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Griddle of Love
May 14, 2020


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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Azhais
Feb 5, 2007
Switchblade Switcharoo
There are people that don't max the armor of every mech? :stonk:

GD_American
Jul 21, 2004

LISTEN TO WHAT I HAVE TO SAY AS IT'S INCREDIBLY IMPORTANT!
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.

Klyith
Aug 3, 2007

GBS Pledge Week

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.

Azhais
Feb 5, 2007
Switchblade Switcharoo
I never even used artillery in rogue tech other than the odd mortar tank

Star Man
Jun 1, 2008

There's a star maaaaaan
Over the rainbow

Azhais posted:

There are people that don't max the armor of every mech? :stonk:

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.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Azhais posted:

There are people that don't max the armor of every mech? :stonk:

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

Kesper North
Nov 3, 2011

EMERGENCY POWER TO PARTY
I don't, instead I focus on sniping and using Precision Shot to dent cockpits

McGavin
Sep 18, 2012

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.

Klyith
Aug 3, 2007

GBS Pledge Week
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.

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.

Zore posted:

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

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!)

Private Speech
Mar 30, 2011

I HAVE EVEN MORE WORTHLESS BEANIE BABIES IN MY COLLECTION THAN I HAVE WORTHLESS POSTS IN THE BEANIE BABY THREAD YET I STILL HAVE THE TEMERITY TO CRITICIZE OTHERS' COLLECTIONS

IF YOU SEE ME TALKING ABOUT BEANIE BABIES, PLEASE TELL ME TO

EAT. SHIT.


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

Hannibal Rex
Feb 13, 2010
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?

Klyith
Aug 3, 2007

GBS Pledge Week
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.

McGavin
Sep 18, 2012

Man, nothing else crashes like Battletech crashes.

GD_American
Jul 21, 2004

LISTEN TO WHAT I HAVE TO SAY AS IT'S INCREDIBLY IMPORTANT!

McGavin posted:

Man, nothing else crashes like Battletech crashes.

I'd donate to another Kickstarter for "the same exact game, but works"

Bentai
Jul 8, 2004


NERF THIS!


GD_American posted:

I'd donate to another Kickstarter for "the same exact game, but works"
We probably could have done just that if HBS didn't get Paradox'd. :smith:

toasterwarrior
Nov 11, 2011
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

ilmucche
Mar 16, 2016

I don't think I've ever had this game crash, somehow

Alchenar
Apr 9, 2008

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.

Klyith
Aug 3, 2007

GBS Pledge Week

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.)

Hannibal Rex
Feb 13, 2010

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.

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.)

I have it on GOG, but modtek (0.7.7) seems to be the only thing that's a little touchier.

Thanks!

SirPhoebos
Dec 10, 2007

WELL THAT JUST HAPPENED!

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.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
Depends, was that enough juice to core you if it landed?

SirPhoebos
Dec 10, 2007

WELL THAT JUST HAPPENED!

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

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

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.

Klyith
Aug 3, 2007

GBS Pledge Week

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.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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.)


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.

Time to reinstall Battletech lmao

Mile'ionaha
Nov 2, 2004

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.

Warad
Aug 10, 2019



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.

PhotoKirk
Jul 2, 2007

insert witty text here
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.

Kesper North
Nov 3, 2011

EMERGENCY POWER TO PARTY

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

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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.)


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.

I'm reinstalling BTA now, but I don't see documentation on the mod. Is it in by default now?

Klyith
Aug 3, 2007

GBS Pledge Week

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:
      "k": "Float_AcceptableHeatLevel",
      "v": {
        "type": "Float",
        "floatVal": 3
      }
to just 1? The CBT mod says it interprets AcceptableHeatLevel as the chance a pilot is willing to risk shutdown. 1 would be 100% chance.




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.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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

Azhais
Feb 5, 2007
Switchblade Switcharoo
New RT performance is even better than the last release, time to switch!

Hannibal Rex
Feb 13, 2010
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.

Private Speech
Mar 30, 2011

I HAVE EVEN MORE WORTHLESS BEANIE BABIES IN MY COLLECTION THAN I HAVE WORTHLESS POSTS IN THE BEANIE BABY THREAD YET I STILL HAVE THE TEMERITY TO CRITICIZE OTHERS' COLLECTIONS

IF YOU SEE ME TALKING ABOUT BEANIE BABIES, PLEASE TELL ME TO

EAT. SHIT.


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.

biosterous
Feb 23, 2013




Hannibal Rex posted:

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.

there's one mod somewhere that makes "infantry" do ambushes on urban maps, iirc by having buildings spawn turrets when you get near

Klyith
Aug 3, 2007

GBS Pledge Week

Hannibal Rex posted:

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.

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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SirPhoebos
Dec 10, 2007

WELL THAT JUST HAPPENED!

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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