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I said come in! posted:Battletech at launch will be just the main menu with an exit button, with the way these cuts to content are being reported. :P As long and it's not just "a line in the sand."
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# ¿ Feb 17, 2018 03:10 |
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# ¿ Apr 25, 2024 13:06 |
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Sadistic posted:I'm thinking Cyclops. It's an Orion.
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# ¿ Mar 2, 2018 11:19 |
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Reminds me of how MWO went to poo poo the moment they switched from 8v8 to 12v12.
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# ¿ Apr 5, 2018 05:25 |
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Back Hack posted:No, MWO went to poo poo long before that. Increasing the player count wasn't such a big deal, what was a big deal was at the same time they reduced the number of people who could drop together and never address the matchmaking, which would constantly pit teams of mediums/lights against teams of heavies/assaults. On top of all that, they inadvertently kept nerfing lighter mechs and encourage people to boat on large mech, who could stomach the ghost heat penalties by using more heatsinks. Increasing the player count was an enormous problem because it led to an increase in the damage downfield - it significantly impacted brawling as it meant more damage received while attempting to close in, paving the way to the sniping meta, which in turn led to the addition of Ghost Heat to try and nerf PPC snipers and paradoxically loving with brawling even further.
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# ¿ Apr 5, 2018 07:05 |
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kingcom posted:lol and super accurate. FR puts a lot of effort into his optimization efforts with numbers and testing, but he's not actually that good at it - he tends to lock himself into assumptions about how the games work, and the efforts I just mentioned are aimed at reinforcing his own biases. Terrific player considering how he's able to handle brainpower-intensive games while streaming, though.
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# ¿ Apr 11, 2018 06:53 |
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OwlFancier posted:660ti That's better than a 950m
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# ¿ Apr 28, 2018 02:09 |
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GruntyThrst posted:The gunnery skills really start to drop off late game. Mulishot is much less important because heavies/assaults have less evasion and are easier to hit, plus you really need to be focusing fire. Breaching shot suffers the same issue in that you’re better off focusing all firepower on someone who’s not in cover/braced and since you’re always outnumbered, it’s not hard to find a valid target. Counterpoint: multi-shot + breaching shot + LRMs on fools you want to knock over while the rest of your weapons focus on already downed or near-death mechs.
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# ¿ May 5, 2018 09:44 |
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mods change my name posted:I don't know, but I think one way of making keeping certain mechs or weight classes viable would be maybe to add some sort of pilot proficiency towards either a certain mech, or just a broad weight class. For instance a top tier light pilot gets 2 extra evasion pips or what have you. Just maybe a way of distinguishing mechwarriors more with skill and another avenue to balance light/heavy or whatever. There is probably like a thousand holes in this theory, but it seems like there are a lot of interesting ways they could go about it too beyond just tonnage limits Mech specialization would do absolutely nothing towards balancing the weight classes.
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# ¿ May 7, 2018 03:14 |
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Cheen posted:Its not true grognard/minmaxing if its against the AI- Flamer Firestarter to lock down the heaviest mech the opponent has.
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# ¿ May 7, 2018 22:18 |
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Control Volume posted:4 firestarters to do this to three mechs while the last firestarter uses small lasers The problem is the limited flamer charges; you want the rest of your team to have the firepower to quickly destroy or utterly cripple the shutdown mech. If you commit more than one flame firestarter to this strategy you risk running out of ammo before having inflicted sufficient damage to the enemy lance.
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# ¿ May 7, 2018 22:26 |
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Or, just weight cap at 300 tons for the lance and think around that.
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# ¿ May 7, 2018 22:46 |
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What was that other pilot that shares Glitch's voice lines? Might need a spare.
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# ¿ May 8, 2018 01:38 |
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Rygar201 posted:I love that so many people in this thread both hate the Clans and are also mad that sometime the enemies field a larger force than indicated before the mission starts, as well as want incentives to field lighter Mechs than they have to.
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# ¿ May 8, 2018 18:03 |
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Sandwich Anarchist posted:I've been playing with settings, and made a couple of changes that seem to add quite a bit to my game. It sounds like you buffed the already extremely effective strategies of JJing everywhere for movement, and Breaching+MultiShot into knockdowns.
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# ¿ May 9, 2018 00:22 |
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Sandwich Anarchist posted:JJ doesn't provide free pips, it counts as movement, and is affected by the increased distances needed to generate evasion. JJ isn't providing me with more evasion pips than moving would it seems. Besides the height modifiers, the trick is that JJs let you move past your mech's speed if you've got enough of them, which certain chassis will find rewarding given the buff to pips. Optimal playstyle already involves moving into good positions + Vigilance, so you improved that, while doing nothing against the optimal strategy of counterfire with breaching shot + multishot + missiles into knocking down the enemy, which will ignore/strip the buffed enemy defense.
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# ¿ May 9, 2018 01:21 |
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WAR CRIME SYNDICAT posted:My buddy just started playing a few days ago and today he told me he was restarting because he hadn't understood the mechanics and now that he did he was going to try again from the beginning. Oh, and that Glitch died in the first mission, and he didn't understand the meta about her. Wow what a Nazi.
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# ¿ May 10, 2018 17:17 |
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LostCosmonaut posted:If you strip off enough armor, you can fit two AC/20s on a Jagermech. Boomjagers
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# ¿ May 14, 2018 01:16 |
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twistedmentat posted:Okay, so I'm fairly early into the game, I've only done the Argo mission, and I'm still running your starter Lance with a Shadow Hawk, Vindicator, Blackjack but replaced the Spyder with the Centurion you get from the Argo. Both non-story missions I have are 1 skull, but they feel way more difficult than that. Both have me going up against twice as many mechs as I have, and while they're a mix of light and medium mechs, I'm still getting rolled. Like My SH mechwarrior keeps getting hit in the head constantly, twice I've restarted the missions because she'd straight up died to a bunch of locusts shooting the L laser at her. The blackjack gets knocked on the ground constantly. My counter attacks are anemic at best, barely scratching a jenner or locust when they do hit. Like Yea, of course they're going to be hard to hit do to their movement, but the 4 mechs shooting at one locust should not knock off half a pip of armor. Are you using your morale abilities? Vigilance removes all stability damage and gives a 50% damage reduction buff, and Called Shot is, well, called shot - target the CT of a light and your alpha strikes should take them out. You might need to better outfit your mechs, too (hint: the stock loadouts are hot garbage).
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# ¿ May 14, 2018 19:50 |
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twistedmentat posted:Yea. I'm using them when i can. though I can't really used called shot because it has such a tiny chance to hit. For the others, is it better to take a shot or use the ability? Called Shot doesn't reduce your chance to hit; the numbers displayed are the chances of a given successful attack to hit the location you're aiming at. Vigilance lets you guard and shoot on the same turn. MLas, SRM4/6, and SLas/MG are common and have the best tonage-to-damage ratios if you're struggling to at all deal damage. LRMs are good too for the stability damage. Lasers have a small to-hit bonus. Honestly, it's hard to tell what you're doing wrong without more information.
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# ¿ May 15, 2018 03:47 |
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Ignorant Hick posted:Game owns but I’m getting deeper into the story now and I feel like I don’t have enough firepower to deal with these heavy mechs. Obligatory "remembered to Called Shot the CT to quickly take out mechs." Boomjager is fun but it's a gimmick; if you want an effective one use the Missile Jager (max front armor, mlas, all SRMs or mix SRM4/LRM15 if you've got multi-shot). If you're suffering for damage then how about giving the Grasshopper a far more damage efficient loadout of all mlas+slas (or MGs if you're suffering from heat). Add in the Jump Jets and it should be able to annihilate anything you shoot from the back, with judicious use of Vigilance to keep it protected.
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# ¿ May 15, 2018 17:22 |
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AAAAA! Real Muenster posted:Um, not to be a dick here but most people cant just go to the store and buy the missile Jager and giving advice "get a completely different mech" doesnt necessarily help. I've been taking my time working through the campaign but I'm probably two years into the game and I have only ever seen one missile jager. Dude didn't specify which Jagermech they had. And really, that's a common problem with people coming in asking for advice: they provide very little info regarding what tools they've got available or clues as to what they might be doing wrong. So, you throw advice at random hoping something sticks. And hey, sometimes the best advice is indeed "try and get better mechs"!
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# ¿ May 15, 2018 18:45 |
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Samuel L. Hacksaw posted:Machine guns help because they generate lots of head hits I think. I think in my second run through I'll mod in dhs, endo steel and ferro. Nope. Salvo weapons either generate an injury if the first shot hits, or none if it doesn't, regardless of how many shots there are in the salvo. They don't have any peculiar "head homing" mechanic, either. So, all weapons are equally valid when hunting for head-impact injuries.
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# ¿ May 16, 2018 03:31 |
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Section Z posted:It will be a shame if it's thrown under the bus by people complaining how the Catapult is garbage without dual +Stab LRM20s at minimum because you can't shoehorn in 4 LRM launchers like the Jager A. Then turning around to beg for nerfs due to their love of 100 and up stab per alpha ace customs. Lurmboat Tiers: God Tier: Welfare Highlander Stalker Jagermech A Good Tier: Orion V Highlander 733P Victor 9S Okay Tier: Catapult C1 Orion K Thunderbolt 5S/5SE Victor 9B Baby Tier: Centurion A Don't Bother Tier: Everything else
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# ¿ May 16, 2018 19:18 |
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Fulton recovery system upgrade for the Argo when?
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# ¿ May 17, 2018 04:15 |
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TipsyMcStagger posted:Picked up a thunderbolt 5SS and thinking of using it to replace my hunchback 4P (8 medium laser one) but it seems that the heat efficiency doesn't seem to be as good when using 7 medium lasers and an lrm15. Drop the LRMs, max front armor, turn it into a full laser brawler with 7mlas + 2slas. You can add 4 JJs and it'll still retain a good heat efficiency if you fill the remaining space with heatsinks. Alternatively, drop the JJs for an SRM6+1t ammo (4 tons) and SLas for MGs (less damage, better heat) for an overall bigger punch at the expense of mobility and efficiency. If you really want the stand-off range weapon, then LRM10+1ta (6 tons) should do it, removing the JJs and either SLas or heatsinks. You can't really fit a larger LRM launcher without causing the chassis an identity crisis.
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# ¿ May 17, 2018 16:57 |
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Darkrenown posted:Is the Centurion too good, or the Cataphract bad (or is my build just trash)? Centurions are good chassis and SRMs are the best brawling weapons. Since the Cataphract can't mount any, and doesn't have that many E hardpoints to be a pure laser brawler, the only way it can really niche itself into the role is by becoming an AC/20 platform. Also do away with the JJs if you're pressed for space, and max front armor.
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# ¿ May 17, 2018 18:06 |
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Kurr de la Cruz posted:Never not have jumpjets. If you're not moving, you're dying. If not outright, then by attrition because your repair bills are waaaay higher if you're just standing there slugging it out. Jumpjets are especially great on Heavies and Assaults because that's the only way your 100 ton rear end is getting close to maxing out evasion. Do you not take Bulwark?
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# ¿ May 17, 2018 18:38 |
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BitBasher posted:People here keep insinuating that jump jets aren't good because of bulwark. They are not mutually exclusive and can both be useful in the same fight. It's not one or the other. The discussion seemed to have derailed into that, but what I had objection to when I first brought it up wasn't to the JJ use per se, but to using them every turn and relying on evasion. JJs and Bulwark work just fine; I wouldn't take them on every chassis, but most mechs certainly benefit from the terrain-ignoring and fast turning repositioning.
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# ¿ May 17, 2018 20:44 |
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Taear posted:I guess this stuff doesn't matter to me because I just called shot the centre torso with 82% every time with everything and oneshot the mechs. If I was going to try hard for salvage or to be more tactical I think Jump Jets would feel more useful but it's just not how I play. The "Lurms into Knockdown into Called Shot the CT" meta doesn't care much about JJs since you just wait for the enemy to come to you and delete them the moment they get into weapons range, yeah. There's still some use for getting around obnoxious terrain, but generally you pick your environment and don't care for flanking (yours or the enemy). There's more of an use case in the early game and multiplayer, where you will be fielding light and medium dickpunchers that want to quickly step on vehicles or get some back shots.
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# ¿ May 17, 2018 20:52 |
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I'm just baffled people are bothering to argue PPC vs Gauss when the loving AC/5 does exactly what the PPC does but better.
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# ¿ May 18, 2018 04:04 |
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If you're playing the game with the intention of making it harder for yourself then yeah PPC has an use case over Gauss
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# ¿ May 18, 2018 04:15 |
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Klyith posted:sorry I believe you're 50% of the people ITT that have been making GBS threads up the conversation.
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# ¿ May 18, 2018 04:33 |
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Jedit posted:Found a Mechwarrior who has the male version of Glitch's lines. Conclusion: what makes you sound fun as a 23 year old woman has a very different effect when you're a 30 year old man. Isn't Glitch like 35?
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# ¿ May 18, 2018 18:27 |
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The answer tor running out of ammo is melee. Alternatively, those lasers you're putting in could be 2 additional tons of ammo.
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# ¿ May 19, 2018 05:50 |
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That's the use for Ace Pilot, yeah. That, and on Firestarters before then.
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# ¿ May 19, 2018 06:15 |
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Submarine Sandpaper posted:Grf-1n, instantly sell? Why? 3 missile slots, 3 energy slots, and a support (small laser) slot, all on the same arm/side torso, giving you a whole redundant side. It's one of the best mediums, a step behind the Kintaro and neck to neck with the Centurion.
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# ¿ May 19, 2018 15:35 |
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Submarine Sandpaper posted:I personally don't like everything being on one side and the s is better with srms imo. How can the variant with 2 hardpoints be better at missiles than the one with 3???
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# ¿ May 19, 2018 15:57 |
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Darkrenown posted:Why do you tie it with the Cent? I agree the Griffin is nice, but I eventually replaced it with the 2nd Centurion I got since the Cent has similar hardpoints but 3.5 more tons to work with. It's faster.
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# ¿ May 19, 2018 18:32 |
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Little button on the bottom left window when you have a mech selected. It destroys the head (and any components/mods in it) but other than that you recover the mech in the state you left it.
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# ¿ May 20, 2018 13:12 |
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# ¿ Apr 25, 2024 13:06 |
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That'd be disgusting if the AI could sprint into melee, and skew things even further into the lurm/sniping meta.
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# ¿ May 20, 2018 14:29 |