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Tiny Chalupa posted:I'm heavily leaning towards dropping the 85 ton Battlemaster and adding in a 2nd 75 ton Marauder. Pushing the Armour higher while rocking the few UAC 2 and 5's I've found just make it a monster. Even if not popping heads, targeting the CT or legs of nearly anything sub 65 tons and I 1 round them The Battlemaster has the same available tonnage as a 75 ton heavy so this checks out. They're wierdly overrated except maybe the SLDF version.
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# ? Jun 19, 2021 00:28 |
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# ? Apr 23, 2024 14:57 |
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If you're trying to hunt down specific weapons the modifiers attached to the system will give the shop a bias:quote:* Battlefield: Actuators & Gyros And of course the Black Market which has drat near everything.
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# ? Jun 19, 2021 00:38 |
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And Tyler Too! posted:If you're trying to hunt down specific weapons the modifiers attached to the system will give the shop a bias: That's why pirates are the best faction to keep high rep with.
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# ? Jun 19, 2021 00:45 |
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And Tyler Too! posted:If you're trying to hunt down specific weapons the modifiers attached to the system will give the shop a bias: That's awesome, thanks. I'm trying to get my pirate rep back up but struggling some. Still in the captain and I did a bunch of missions against them without really thinking about it. Woops.
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# ? Jun 19, 2021 01:41 |
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And Tyler Too! posted:And of course the Black Market which has drat near everything. Khajit has wares... if you have coin. Alternate version: That requires gold... do you have some? I honestly can't remember if I ever got the Black market invite in my vanilla/pre-DLC run. I do remember grabbing some pirate pilots in case of events, and they did come in handy. Also Comcast installers and at least one other specific tag that turned out to be helpful.
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# ? Jun 19, 2021 07:26 |
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sean10mm posted:The Battlemaster has the same available tonnage as a 75 ton heavy so this checks out. They're wierdly overrated except maybe the SLDF version. Vanilla did the overengined mechs dirty by defining initiative based on weight. the Engine Initiative mod is an auto-include in all my playthroughs now because it gives the speedier Mechs in each class their own niche. I've been having a shitton of laughs loving OpFors over with a Charger-3K. An assault that has the initiative, move speed, jump distance (and weaponry ) of a medium but punches the gently caress out of everyone? Sign me the hell up.
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# ? Jun 19, 2021 08:20 |
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BEX is really good with that, gives you a reason to consider most of the over engined mechs, except the cicada. Never use the cicada. e: How does the SLDF marauder stack up vs the madcat? I'm like 1 part away from the SLDF maruader and I've got a Madcat Prime. Carcer fucked around with this message at 14:28 on Jun 19, 2021 |
# ? Jun 19, 2021 12:44 |
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Ygolonac posted:Khajit has wares... if you have coin. Hah, the pirate faction hates me so much they even attacked me in space. Instead of paying them 50k, I chose to attack them with my Leopard, and the resulting space battle saw Behemoth launched headfirst into a bulkhead. But seeing the pirates wimping out and retreating was worth it to send one of my best pilots for two months into the med bay. Though of course I don't know if that event fires only if you relentlessly tank your pirate rep, it just worked out really well this way.
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# ? Jun 19, 2021 15:43 |
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You get that even if they like you, though you have the option to tell them that other, bigger, pirates like you a lot. They let you go with a list of excuses why they aren't going to attack you. I also like the option where you can call up the local great house if they like you, the pirates run the hell away when a real warship starts vectoring in on them.
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# ? Jun 19, 2021 15:51 |
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Carcer posted:You get that even if they like you, though you have the option to tell them that other, bigger, pirates like you a lot. They let you go with a list of excuses why they aren't going to attack you. I believe there's a third option that only shows if you have pirate-tagged pilots - either for that, or some other pirate encounter. (Playing RogueTech, so it might be limited to that modpack.) But, now I have a low-level pirate, and an ex-ship-captain, so... maybe pick up a couple more, build some Periphery-custom mechs, and have a lance just for the
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# ? Jun 19, 2021 16:03 |
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I beat the Campaign last night and REALLY enjoyed it. So drat well done. I'm hoping Flashpoint has some cut scenes as I love the art I'm torn on starting a new career and exploring Flashpoint without everything being 5 skulls everywhere I go or just pushing on. I already have 3 90 to 100 ton mechs and pilots getting closer to all 10's in skills.
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# ? Jun 19, 2021 17:32 |
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Tiny Chalupa posted:I beat the Campaign last night and REALLY enjoyed it. So drat well done. I'm hoping Flashpoint has some cut scenes as I love the art I would really recommend starting over, just so you'll experience some actual challenge with the lower level ones.
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# ? Jun 19, 2021 17:42 |
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A dumb question regarding reputation: If your rep with a faction has dropped into "hated", is there any way to repair that faction, or will that particular faction just become inaccessible for the current run? It turns out I killed too many Taurians, and now that I'm operating in Taurian space, the game refuses to roll any missions for Taurians, only Davion-missions. I broke down and ran some Davion-contracts, and now I got a warning message from Taurian authorities. Is it instant game over if you max out negative rep with a faction if you're currently inside said faction's space, or can I safely ignore the message? I'd like to repair my Taurian-rep, but if that's impossible, I'm perfectly willing to bail before Taurian warships start targeting the Argo, ha ha.
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# ? Jun 19, 2021 20:42 |
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You will never be targeted by Great House warships, even when you completely ally with their enemies. At worst you won't be able to take missions. Actually, I think you can always take half-skull missions regardless of your rep unless you ally with their enemies but I'm not 100% on that.
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# ? Jun 19, 2021 20:57 |
Libluini posted:A dumb question regarding reputation: If your rep with a faction has dropped into "hated", is there any way to repair that faction, or will that particular faction just become inaccessible for the current run? They'll never destroy your ship or game over you, but they will close the store and hiring hall to you, making it difficult to operate there very effectively. The only way back in once they hate you is to find a half skull planet and grind dipshit lil half-skull missions until they only dislike you again.
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# ? Jun 19, 2021 21:00 |
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Huh. Thanks. OK, since the only even approximately low-skull systems I see are at the opposite end of the map, I'll guess I'll shelf Project Taurus for now and go back to continue the main campaign for a while. I just managed to get a Marauder, and with 3 heavy mechs I feel I could at least do Panzyr. Does the front line in the campaign open the corridor to Taurian space? Because that would make things a lot easier in the future.
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# ? Jun 19, 2021 21:08 |
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A lot of the 70 & 75 ton mechs are better than most assaults fwiw. Archers can core out just about anything with LRM20's, Orions pack a shitload of armor/firepower, and Marauders are basically cheating with up to 18% called shot headshots. An Atlas & King Crab can ruin your day very quickly though.
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# ? Jun 19, 2021 21:26 |
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And Tyler Too! posted:A lot of the 70 & 75 ton mechs are better than most assaults fwiw. Archers can core out just about anything with LRM20's, Orions pack a shitload of armor/firepower, and Marauders are basically cheating with up to 18% called shot headshots. An Atlas & King Crab can ruin your day very quickly though. Up to 35% called shots on Marauders actually. You can get 18% on any other mech if the pilot has Tactics 9+
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# ? Jun 19, 2021 21:46 |
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And Tyler Too! posted:A lot of the 70 & 75 ton mechs are better than most assaults fwiw. Archers can core out just about anything with LRM20's, Orions pack a shitload of armor/firepower, and Marauders are basically cheating with up to 18% called shot headshots. An Atlas & King Crab can ruin your day very quickly though. Oh yeah, I guess with an Archer and a Marauder to back up my Thunderbolt and Shadowhawk, I'm already set for 1-2 more story missions. Bonus: On my way back across the border I managed to snag up a Snub-PPC+. I'm looking at that damage and I like what I see. My Marauder now also has a heat exchanger+ to reduce the heat build up. I also replaced the old AC with an UAC/5, because why not?
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# ? Jun 19, 2021 22:12 |
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And Tyler Too! posted:An Atlas & King Crab can ruin your day very quickly though.
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# ? Jun 19, 2021 23:00 |
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Reinstalled this for another go-round. What's the current good stuff for mods? For the time being I'm more interested in rebalance (PPCs ), quality of life changes, and tactical flavor (e.g., AI tweaks, enemy ejections, that kind of thing) more than 30xx type overhauls.
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# ? Jun 20, 2021 01:12 |
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the yeti posted:Reinstalled this for another go-round. What's the current good stuff for mods? You could always start with this for a lightweight mod pack: https://drive.google.com/drive/folders/15YNS1pKio9r5fqJkHiuJHEPNY4_8c7Sy?usp=sharing quote:Betterthanvanilla 1.3 by sean10mm sean10mm fucked around with this message at 01:44 on Jun 20, 2021 |
# ? Jun 20, 2021 01:30 |
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I love the Orion but it feels a bit anemic once you get a few other heavies together, or once you're fighting mostly heavies.
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# ? Jun 20, 2021 01:41 |
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Carcer posted:I love the Orion but it feels a bit anemic once you get a few other heavies together, or once you're fighting mostly heavies. It was an A+ heavy mech in vanilla before 1.8/Heavy Metal added the Warhammer, Archer and Marauder. The Warhammer has the +20% energy damage bonus The Archer has bonuses to SRMs or LRMs, so it's better as either a LRM boat OR a ML/SRM brawler The Marauder is an OP headshot machine with the lance command module
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# ? Jun 20, 2021 01:51 |
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Technowolf posted:I would really recommend starting over, just so you'll experience some actual challenge with the lower level ones. Good call! I'm enjoying the challenge(read incredibly frustrated at how lovely my guys are at shooting starting out) of playing. Doing my first Flashpoint, B Lined to it and almost bankrupted myself getting to it, for the Raven. gently caress yeah. This is what I was hoping for. Would I have loved more of the art cut scenes like in the campaign? Absolutely Am I glad there is some actual story tossed in and dialogue and all that? gently caress to the yes Great game!
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# ? Jun 20, 2021 02:47 |
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Carcer posted:I love the Orion but it feels a bit anemic once you get a few other heavies together, or once you're fighting mostly heavies. Orions somehow are always the first heavy I get in a career and I kind of loving hate them lol. The only one I'm really happy to see is the ON1-R because it has 7 missile slots and comes with an XL engine, but I just hate the look they have.
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# ? Jun 20, 2021 02:56 |
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sean10mm posted:You could always start with this for a lightweight mod pack: Thanks dude this seems like just the thing Do I need to configure any of those or edit anything, or have they already got reasonable settings as-packaged?
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# ? Jun 20, 2021 02:59 |
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Tiny Chalupa posted:I beat the Campaign last night and REALLY enjoyed it. So drat well done. I'm hoping Flashpoint has some cut scenes as I love the art I'd say get the DLC, do the HM mini-Campaign FP chain with your endgame save, then start a new career and use my FP Spawn Adjustment mod so the lower skull ones appear earlier when you're on par with their difficulty. Edit: Else, any FP will spawn randomly (besides the two "starter FPs" and the HM mini-campaign) and you usually end up with a lot of 3+ skulls you can't do anything with during your early months. Those low skull FPs have real weight in a new career when you have to choose between 1mil vs some sweet salvage vs "doing the right thing." Compared to doing those in an endgame save, where you don't really care about most random salvage and money is an afterthought, the tension isn't the same. Your deep endgame bench also makes the consecutive FPs much easier vs making the hard choices on who or what to deploy after taking a beating on the previous mission. Amechwarrior fucked around with this message at 11:24 on Jun 20, 2021 |
# ? Jun 20, 2021 03:18 |
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Gwaihir posted:Orions somehow are always the first heavy I get in a career and I kind of loving hate them lol. The only one I'm really happy to see is the ON1-R because it has 7 missile slots and comes with an XL engine, but I just hate the look they have. You'll pry my walking angular murder box away from my cold, dead hands.
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# ? Jun 20, 2021 11:46 |
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the yeti posted:Thanks dude this seems like just the thing They are all configured with the settings I use to play. You just need to install modtek.
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# ? Jun 20, 2021 12:19 |
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Welp, I went ahead and enabled mechs going up through Jihad in my Roguetech run, to see if I can get some real zoot weapons and gear. Had a chance of a Heavy Gauss from a Hollander II, but after I blew off a leg, the allied turrets crit'd the poo poo out of the gun. (Did get 3x ammo for it, though.) Another mission, 3x AP Gauss, for Hyper-Gauss fun... and no ammo. I'd have the ammo, except something else dropped I wanted. Clan Arrow IV, for weight and slot savings. And where did I find said Clan goodie? Kit Fox V. Yes, 30-ton scout, 12 tons of bombardment missile with three tons of ammo. Oh, and a couple Clan ER Small Lasers for when you finish off your 15 big shots. It's a loving SCUD launcher with legs.
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# ? Jun 21, 2021 04:44 |
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Is there any greater joy in this game than getting Black Market access early and immediately putting yourself on the edge of bankruptcy buying the parts for an assault mech? Because I now have a missile boat Highlander.
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# ? Jun 21, 2021 12:33 |
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Quick question about BEX, as I know a lot of you guys play it/modify it Is there a good way for me to tell in the mod files where a certain faction is at certain times? Say if I'm chasing Snords irregulars or Wolfs dragoons?
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# ? Jun 21, 2021 13:28 |
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TescoBag posted:Quick question about BEX, as I know a lot of you guys play it/modify it The file that tracks where each subfaction is when is BT_Extended_Timeline/UnitSetting.json - I think you want the UnitsOnPlanets section. Unfortunately everything is done by meaningless identifiers, so you have to decode those by checking the name in each file in BT_Extended_Timeline\factions. For Snords specifically, they're faction_Merc28, but I can't find wolfs dragoons. But in UnitSettings.json the only reference to Snords/Merc28 is in the MercenariesAllegiance section - they don't appear in UnitsOnPlanets. So maybe they never garrison a planet? But then I'm not sure what causes them to appear - e.g. do merc factions aligned with a faction but not garrisoning a planet just randomly replace their parent faction on missions? It seems weird since Merc27, for example, is declared alongside Snord in MercenariesAllegiance but also appears in the UnitsOnPlanets section. junidog fucked around with this message at 14:05 on Jun 21, 2021 |
# ? Jun 21, 2021 14:02 |
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junidog posted:The file that tracks where each subfaction is when is BT_Extended_Timeline/UnitSetting.json - I think you want the UnitsOnPlanets section. Unfortunately everything is done by meaningless identifiers, so you have to decode those by checking the name in each file in BT_Extended_Timeline\factions. For Snords specifically, they're faction_Merc28, but I can't find wolfs dragoons. But in UnitSettings.json the only reference to Snords/Merc28 is in the MercenariesAllegiance section - they don't appear in UnitsOnPlanets. So maybe they never garrison a planet? But then I'm not sure what causes them to appear - e.g. do merc factions aligned with a faction but not garrisoning a planet just randomly replace their parent faction on missions? It seems weird since Merc27, for example, is declared alongside Snord in MercenariesAllegiance but also appears in the UnitsOnPlanets section. Looks like it might have something to do with the "MercenariesAllegiance" section of unitsettings.json? Looks like they can be randomly replaced as faction forces sometimes maybe?
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# ? Jun 21, 2021 14:10 |
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New addition to the giant stack of mods in RogueTech - there's now location- and severity-specific *pilot* damage. You got yer broken bones (arms, legs, jaws, including compound fractures), you got yer burns (all locations), and you got yer concussions ("Everything is spinny"). And you got *bleedout*. This gives you a limited number of turns ("activations") to either complete the mission, extract or eject. Or, y'know... die. Works on both enemies and your own pilots, injury notifications show up in the combat result floaties. (Bleedout is red, and does let you know the countdown each turn, so you can panic appropriately.) Anything that normally will cause pilot injuries (torso destruction, ammo explosion, headshots, falling down, massive overheating) will now drop what appears to be appropriate specific injuries - fall down? Break poo poo. Internal explosion? I think that's where the burns are coming from. Wounds also cause debuffs during combat - busted legs affect movement, for example. And if they're severe enough, you can gain the "debilitated" tag, which keeps that debuff past the normal healing time. That tag can be removed via events (I don't know which ones), or by hitting up a higher-tech world and getting prosthetics. Upcoming is requiring implants to use DNI/Advanced Imaging gear, but that's apparently waiting for a savebreak because there's no easy way to wedge that in. I know what you're thinking - "gently caress RogueTech." But wait! It's not an RT exclusive, it's standalone! Fella on Reddit has been running it in his BEX campaign, so you can probably increase your sadism/masochism ranking with Fetish Review Board in any modpack or buffet-modded play. I don't have the link because I just casually glanced at the info and skimmed the details, but it's apparently called Tis But A Scratch, and it's on github. I am dearly hoping that this will affect morale - if someone is all busted up but their ride is still is working condition, you'd think they'd be more susceptible to panic-ejections... Edit: now with linkie! https://github.com/ajkroeg/TisButAScratch Ygolonac fucked around with this message at 19:15 on Jun 22, 2021 |
# ? Jun 22, 2021 18:59 |
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Why would the pilot's busted leg impact the mech's movement?
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# ? Jun 22, 2021 20:04 |
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A Strange Aeon posted:Why would the pilot's busted leg impact the mech's movement? Not sure how canon it is but in MWO you can see pedals inside some of the cockpits, the Annihilator in particular. I guess those control acceleration/deceleration.
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# ? Jun 22, 2021 20:11 |
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A Strange Aeon posted:Why would the pilot's busted leg impact the mech's movement? I think this is based on the idea that you're using mech joysticks to control your arms, and foot pedals to control your mech's movement. Nope. Thanks, but that's a bit too excessive for my taste. I like it that pilot injuries are safely abstracted away so I don't have to get an aneurysm when one of my pilots has their third injury resulting in a broken penis, which leads to them panicking, ejecting and landing head first on the Katana of the enemy Kuritan pilot which panic-ejected a turn earlier and impaled himself on the left foot of his Panther
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# ? Jun 22, 2021 20:14 |
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# ? Apr 23, 2024 14:57 |
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Dwarf fortress with battlemechs
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# ? Jun 22, 2021 20:18 |