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One thing some folks who end up disillusioned with lights neglect to do is actually cranking up the armor on them, due to the assumption that it doesn't matter, that they get blown up anyway. This is a mistake, a few extra points of armor can go a very long way when all you ideally take is the odd stray shot.
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# ? Mar 7, 2024 23:28 |
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# ? May 9, 2024 06:04 |
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There are people that don't max the armor of every mech?
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# ? Mar 8, 2024 00:04 |
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I've played enough of the new BTA to say, they way overnerfed the artillery and it's going to see a major correction soon. It's essentially taken out of the game.
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# ? Mar 8, 2024 00:13 |
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StrixNebulosa posted:Thanks for this, btw! I want to play vanilla but bugfixes are always welcome. A few other vanilla or vanilla-ish mods I think are cool: BetterAI - enemies are more aggressive & can reserve BTML Color LOS Mod - make targeting lines give more information / have different colors BTRandomMechComponentUpgrader - enemies can get + weapons & upgrades BT Simple Mech Assembly - Yang can glue mech parts from variants together Headshot Weapon Limit - Nerf called headshots by limiting how many weapons can be used MechMaintenanceByCost - cheap mechs costs less for upkeep than an Atlas II PilotHealthPopup - shows you the HP when you injure an enemy pilot PPC 30 Heat - most people agree that 35 heat PPCs are pretty underpowered (this is a super-basic sample mod I made to demo how easy mods are) I made a mod called SLDF Incoming which hasthe special SLDF mechs show up as enemies in missions. They're still quite rare, and show up with a strong lance of good support and high-end pilots. It's semi-vanilla: the mechs are in the game, they just never get spawned in missions. The only place you see them is shops and rewards.
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# ? Mar 8, 2024 00:26 |
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I never even used artillery in rogue tech other than the odd mortar tank
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# ? Mar 8, 2024 00:41 |
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Azhais posted:There are people that don't max the armor of every mech? I'm bad and dumb and max out armor on every mech, then shave some off the back until I reach an available tonnage to a whole number. I'm sure that I'm overdoing it by overcompensating for defense and losing too much firepower, but eventually level-nine tactics let me rack up kills fast enough to overcome that.
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# ? Mar 8, 2024 00:44 |
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Azhais posted:There are people that don't max the armor of every mech? Lol if you are not slapping the biggest possible guns in and painting the tiniest layer of armor over it Why yes I do get a lot of my mechs cored, why do you ask
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# ? Mar 8, 2024 00:50 |
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I don't, instead I focus on sniping and using Precision Shot to dent cockpits
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# ? Mar 8, 2024 00:51 |
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The galaxy brain move is using precision shot to leg mechs and then pop their side torsos when they're on the ground so that the ratio of 'mech salvage to non-'mech salvage increases.
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# ? Mar 8, 2024 02:06 |
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My favorite thing about the Simple Mech Assembly mod I linked above is that it also has an option to change salvage parts to a far better system based on total remaining structure. Because the stock one where somehow a mech with two missing legs is worth less salvage than a stick with 1 leg, a CT, and a head is deeply dumb. And doing the surgery dances gets boring after a while. Plus when the only way you get all 3 parts is the lucky headshot on a nearly-pristine mech, it makes it all the sweeter. Star Man posted:I'm bad and dumb and max out armor on every mech, then shave some off the back until I reach an available tonnage to a whole number. Zore posted:Lol if you are not slapping the biggest possible guns in and painting the tiniest layer of armor over it Both of these strats work fine, but never mix and match the two! (I personally do middle ground on armor, lots of guns, and jumpets. Heatsinks? Waste of tonnage! That mech has 10 of them already, why do you need more? If you'd just stop missing your shots everything would die before your mech got hotter than the sun. Those burns aren't my fault, they're the result of your miserable aim!)
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# ? Mar 8, 2024 03:19 |
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Azhais posted:I think you have Roguetech and BTA mixed up there. Roguetech has literal transformers and superheavy urbanmechs and Macross flashpoints. A bit late but those are either in the "hallucinations" flashpoints or other components you have to pick during the install separately. For the most part the thing about RT is that if you see some mech/tank/VTOL/BA variant on Sarna/Mechwarrior it will probably be in the game. The current version doesn't allow custom loadouts for BA anymore IIRC, but previously you could go all "I wonder what would happen if I equipped a squad of Tunnel Rat exos with a battle armor weapon". It's also really punishing grind though. e: You can also stick with pre-clan-era equipment, though I don't know how well that works with flashpoints. It's a sandbox in the end. One thing I wish is that they would add actual infantry and more involvement of aerospace fighters (the latter of which BTA has). Private Speech fucked around with this message at 21:37 on Mar 9, 2024 |
# ? Mar 9, 2024 20:42 |
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I just booted up my installation for the first time in a few years, is there anything I have to pay attention to when I update my mods to the most recent versions? Do I need to uninstall previous ones, or install new ones in a particular order?
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# ? Mar 9, 2024 22:15 |
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loving lmao, I just had the most amazing goddamn thing happen. I was doing an escort mission, and one of the APCs killed an Archer. With a TAG. My Phawk was standing 2 hexes away, having failed to core it with a non-so-precise precision shot. I took some hail mary shots with remaining mechs. And then I had the "oh right, damage is fractional" moment when 3 LRM hits doing 4 damage each took it from 12 HP to 1 HP. The archer was one activation away from clobbering the Phawk in melee, which might have been unfortunate. Hero APC with a laser pointer saves the day.
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# ? Mar 9, 2024 23:27 |
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Man, nothing else crashes like Battletech crashes.
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# ? Mar 10, 2024 04:44 |
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McGavin posted:Man, nothing else crashes like Battletech crashes. I'd donate to another Kickstarter for "the same exact game, but works"
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# ? Mar 10, 2024 06:04 |
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GD_American posted:I'd donate to another Kickstarter for "the same exact game, but works"
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# ? Mar 10, 2024 06:07 |
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HBS chose the engine, and got more money and time from PDX to get the thing out after they had their Kickstarter, and then got enough back for more DLC and additional systems and patching. That wasn't enough, as it turns out, so as far as I'm concerned HBS should've been a better developer
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# ? Mar 10, 2024 06:20 |
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I don't think I've ever had this game crash, somehow
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# ? Mar 10, 2024 08:10 |
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toasterwarrior posted:HBS chose the engine, and got more money and time from PDX to get the thing out after they had their Kickstarter, and then got enough back for more DLC and additional systems and patching. That wasn't enough, as it turns out, so as far as I'm concerned HBS should've been a better developer My recollection of this story is they just got really unlucky on being too far into Unity version whatever just before the next much better Unity engine got released.
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# ? Mar 10, 2024 13:59 |
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Alchenar posted:My recollection of this story is they just got really unlucky on being too far into Unity version whatever just before the next much better Unity engine got released. Yep. The version of Unity they were working with was just barely capable of a game like this, and they did enough engine alterations that they couldn't update to newer versions. 90% of the game problems are Unity problems that HBS couldn't fix rather than HBS problems. (Cripes, Unity went from terrible to pretty good just a few years after, and then threw it all away on bonehead CEO moves.) That said, I haven't had a full game crash that wasn't my own fault from mods in ages, not since the game was new. In jungle maps the audio gets all hosed up after like an hour, I expect whatever is happening would get worse and the game would crash if left running long enough. Hannibal Rex posted:I just booted up my installation for the first time in a few years, is there anything I have to pay attention to when I update my mods to the most recent versions? Do I need to uninstall previous ones, or install new ones in a particular order? Are you using one of the mega-mod packs (BTA, BEX, Rogue)? If yes, update with their methods. Or if that doesn't work uninstall the old version, steam verify game files, install new version. Are you using ModTek or the built-in mod loader? If ModTek, is your existing version of ModTek from before version 3? If so, remove: mods/ModTek mods/.modtek Then steam verify game files, install new modtek version, update other mods. (Old versions of modtek worked by altering game files, new versions use a .dll file that the game is tricked into loading. Thus the steam verify to restore original game files.)
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# ? Mar 10, 2024 14:15 |
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Klyith posted:Are you using one of the mega-mod packs (BTA, BEX, Rogue)? If yes, update with their methods. Or if that doesn't work uninstall the old version, steam verify game files, install new version. I have it on GOG, but modtek (0.7.7) seems to be the only thing that's a little touchier. Thanks!
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# ? Mar 10, 2024 16:48 |
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BTA Got into a solo duel with a drunk Clanner. Its a lunar environment and they're in an Atlas IIC. On their first Salvo, before I can get a shot off, they blow half their mech up from overheating. Still debating if this is an AI issue or working as intended.
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# ? Mar 12, 2024 14:01 |
Depends, was that enough juice to core you if it landed?
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# ? Mar 12, 2024 14:15 |
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M_Gargantua posted:Depends, was that enough juice to core you if it landed? Not sure, tbh. I was in a King Crab 005. If they'd all hit on my torso it probably would have hosed me up just as bad, but none of his big guns connected. edit: even after he blew half of himself up, the remaining half was still pretty drat sturdy. Took 3 more turns to get him to stay down. SirPhoebos fucked around with this message at 14:53 on Mar 12, 2024 |
# ? Mar 12, 2024 14:50 |
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SirPhoebos posted:BTA Got into a solo duel with a drunk Clanner. Its a lunar environment and they're in an Atlas IIC. On their first Salvo, before I can get a shot off, they blow half their mech up from overheating. Still debating if this is an AI issue or working as intended. The funny thing is that this used to be so common as to be regular with clanners because most default invasion-era omni variants have terrible heat profiles if you alpha strike so any planet that had a heat modifier would see an entire clan force shut themselves down/blow up on turn 1 of firing. The AI got tweaked to be less stupid about it later, but it still crops up sometimes.
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# ? Mar 12, 2024 14:56 |
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SirPhoebos posted:BTA Got into a solo duel with a drunk Clanner. Its a lunar environment and they're in an Atlas IIC. On their first Salvo, before I can get a shot off, they blow half their mech up from overheating. Still debating if this is an AI issue or working as intended. BTA & RT include a mod called "Rollplayer" that gives the AI a bunch more variations in behavior. So instead of just scout brawler sniper, you now can have the "high-heat melee-avoiding DFA-loving brawler". (Plus several other patterns, like how close they stick to their lancemates and whether they love being on tall things like a cat.) One of those possible selections is literally called "Heat YOLO". The acceptable heat level is set to 3. All the other AI heat settings in BTA have this between 0 and 1. So this AI doesn't even consider not firing weapons until it is at 300% shutdown heat. Even if the hit chances are crappy and you've got an undamaged mech. So, uh, both? It is working as intended to be terrible AI, and simulate a pilot who has overridden the safeties and put black tape over the heat bar.
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# ? Mar 12, 2024 15:31 |
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Klyith posted:BTA & RT include a mod called "Rollplayer" that gives the AI a bunch more variations in behavior. So instead of just scout brawler sniper, you now can have the "high-heat melee-avoiding DFA-loving brawler". (Plus several other patterns, like how close they stick to their lancemates and whether they love being on tall things like a cat.) Time to reinstall Battletech lmao
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# ? Mar 12, 2024 15:52 |
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Klyith posted:they love being on tall things like a cat.) I feel seen. Most of my BTA experience was sprinting from tall thing to tall thing, because height differentials are crazy OP.
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# ? Mar 12, 2024 15:55 |
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It never gets old when some RAC or UAC deathmobile rolls up in a martian biome, alpha strikes, then immediately blows up. Unless it doesn't have CASE then you suffer as well seeing that nice free salvage turn into one part.
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# ? Mar 12, 2024 17:31 |
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I built a Scorpion 12M with a pair of plasma cannons and triple inferno SRM6 racks for duels on lunar and Martian battlefields. It's nasty.
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# ? Mar 12, 2024 19:03 |
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Klyith posted:One of those possible selections is literally called "Heat YOLO". The acceptable heat level is set to 3. All the other AI heat settings in BTA have this between 0 and 1. So this AI doesn't even consider not firing weapons until it is at 300% shutdown heat. Even if the hit chances are crappy and you've got an undamaged mech. lol, that explains why i had a bunch of clan pilots on a lunar map explode immediately upon firing their initial volley once
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# ? Mar 12, 2024 22:16 |
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Klyith posted:BTA & RT include a mod called "Rollplayer" that gives the AI a bunch more variations in behavior. So instead of just scout brawler sniper, you now can have the "high-heat melee-avoiding DFA-loving brawler". (Plus several other patterns, like how close they stick to their lancemates and whether they love being on tall things like a cat.) I'm reinstalling BTA now, but I don't see documentation on the mod. Is it in by default now?
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# ? Mar 13, 2024 04:04 |
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RBA Starblade posted:I'm reinstalling BTA now, but I don't see documentation on the mod. Is it in by default now? In the "RollPlayer" folder there's a designdoc.txt with the basic idea of what it's doing. Also keep in mind I don't actually play BTA, I've just done enough mod stuff to check the github and know what to look for. And for the AI stuff I'd previously spent a while poking through Amechwarrior's BetterAI, tweaking some bits to my own preference, so I know what a bunch of the settings do. BTA's overheat decisions are not the same as vanilla since the CBT sub-mod changes overheat & shutdown mechanics. But it seems likely that the YOLO behavior is what's making clanners commit sauna-doku. If anyone doesn't like that and thinks it's dumb, you could try changing RolePlayer/Behaviours/AI-Heat-YOLO.json line 21: code:
Also, in "jeesus loving christ" news, I am in the middle of a flashpoint with consecutive deployments, and the flashpoint has thrown 2 of my own SLDF Incoming lances at me in a row. Gah. That was not a thing I ever expected to be possible.
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# ? Mar 13, 2024 04:39 |
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Oh I don't want to change it, I just didn't see it written on the wiki anywhere. Thanks! e: Also oh wow performance got even worse huh RBA Starblade fucked around with this message at 06:41 on Mar 13, 2024 |
# ? Mar 13, 2024 06:23 |
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New RT performance is even better than the last release, time to switch!
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# ? Mar 13, 2024 09:29 |
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Is there a mod that simulates infantry presence on the battlefield? I'm thinking of things like more fortified buildings, or fighting positions for crew-served weapons that are stationary but start cloaked. Maybe also a greater presence of low-tier non-mech vehicles like some sort of lore-friendly technicals.
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# ? Mar 13, 2024 14:38 |
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Roguetech has a bunch of technicals of various kinds and decent turret variety, but no infantry as such. Both BTA and RT also have battle armor squads and RT also has exos, but that's the closest you get.
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# ? Mar 13, 2024 14:49 |
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Hannibal Rex posted:Is there a mod that simulates infantry presence on the battlefield? there's one mod somewhere that makes "infantry" do ambushes on urban maps, iirc by having buildings spawn turrets when you get near
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# ? Mar 13, 2024 15:01 |
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Hannibal Rex posted:Is there a mod that simulates infantry presence on the battlefield? There's a mod that makes buildings on the city maps occasionally have "infantry" in them... ie the building has guns and shoots at you. Seems kinda unsatisfying IMO. Like, the thing that would be interesting about infantry would be the need to have anti-personnel weapons to deal with them. Greater presence of vehicles is a thing you can do using Mission Commander, which is a very cool mod that can spawn extra lances, increase the size of maps, and change spawn locations. It's also the thing that adds the duel mission type for BEX/BTA/RT. Unfortunately, the out of the box config is only for extra mech lances. A Mission Control setup that adds mostly vehicles or mixed vehicle / mech lances, so that vehicles continue to exist in the late game, is a thing I've always wanted to make for myself. I've got a general design plan for it. But editing lance files is pretty tedious.
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# ? Mar 13, 2024 15:47 |
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# ? May 9, 2024 06:04 |
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One oddity with BTA is there is no weighing of individual mech rarity. Sometimes this results in an OG Prototype Mackie getting deployed by pirates. And at the other end you have my last mission, 3 of the 10 enemy mechs were loving Stone Rhinos.
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# ? Mar 13, 2024 16:22 |