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Slab Squatthrust
Jun 3, 2008

This is mutiny!
I think the hit and evade numbers are two separate rolls, which is why they don't show. Like, firing at an evasive mech you've got say 90% to hit, but they dodge 50% of the hits. If you miss it says miss too, dodge and miss show separately, so you can tell which thing is loving you up.

Just as an FYI, making a melee attack disables evasion on the target for the rest of the turn. It's a good alternative to sensor locking if you have something tough to get in there and punch with. I think it also breaks Guarded, but I might be wrong there.

I'm finding the Awesome with PPCs is actually better than I thought. Paired with the Orion (which tanks as well as an assault) to give LOS, it punches holes really well. Nothing likes taking 150 damage in big chunks from too far away to engage. Trebs are great for their cost with the crazy missile knockdowns, but they are really fragile.

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Slab Squatthrust
Jun 3, 2008

This is mutiny!

PoptartsNinja posted:



This would be my suggestion for a UI improvement (if you don't want to factor evasive into the hit percentages directly, which you should). A space above the weapons for all of the target's modifiers, plus some way to show whether it's been sensor locked yet in case you bring multiple and are trying to decide whether to shoot or lock and can't remember which `Mech you clicked on.

Late to the party but I like this. I also agree that the final hit percentage should probably include any evasion modifiers. If you want to be a little more explicit so that people aren't going "Why does my Gunnery 8 pilot only have 30% to hit, something is broken!!!", you could have the base hit before evade and after shown beside the weapons as well.

That, combined with the icons like in this image would do an excellent job at showing both what the actual hit chance is, and why it is what it is (which is honestly the most important bit, players not getting why it's lower will feel cheated or that it's not working right).

That could even be dynamic, so that if you select down to 1 weapon then Precision Strike or any similar abilities would have a sudden bump in displayed accuracy, showing how much of a bonus they are (which would help us in testing the game and giving feedback as well)!

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Ham Sandwiches posted:

Er he said my claim was an outright lie? I was describing the way it works in the game. You can disagree with what I posted, but my observation was absolutely true, and you guys called me a liar for making a true observation.

Because your stated that Battletech does not have locational damage, which it does? The bar at the top is just a rough estimate of the mechs remaining total armor and internals. You can kill it in a headshot or by removing both legs.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Ham Sandwiches posted:

Ok, let me explain further.

I'm not saying that Btech does not emphasize positioning. The more mechs you add to a fight in Battletech, the more positioning matters.

Xcom 2 has Ranger, Grenadier, Sharpshooter, and Specialist. You generally want one of each to start to cover the various roles and so that you can get the necessary skills for each.

The way the 4 mechs 'feels' in Btech the board game is an attempt to replicate the Xcom style role specialization of the soldiers, and not the more natural Battletech positioning when more mechs enter the field.

That's the part that I don't dig.

You can play XCOM with more than 4 soldiers, did you know that?

Slab Squatthrust
Jun 3, 2008

This is mutiny!
So I'm only just getting into the campaign for the first time with this new patch. Default settings, and it definitely seems harder to salvage things than a lot of the early thread indicated, since killing pilots is pretty hard to manage if you don't get at least 1 headshot randomly.

That said it's been a lot of fun blasting my way through with medium mechs. Dekker died as he lived, in a trash Spider. The rest of the og squad is pretty badass now though. Only heavy I've managed to cobble together so far is a Dragon, so I shoved the one mod I've found so far, an Arm++, in it, looking forward to just charging in and punching poo poo for crazy damage. What could go wrong? :v

Also I know the starter blackjack isn't amazing, but 2x LL and 2x ML with close to max armor and keeping the JJs has done some serious work. Bit hot, but not too bad. Game good. Shoot robutts.

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Slab Squatthrust
Jun 3, 2008

This is mutiny!

Fuzz posted:

Are they loving kidding with Smithon being 2 skulls? 4 turrets, an Orion, 2 Jenners, 2 Griffons, a Commando, a Locust, and a Panther, and oh yeah basically every round these crazy fast trucks that are totally far away from where you spawn will drive away with the objective unless you destroy them. I can't even take the truck down fast enough with 2 mechs, let alone fighting off the loving RIDICULOUS gangbang that starts right on top of you. What the hell?

Don't bother even trying for the two trucks. They're only bonus objectives, and it's totally not worth it. Ignore those, and instead kill the turret that's immediately to the left of the spawn point, and blow up the ammo crate directly north of you that's got the two turrets inside it's blast radius (if you get this one fast, you can also catch 1-2 lights inside the explosion).

After you kill those turrets, just sit at the spawn and kill everything as it wanders up one at a time. It's a poo poo mission with objectives that actively clash with each other in terms of what you need from your lance.

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