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Party In My Diapee posted:What are the dumb things that should be deactivated? And is there anything optional/extra that should be added to it that's not included by default? BEX by default is pretty rad. I did add some of sean10mm's "must have" mods as well bc he's got a good head for robotting. Here's what my current mod folder is shitted up with: BTW, it wasn't a Behemoth, it was a Nightstar. Drunken gameposting is hard. Here's my main lance that I can usually just walk into anything with and blow poo poo up: This is my commander's robot. I project myself into it and jump right the gently caress into the middle of poo poo asap, pick the scariest robot and blast it with a called headshot or whittle down evasion pips while spotting for the next robots. This is my 2nd move/shooter, piloted by everyones "restart your game if she dies" pilot. I'll jump in with her and shoot usually shoot a called CT shot at the next dude... if it doesn't die then... The aforementioned Nightstar. I let this shoot 3rd and it really just kills everything it touches. Miss the lack of JJ's, but the reach with it's range is so who gives a poo poo. Love this thing unironically. My last move of a 1-lance drop. Cleans up what isn't dead or dashes around towards the next chunk of baddies to spot for the next round. C3 Command for the initiative win. This is my lightning round solo-dropper thanks to Gwahir's/PTN's suggestions on those hosed up arty-spotting missions. I would legit drive this all the time if it were real because it is hilarious to jump behind fools, call a rear ct shot at medium range, then jump/sprint out 300km away to cool off. PS- for fucks sake, just get the drat DLC already while you're at it. armchairyoda fucked around with this message at 20:43 on Jul 24, 2021 |
# ? Jul 24, 2021 20:41 |
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# ? Apr 18, 2024 00:18 |
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Party In My Diapee posted:What are the dumb things that should be deactivated? And is there anything optional/extra that should be added to it that's not included by default? The biggest issue is the endgame turrets. They have 600-700 total armor+structure and have assault mech loadouts. They completely break all base destruction/capture missions that they're in. Removing them, and leaving the base turrets in, is a simple matter of deleting a few lines in a text file, deleting a temp folder and restarting the game. I've done it in my copy and I can tell you how if you're interested. The second worst thing is the XP scaling. Pilots stop gaining XP from lower level missions when they hit certain thresholds. The thresholds are set so you kind of hit a wall around the time you're transitioning to heavy lances. Removing this is also easy. You just need to edit some values in a text file. Once again, I've done this in my copy and I can show you how if you're interested. The other thing people often complain about is pilot fatigue. Basically, after dropping, the pilot needs a certain number of days to rest before dropping again, or else they get low spirits. You can drop with fatigued pilots and the low spirits usually go away before the next planet. When your pilots have higher guts and you have more pilots, it becomes a non factor. I still have this activated, but if you want to turn it off, it's a sub mod that can be toggled off in the in-game mod menu.
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# ? Jul 24, 2021 22:47 |
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Organ Fiend posted:. This is an interesting one because in the base game you can do like 5 missions on the same in game day if you want. It's weird that a mission doesn't advance the game even by a day
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# ? Jul 24, 2021 22:51 |
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ilmucche posted:This is an interesting one because in the base game you can do like 5 missions on the same in game day if you want. It's weird that a mission doesn't advance the game even by a day In previous versions of the game, doing a mission did advance the timeline by a day. Not sure when that was changed.
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# ? Jul 24, 2021 22:54 |
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If it automatically advances a day I don't get to set which repair job to start and lose precious time. You can always manually advance a day if you're not immediately leaving the system anyway. I quite liked the xp limiting idea, don't know how it works in practice but maxed out pilots are pretty broken and I like having a crop of expendable weirdos with strengths and weaknesses. I've been setting progression to slow and that's fine, though.
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# ? Jul 25, 2021 02:20 |
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Organ Fiend posted:The biggest issue is the endgame turrets. They have 600-700 total armor+structure and have assault mech loadouts. They completely break all base destruction/capture missions that they're in. Removing them, and leaving the base turrets in, is a simple matter of deleting a few lines in a text file, deleting a temp folder and restarting the game. I've done it in my copy and I can tell you how if you're interested. Thanks everyone, sounds very good. These two things mentioned seem like they would be annoying though, so i'd appreciate if you could show me how to disable it. Editing a text file i can do.
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# ? Jul 25, 2021 08:11 |
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I've been playing the game for like two weeks now and it's great but vanilla with no DLC every mission is more or less a battle. The evac zones are always in the dumbest place and all the enemies will aggro on you anyways so it's way easier to just melt everything instead of doing objectives. I'm sure this has been covered a million times since 2018 so I apologise for my incredibly late hot takes on the game.
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# ? Jul 25, 2021 11:16 |
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hemale in pain posted:I've been playing the game for like two weeks now and it's great but vanilla with no DLC every mission is more or less a battle. The evac zones are always in the dumbest place and all the enemies will aggro on you anyways so it's way easier to just melt everything instead of doing objectives. I'm sure this has been covered a million times since 2018 so I apologise for my incredibly late hot takes on the game. I've had like one mission where the evac was away from the reinforcements so I took it. One of them the evac was in the middle of a lake when the opfor was moving towards me on the shoreline
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# ? Jul 25, 2021 11:24 |
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Whenever I try to withdraw and limit the bloodshed someone gets their arm blown off or shot in the head for their trouble. Safer just to keep murdering people. Must be spending too much time working as planetary police.
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# ? Jul 25, 2021 11:39 |
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Yeah evac is almost always functionally worthless because of where the evac zones are placed. Also get all the DLC and play career mode once you have beat the campaign.
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# ? Jul 25, 2021 11:50 |
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sean10mm posted:Yeah evac is almost always functionally worthless because of where the evac zones are placed. I will, i'm just playing it free on gamepass at the moment and then i'll wait for a sale on steam or whatever to pick up the game+dlc.
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# ? Jul 25, 2021 11:56 |
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Someone gets shot in the head like every other mission anyway. My team is always on the IR
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# ? Jul 25, 2021 12:03 |
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The Snub PPC++ with +10 damage is a pretty bonkers upgrade.
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# ? Jul 25, 2021 14:41 |
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hemale in pain posted:I will, i'm just playing it free on gamepass at the moment and then i'll wait for a sale on steam or whatever to pick up the game+dlc. sassassin posted:The Snub PPC++ with +10 damage is a pretty bonkers upgrade. It's real good for any non headshot build. Real hot but unlike vanilla PPCs the damage justifies it.
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# ? Jul 25, 2021 15:04 |
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sassassin posted:The Snub PPC++ with +10 damage is a pretty bonkers upgrade. It totally is. Now put 2 on a warhammer.
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# ? Jul 25, 2021 15:07 |
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Party In My Diapee posted:Thanks everyone, sounds very good. These two things mentioned seem like they would be annoying though, so i'd appreciate if you could show me how to disable it. Editing a text file i can do. How to disable the turrets: Organ Fiend posted:There are two things you need to do. How to disable the XP caps: Organ Fiend posted:Here's how to disable it: go to the mod.json file in the BATTLETECH\Mods\BT_Extended_CE directory and change the following line from this:
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# ? Jul 25, 2021 15:11 |
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Organ Fiend posted:It totally is. I've bought one in Thurrock as the third planet visited in a new career. Strapping it on the left arm of an Enforcer to hunt bugs on 1/1.5 star planets. Also picked up a UAC5++ -2 recoil -2 tons, which is a damned fine piece of engineering. Maybe this will be enough to make me commit to a save beyond ~100 days. The campaign story is pretty bad but the progression structure does make it easier to focus.
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# ? Jul 25, 2021 15:22 |
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I don't know if two UAC20s on an annihilator is the most efficient way to kill things but it sure is fun
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# ? Jul 25, 2021 18:36 |
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Whooof. Cleared all the Solaris League fights at a game world, but there was a flashpoint: Limited Gladiator Combat (Hard), five skulls. "Sure, let's see how bad it is..." Dropped my melee Screamer, figured maybe I could force a bleedout or and engine kill. Target is a Daishi. Who brought bodyguards - a Firestarter and Marauder that I spotted, and something mauled half my LAM off before the Daishi finis- OOPS PROCESS KILLED HOW HORRIBLE Think I found the fight where I need to use a nuke. Which aren't activated. Which is obvious, because I haven't taken one in the teeth. I did find something dumb to do, though. Seems I have an Adder-J in storage, Omni, 10 hardpoints. Factory build is (permanently mounted) center-torso flamer, HAG20 and four AP Gauss riles. But I have... *other* parts in storage. Six more lil' AP Gauss, for example. Stupid flamer keeps me from going all-electropew, but nine would do, I guess. +50% crit chance per shot. 6 damage per projectile, 3 stability. 3 projectiles per shot. Clustering, too. It's made of paper, it's sandpaper city, but for a light-fight, it could be amusing. The Walking Ontos.
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# ? Jul 25, 2021 20:06 |
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I'm about a year into my first campaign and about to liberate Smithon and I got a few questions -Can I hold off on story missions (like the liberaration one) indefinitely and just do side missions for as long as I like? -Can I keep doing missions after completing the story? -Am I screwing myself if I don't go for maximum tonnage I can bring each time? I like having a small speedy mech for flanking and scouting.
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# ? Jul 25, 2021 23:21 |
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Yes. I took 20 in game years to finish the campaign. Yes, campaign basically becomes career mode after it’s done. Yes and no. There are silly broken builds for a few light mechs that make them viable well into endgame, but I don’t remember them offhand. I think you’d have to look into the earlier part of this thread.
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# ? Jul 25, 2021 23:28 |
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Away all Goats posted:I'm about a year into my first campaign and about to liberate Smithon and I got a few questions You can but in campaign mode difficulty progression (and therefore what you can see in missions) is tied to campaign progression.
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# ? Jul 25, 2021 23:35 |
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99 days into the career and a 1.5 star Bounty Hunting mission gives me an Atlas with a sickly pilot who passed out the first time I knocked him over. I win. edit: I don't have nearly enough guns and gadgets for this sort of tonnage. sassassin fucked around with this message at 00:22 on Jul 26, 2021 |
# ? Jul 25, 2021 23:57 |
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Away all Goats posted:-Am I screwing myself if I don't go for maximum tonnage I can bring each time? I like having a small speedy mech for flanking and scouting. The Firestarter is a lategame powerhouse, it's outclassed by the Royal Phoenix Hawk in terms of raw backstabbing potential, but the Walking Warcrime is a better tank than the Pixie so it evens out. The initial build is 5 small lasers and 2 medium lasers, but when you get Black Market access it's generally a good idea to swap out the medium lasers for a pair of the 1 ton +50 damage arm mods (and as many of the 0 damage +20 damage arm mods as you can squeeze in after). It lets the Firestarter punch entire torsos off of assault 'Mechs if you punch them in the back. The only truly vital component is a +hit defense gyro, so you can take advantage of the light 'Mech's innate hit defense. +3 hit defense gyro, a +3 hit defense pilot (piloting 10), and a +2 innate bonus for being a light 'Mech is essentially 4 free evasion pips even before movement. Couple that with a Surefooted pilot (+1 evasion pip when you move and you can exceed the normal cap) and you can make a 'Mech that two lances of enemy 'Mechs will have a hard time landing shots on unless they've got a serious height advantage. Having a light 'Mech around to make the AI go "Ooh, light 'Mech! I can kill that in one turn! Oh, I only have a 5% chance to hit it. I'll just fire one medium laser I guess." is a powerful strategy. PoptartsNinja fucked around with this message at 02:47 on Jul 26, 2021 |
# ? Jul 26, 2021 02:45 |
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okay im allied with the pirates. but if a system owner loathes me, i can't use the black market there? so if i get hated by a faction because i did a lot of poo poo for the pirates with them as the target, i'm locked out of all shops for the region?
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# ? Jul 26, 2021 10:33 |
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crepeface posted:okay im allied with the pirates. but if a system owner loathes me, i can't use the black market there? so if i get hated by a faction because i did a lot of poo poo for the pirates with them as the target, i'm locked out of all shops for the region? Edit: In fact, allying with pirates makes basically everyone hate you, so it's the kind of thing you do exactly once, for the achievement, and then never again.
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# ? Jul 26, 2021 10:40 |
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girl dick energy posted:You don't need to ally with the pirates to use the black market. You just need them to like you enough that you can afford the invitation fee when it comes up in a random event. great!!!!!
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# ? Jul 26, 2021 10:54 |
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You can break your alliance with them and start repairing your reputations with the other factions.
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# ? Jul 26, 2021 11:24 |
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crepeface posted:okay im allied with the pirates. but if a system owner loathes me, i can't use the black market there? so if i get hated by a faction because i did a lot of poo poo for the pirates with them as the target, i'm locked out of all shops for the region? You can still use the store, you just have to access it the other way. If I remember right, the "store" button on the Argo-orbiting-planet screen doesn't work but the "store" button on the bottom-left menu of stuff to do does work, it will just take you directly to the black market instead of opening the home faction shop first. Or it might be the other way around. But I know you can still access the black market because I've done that before many times while going through Taurian and Capellan space.
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# ? Jul 26, 2021 13:53 |
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vyelkin posted:You can still use the store, you just have to access it the other way. If I remember right, the "store" button on the Argo-orbiting-planet screen doesn't work but the "store" button on the bottom-left menu of stuff to do does work, it will just take you directly to the black market instead of opening the home faction shop first. Or it might be the other way around. But I know you can still access the black market because I've done that before many times while going through Taurian and Capellan space. by bottom-left menu, do you mean when you're in the "equip mech" screen? it's greyed out for me. edit: oh, i found it. it's in the bottom right after you're in the argo screen. thanks!
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# ? Jul 27, 2021 05:39 |
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crepeface posted:by bottom-left menu, do you mean when you're in the "equip mech" screen? it's greyed out for me. In the bottom right of the argo screen there's a button you can click. Can't take a screenshot, but it's just above where the orbit-transit-jumpship thing is during transit.
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# ? Jul 27, 2021 05:41 |
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I'm enjoying the Battletech Extended mod after recommendations from this thread. I'm wondering how i can tell which factions are hostile to each other and if it is static?
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# ? Jul 28, 2021 12:24 |
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Party In My Diapee posted:I'm enjoying the Battletech Extended mod after recommendations from this thread. I'm wondering how i can tell which factions are hostile to each other and if it is static? I think it's under the reputation tab, you might have to mouse over the faction name/icon for it to pop up. It's static in vanilla but might change over time in BEX based on the tabletop game's lore, I don't remember.
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# ? Jul 28, 2021 12:26 |
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Base defense, la la la, wipe out the first wave. Second wave arrives, boring poo poo mostly... ooooh, Marauder. I can alway use another one of those... what's an LT variant? BOOOOM! WHOOOSH! Oh, Long Tom. With Inferno. I now own my first Long Tom, with two whole tons of Inferno (ten shots, I think). Which is *not* staying in a Marauder, thank you, I just need to put together something assault-y that can carry both the LT and the Sniper artillery, and as much ammo as I can scrounge up, especially if I ever find some Sniper Inferno... Stonking huge AoE on that fire, too - engulfed the entire base and about half my defending forces. Wonder if I can overheat the entire enemy drop in the first round, between the mortarboat, ArrowIV, Thumper (maybe two, if I can get another 2-ballistic assault) and Sniper/Long Tom...
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# ? Jul 29, 2021 00:16 |
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apparently bulwark + the gunnery skills is bad??? I have it on nearly all my pilots. Is the archer the best late game LRM boat? I've been running an archer with two +1 damage LRM20s, but it's well outpaced by the 2 UAC/20 annihilator and the two LBX20 annihilator. is it generally better to stick the heaviest guns you can on a mech?
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# ? Jul 30, 2021 19:16 |
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It is not bad, that is the preferred build for any mech you'd like to use with two very heavy weapons (Things with twin gauss or twin UAC20), or on LRM boats. Bulwark + Coolant vent + Sure Footed is the other generic just do everything build and is typically what you want for anything you aren't sure about.
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# ? Jul 30, 2021 19:28 |
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ilmucche posted:apparently bulwark + the gunnery skills is bad??? I have it on nearly all my pilots. Gwaihir posted:It is not bad, that is the preferred build for any mech you'd like to use with two very heavy weapons (Things with twin gauss or twin UAC20), or on LRM boats. Though it's worth noting you can actual split fire between three targets, so you can use it on something with two or three heavy weapons. Or even just one heavy weapon and a bunch of smaller weapons, and just never fire the heavy one at the same target as the others.
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# ? Jul 30, 2021 20:04 |
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I should probably be multi targetting but coring out an assault with a called CT shot with 2x 144x2 damage is too fun. Also I tend to blow off arms when I multi target instead of getting kills.
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# ? Jul 31, 2021 11:45 |
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Multi-target has niche uses but isn't a staple, unless you're building a 'Mech explicitly to take advantage of it you're generally better off not splitting your fire. None of the skills in the game are bad, but I'd say Multitarget is a reasonable contender for the "worst" skill in the game. Edit: I'd say the other contenders are Sensor Lock, which also has niche uses but isn't necessarily something you want to be taking advantage of every turn; and Ace Pilot which is a powerful skill that a lot of the best 'Mechs have difficulty making good use of. PoptartsNinja fucked around with this message at 12:26 on Jul 31, 2021 |
# ? Jul 31, 2021 12:23 |
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# ? Apr 18, 2024 00:18 |
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PoptartsNinja posted:Multi-target has niche uses but isn't a staple, unless you're building a 'Mech explicitly to take advantage of it you're generally better off not splitting your fire. Multitarget is valuable for base defense and convoy escort. Sensor lock is something you get on the way to master tactician.
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# ? Jul 31, 2021 13:08 |