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HundredBears
Feb 14, 2012
In vanilla, it depends on the contract type. If memory serves, Ambush Convoy reinforcements show up when you kill two of the convoy, Capture Base and Destroy Base trigger when you get close enough to the base, Assassinate, Battle and Recovery start with all of the enemies on the map, Escort Convoy depends on the convoy's progress and Three Way Battle (which usually shows up as Battle) has somewhat more complicated logic.

Whether there are reinforcements depends on the specific contract*, although some contracts have multiple versions, distinguished only by slight differences in wording or in Darius' blurb, where one version has reinforcements and the other doesn't. I have an in-progress spreadsheet of the vanilla contracts that I should probably post somewhere.

*for most contract types: Capture Base always has reinforcements, and it's the initial lance of defenders that only shows up in some contracts.

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HundredBears
Feb 14, 2012
That sort of stuff tends to live in BattleTech_Data/SteamingAssets/data/SimGameConstants/SimGameContants.json: going by the names, MaxJumpDistance and JumpShipCost are presumably what you want. I have no idea about the cutscenes.

HundredBears
Feb 14, 2012

Dyz posted:

At base level I think so, but I think the LBX2++ leaps ahead in damage because of the pellet count multiplying the +2 damage so much while the LBX5++ doesnt have a +damage variant.

Even without pluses, the LB 2-X is the most efficient of the four LB-X guns (narrowly over the LB 20-X if you only count the weight of the weapon itself, handily over the LB 5-X if you take ammo and heat sink tonnage into account). It's something of an outlier: every other ballistic weapon in the game is below 6 damage/ton if you assume single heat sinks, but the LB 2-X is right around 8 (above or below depending on the exact amount of ammo).

HundredBears
Feb 14, 2012

Dyz posted:

Dont you have to basically plot your jumps perfectly to get the systems visited score to max and start farming 4+ skull missions with headchoppers at day 800ish to get the cbill score to max?

No. You need a reasonably efficient route, but even with the lowest cash and salvage payout difficulty settings there's a lot of leeway as long as you only need three parts per mech: it's probably possible to get that number well over 1200 million with credit-maximizing play (which is more about side-stripping than head-shotting and involves a lot of attention to both travel times and reputation). You do want to have a plan for how you're going to handle reputation, like Organ Fiend's, but there's room to be sloppy there, as well. I've read about people pulling it off even though they trashed their Liao rep from the start (and a full half of the twenty most efficient systems belong to the Capellans) or had to spend a month or two at the end doing very inefficient stuff to get to -100 with a fourth faction.

HundredBears
Feb 14, 2012

girl dick energy posted:

Edit: And Medium Lasers are fantastic, but I also love Large Lasers. Not nearly as much damage per weight, but much easier to jump from cover to cover blasting away without getting punched in return.

Before double heat sinks, AC/5s and large lasers are about equally good. The autocannons have slightly more damage per ton (taking heat sinks and ammo into account) and 90 meters more range, while the lasers have the accuracy bonus and don't have to worry about ammo. All the other non-Lostech ballistics are quite bad, though.

HundredBears
Feb 14, 2012
Are you using any mods? If not, you were hit by a bug or are misremembering something. Unless I've misunderstood how the campaign tweaks difficulty, it should only be possible for Repossession to spawn with a single skull if the difficulty is set to easy (which doesn't actually make the game much easier) and then only rarely. All of the units in the first lance have the vehicle tag, so there shouldn't be any mechs in it, either, and although it is stronger than a typical lance for the contract's skull rating, a Heavy/Heavy/Medium/Light lance sounds like difficulty 6, which you should only be seeing if the contract had two skulls.

The game can be tricky for new players until you figure it out, and it does expect you to routinely beat enemies forces that outweigh and outnumber you, all the while suffering minimal attrition. Learning how to build your mechs well and take advantage of the initiative system goes a long way.

Edit: It just occurred to me that there's an Ambush Convoy contract that's also called "Repossession", which should spawn with a single skull pretty often. At one skull, though, it should just be a lance of weak vehicles with a very unimpressive escort (certainly no Orions), with all of them having half as much armor as usual.

HundredBears fucked around with this message at 19:17 on Jan 21, 2022

HundredBears
Feb 14, 2012
It's determined beforehand: there are two near-identical contracts, one that lives in DestroyBase_FactoryRecall.json and one that's in DestroyBase_FactoryRecall_Alt.json. Once you see what contracts are available on a planet, it's already decided whether the Orions will be there. You can usually distinguish multiple-version contracts like this from each other in advance by using subtle differences in the contract description or what your staff says about them. The version with Orions will use the phrase “simple, or it could be terrifying” while the one without uses “trivial or terrifying”.

HundredBears
Feb 14, 2012

Anias posted:

What do people run as their forward observer once they get into assault mechs? I’ve been using a black knight with a vanguard in that role and it seems ok. (Rest of lance is typically a mix of atlas/highlander/annihilator/cyclops)

I get that the ai isn’t up to the task at endgame so in that sense it may not matter, and I’m sure the answer changes with mods (my next campaign will be modded). Just curious about the goonsensus.

My last campaign, I got the Black Market event early enough that I was able to go almost straight from the starter Blackjack (kept for a while because I was still constrained by refit/repair time) to the SLDF Griffin (double Snub PPC++ so it had enough punch to do flanker/backstabber/brawler shenanigans). I typically had a Master Tactician/Bulwark pilot in there, but that was as much due to the particulars of that campaign instead of being sure that's the best choice. On the lighter end, the main options are the Griffin, SLDF Phawk and the Firestarter. You can make arguments for all three, though personally I'd favor the Phawk the more the lance wants a spotter and the Griffin the less it does. On the heavier side, you'd presumably want to use a 4-JJ mech, and the best general-purpose mechs with 4 jet slots are probably also the best observers: Marauder (leaning toward 3R, especially in a lance like yours that doesn't have a fantastic Precision Shot mech) over the other 75-tonners and the SLDF Warhammer.

In lances like yours, that don't seem particularly skewed towards missiles or sniping, I'd prefer the fighting power of a heavy observer over the initiative and mobility advantages of a lighter mech (with maybe a few mobility-favored mission types as exceptions). The Black Knight seems rather reasonable there, although a Marauder is often going to be better even if you're not leaning into overpowered Marauder precision shots.

HundredBears
Feb 14, 2012
UACs are great, but the larger ones tend to be weaker than the smaller ones. Compared to the UAC/5, the /10 and /20 give up range and gain recoil, but don't get much in return: they're about as efficient in turning space/heat into damage (modestly worse once you start getting into ++ versions, but accounting for heat gets complicated), and the ability to deal damage in bigger chunks isn't worth much (unlike the tabletop version of the game, where I hear that it's a big deal). They do let you get more out of a limited number of ballistic slots, but that isn't too much of a consideration for anything except the Annihilator

HundredBears
Feb 14, 2012

Klyith posted:

Are you thinking of LBXes? Those are the ones where the 2 & 5 are good, the 10 is kinda ok, and 20 is meh.

UACs have the same pattern as the normal ACs where the 5 is better than the 10, and the 20 is fantastic. Dealing damage in big chunks is worth a lot, that's how you go internal and pop limbs from straight-on shots. While it's true crits are toned down in this compared to TTG, it's still valuable to avoid sandpapering when possible.

Time-to-kill is so low and the player's ability to focus damage on a few sections so high that I don't see too much value in concentrating that damage into a few hits. Lots of the time, an enemy mech isn't going to get a chance to attack in between when you start shooting at it seriously and when it dies, so blowing off an arm doesn't actually do much and the only crits that matter are ammo explosions. In that sort of environment, big packets of damage are higher-variance: more likely to blow off a leg or destroy a side torso while its arm still has lots of health, but also more likely to spread most of their damage across pristine sections on the wrong side when shooting from the front or to waste damage on a high-health arm when the side torso that it's attached to only has 40 structure left. They're no doubt still positive expected value, but given how much the game is structured so that the median result (of a contract, an engagement, or just a few volleys) is favorable to the player, I'm much more interested in decreasing the chances and severity of below-average outcomes than looking for above-average ones.

I agree that the recoil isn't a very important disadvantage (and may still be overestimating how much of one it is, because I'm only using UAC/20s early in a career where I have limited weapon options and my pilots are staying around Guts 5) nor would I say that dealing damage in big chunks is useless. I just don't see how it's anything more than a minor benefit compared to an extra 270 meters of range. The ability to divide-and-conquer enemies, play games with initiative and line-of-sight so much more easily, do spotter and sniper shenanigans, kite shorter-ranged enemy mechs or just kill them while they're trying to close, get into range a turn early on ambush convoy missions, engage a lance in a defend base contract early while you're still close to the base and then be able to turn around and quickly get into range of the lance coming from the opposite direction, etc. is quite valuable.

HundredBears
Feb 14, 2012
Good old Trap Sprung. As a difficulty 2 contract, it rarely spawns anything strong (mediums are typical in a hard career, although sometimes it's a Quickdraw, Rifleman or the like). It can go the other way, too: I've had a Flea as the bait mech.

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HundredBears
Feb 14, 2012

Captain Foo posted:

Is it true that multi shot weapons (uac, rac, x-pulse, eg) only can hit the head once per salvo on a called shot? I can’t remember the mechanics there

LRMs (and any other weapon that uses the cluster mechanic, but I think they're the only one in the unmodded game) can only hit the head if the weapon's first hit strikes the head. See here for the explanation on the official forums. I seem to remember that most other multi-hit weapons have decaying benefits from called shots: the first missile/LBX pellet/whatever will have the same chance of hitting the head as a single-shot weapon would, but the weight of the head on the hit table will only be increased by half as much on the second shot, a quarter as much on the third, etc.

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