Jun 1, 2008

There's a star maaaaaan
Over the rainbow
All right, which one of you was this?

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


caedwalla posted:

I had extremely high Davion rep pretty early in the game by just doing the first few story missions and the high priority missions there.

Multi mission contracts are great once you have a couple of extra mechs because of the 25% extra money and 50% extra salvage.

Davion absolutely adores me. Kurita, not so much .....

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

Cease to Hope posted:

lol that Skoll was posting in nazi discords, in the screenshots in the PPJ modding drama

jesus really

Cease to Hope
Dec 12, 2011

Pattonesque posted:

jesus really

yuuuuuup, it was in the first screenshots in the PPJ thread. it's possible it was someone else with the same name, I suppose, but still, lmao

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

Cease to Hope posted:

yuuuuuup, it was in the first screenshots in the PPJ thread. it's possible it was someone else with the same name, I suppose, but still, lmao

say it aint skoll :(

there were at least three other robot goons I would have guessed before him

Legit Businessman
Sep 2, 2007


Pattonesque posted:

say it aint skoll :(

there were at least three other robot goons I would have guessed before him

Ummm, who was more of an admitted nazi than skoll?

sebmojo
Oct 23, 2010


Legit Cyberpunk









Yeah skoll was not shy about it

Dramicus
Mar 26, 2010
Grimey Drawer
IIRC Skoll was a reddit pubbie recruit, who joined WoL first, then the forums.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
I had some fun matches with Skoll and he was often active during ANZAC prime time, but this sadly didn't come as a surprise.

Bubbacub
Apr 17, 2001

The MW5 Atlas is disappointingly wimpy. The missile hardpoints only fit 2xSRM6, so there's all this leftover tonnage that's only fillable with heat sinks.

timn
Mar 16, 2010
I've had great results giving them an LRM 20 and an LRM 10. Two of those in my lance gives some great fire support and they still have four medium lasers and a large ballistic on top of that. You definitely end up undertonned if you put an SRM6 in a large missile hardpoint.

To me the only thing it's really missing is a large energy hardpoint because the AI gets pretty good at sniping vehicles with lasers and PPCs. The other variant has one, but you lose the large ballistic which I think is more valuable.

Rhymenoserous
May 23, 2008

Bubbacub posted:

The MW5 Atlas is disappointingly wimpy. The missile hardpoints only fit 2xSRM6, so there's all this leftover tonnage that's only fillable with heat sinks.

2x Artemis SRM6’s are actually really nasty.

Rhymenoserous
May 23, 2008
Like I can’t stress enough what a major upgrade Artemis SRMs are in a player controlled robot.

Lord Stimperor
Jun 13, 2018

I'm a lovable meme.

I build an SRM stalker with and without Artemis, and I couldn't really tell the difference in results. How bad am I?

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
Depending on how close you are, no reason to use artemis on SRMs.

Just get closer.

Hellequin
Feb 26, 2008

You Scream! You open your TORN, ROTTED, DECOMPOSED MOUTH AND SCREAM!
SRMs are just really good in MW5 I legged an atlas in 30 seconds during an assassination mission where I was severely undertonned using the hero Kintaro armed with 3x srm-6 and 2x srm-4s.

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



my AI atlases are constantly getting shredded way faster than other lighter mechs. I don’t know if this is because they just wade in trying to put the ac20 to use or what but compared to marauders or archers they’re just a liability. i wish there was a way to prioritize what weapons your ai uses first so they don’t default to the highest damage without having to manually stick them in a spot and micromanage their encounters. if not specific weapons than at least engagement range option would be nice.

it gets kind of annoying to have to manage enemy agro and tank so your lancemates dont get torn up immediately. maybe i’m just bad I don’t know.

Quincy80
Jul 3, 2012
Is the mercenary rank grind supposed to be painfully slow? I think I may have botched it by giving myself a stupid amount of cbills. It's something like 10-15 missions at the recommended rank to hit the next level. I'm just not willing to commit that kind of time.

caedwalla
Nov 1, 2007

the eye has it
Are you doing the high priority missions/flashpoints or whatever they're called? Those mission chains give a shitload of reputation.

Fil5000
Jun 23, 2003

HOLD ON GUYS I'M POSTING ABOUT INTERNET ROBOTS

Dramicus posted:

IIRC Skoll was a reddit pubbie recruit, who joined WoL first, then the forums.

I mean regardless of where he came from he was a) a goon that was b) unsubtly a nazi dickhead.

RangerKarl
Oct 7, 2013
just FYI the mod editor is out but I doubt we'll see anything especially interesting this early. This isn't exactly a Bethesda game.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

Fil5000 posted:

I mean regardless of where he came from he was a) a goon that was b) unsubtly a nazi dickhead.

there was one guy I remember who would drop in and complain about Muslims constantly (while immediately dying lol)

Lord Stimperor
Jun 13, 2018

I'm a lovable meme.

TK-42-1 posted:

my AI atlases are constantly getting shredded way faster than other lighter mechs. I don’t know if this is because they just wade in trying to put the ac20 to use or what but compared to marauders or archers they’re just a liability. i wish there was a way to prioritize what weapons your ai uses first so they don’t default to the highest damage without having to manually stick them in a spot and micromanage their encounters. if not specific weapons than at least engagement range option would be nice.

it gets kind of annoying to have to manage enemy agro and tank so your lancemates dont get torn up immediately. maybe i’m just bad I don’t know.

In my experience, the ai is bad with brawlers

sebmojo
Oct 23, 2010


Legit Cyberpunk









RangerKarl posted:

just FYI the mod editor is out but I doubt we'll see anything especially interesting this early. This isn't exactly a Bethesda game.

Something that makes all weapons small size would be great, make building a lot more versatile.

Purr Objectives
Mar 3, 2017

Live fast, die young, and leave a beautiful corpse.

sebmojo posted:

Something that makes all weapons small size would be great, make building a lot more versatile.

This.

Let me make weird frankenmechs TIA.

aniviron
Sep 11, 2014

That would help, but sort of only half addresses the problem. It makes mechs like the Stalker really great because of their huge number of hardpoints which can now fit anything, but for mechs which already carried a small number of big weapons, it's still sorta hosed. Needs to be done with adding more hardpoints (which might not work with the visual customization system).

Pornographic Memory
Dec 17, 2008
Hopefully there's some unused assets there, the models look essentially unchanged from MWO and it didn't seem like they finalized their implementation of the mechlab until basically the last minute so it's very possible that the models for the MWO-style hardpoints are in the game from a previous iteration of the mechlab.

Purr Objectives
Mar 3, 2017

Live fast, die young, and leave a beautiful corpse.
HBS Battletech uses it.

FishFood
Apr 1, 2012

Now with brine shrimp!
I'm a little confused as to why they didn't use the MWO/HBS style hardpoints to begin with, the current implementation is so limiting. I get wanting the different chassis to feel unique, but it really hurts mechs like the Griffon with its piddly 2 hardpoints. You're pigeonholed into using the stock configuration which is not ideal.

I would assume it wouldn't be too difficult to port in the MWO models, but I'm not a developer. Does MW5 have any mechs that MWO lacks?

Q_res
Oct 29, 2005

We're fucking built for this shit!
MW5 is nothing but ported in MWO models.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
And some how they hosed up carrying over paint jobs from MWO to MW5.

caedwalla
Nov 1, 2007

the eye has it

FishFood posted:

I'm a little confused as to why they didn't use the MWO/HBS style hardpoints to begin with, the current implementation is so limiting. I get wanting the different chassis to feel unique, but it really hurts mechs like the Griffon with its piddly 2 hardpoints. You're pigeonholed into using the stock configuration which is not ideal.

I would assume it wouldn't be too difficult to port in the MWO models, but I'm not a developer. Does MW5 have any mechs that MWO lacks?

You mention how bad the Griffon is (and two hardpoints is a joke) but by God they are a priority target any time they show up in the campaign. In my experience a PPC in the hands of an AI is some kind of God damned superweapon.

Unrelated: my first experience with a Firestarter in any MW game was MechCommander and since then any FS that doesn't have a PPC just feels wrong. Please tell me I'm not the only one.

Further unrelated: bring back the MW3 mechlab and let me fill an Atlas' entire structure with machine guns. Legs, head, rear torso, everywhere.

Gabrielite
Apr 24, 2008
I kinda have the feeling they were going to do that originally but for some reason decided not to. Maybe they felt they didn't have time to make or correct model issues with all the weapon combos?

I noticed recently the Rifleman Dao Breaker hero mech has the exact same stock loadout as the 3N, as it does in MWO, but since the MW5 hardpoint system is limited to whatever the stock loadout is there is no functional difference between the two. It's just a redundant hero mech to the 3N. I've seen a couple other hardpoint graphical issues as well - Zeus left arm issue with AC10, Hunchback 4J issue with the missile hardpoints. And obviously there's plenty of visually closed hardpoints on mechs where there are in MWO.

I just wonder if it was a intentional decision for gameplay balance or if it was something they couldn't prioritize in getting the game out the door.

Gothsheep
Apr 22, 2010

Lord Stimperor posted:

In my experience, the ai is bad with brawlers

Is there anything the AI is good with?


And my guess is that they went with this style of hardpoints to make mech chassis/variants more important, and make Omnitech matter more, without strictly locking you into the 'this is that mech's loadout like it or move on' that 'true' Battletech has.

Q_res
Oct 29, 2005

We're fucking built for this shit!

Gabrielite posted:

I kinda have the feeling they were going to do that originally but for some reason decided not to.

Actually, the current MechLab in the game is a response to player reaction to their original intended ML implementation. Which was actually even more restrictive.

I actually think the idea of a more restrictive MechLab was a good one, they just missed the mark. No need to go back to the bad ol' days of MW3 where the only defining characteristic of a Mech was its tonnage. I'm not really interested in playing a MechWarrior game where there's zero difference between a Hunchback, Centurion and Trebuchet once you get it in the MechLab. It's just typical PGI, the idea actually has merit, the implementation is just as pisspoor as humanly possible.

Arglebargle III
Feb 21, 2006

I guess I don't see what's wrong with it. I kinda like the gun-is-a-gun and tank-is-a-tank approach to military wargames, it makes you think more about tactics and less about the minutiae of equipment. Although I see the draw of finnicky details for mech fans.

I haven't played the game very much though. It bugged out on me too many times.

novaSphere
Jan 25, 2003

I thought MWO had a perfectly serviceable mechlab and I don't quite understand why MW5 took a step back.

Q_res
Oct 29, 2005

We're fucking built for this shit!
That actually raises a pretty fair point. The actual problems with the MWO MechLab pretty much all relate to MP balance issues, it would be perfectly serviceable in MW5 since that's not an issue. Ditching engine swaps, and stealing the Support hardpoint concept from HBStech would have accomplished what they seem to have been going for, without killing customization to such a degree.

edit: The other way I would have liked to see them go with a hardpoint system where you can swap different types of weapons, but with different sets of restrictions. AC/5s and PPCs are interchangeable now, but Medium Lasers and PPCs aren't. Or, you can have your dual Gauss Catapult but they go in the arms instead of the cheeks.

Q_res fucked around with this message at 03:43 on Jan 15, 2020

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Rhymenoserous
May 23, 2008

Gothsheep posted:

Is there anything the AI is good with?

PPCs. Seriously. My entire AI lance is PPC mechs and it’s actually insanely effective.

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