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Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Waffle House posted:

No Madcat. 0/10

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Omar_Comin
Aug 20, 2004
Dark Jedi Carebear
The more our XCOM obsessed friend posts about "Harebrained totally ripped off XCOM", the more I'm reminded of this:



Because as you all know, Penny Arcade totally ripped off Ctrl-Alt-Del.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Ham Sandwiches posted:

which is best illustrated by a Penny Arcade 40k strip?? :confused:

"I don't see how a cartoon about a guy bitching about something that came out before something else is totally ripping off the thing that came after is relevant to my bitching about Battletech ripping off XCOM with 4 member units. And gameplay based on turns. And random results based upon player actions. And covfefe."

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Skoll posted:

Dawn of War series

Excuse me sir, but Dawn of War ripped off StarCraft.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Phrosphor posted:

I think most pilots would choose death over becoming one of the Dispossessed.

Most All Clan pilots would, but IS not so much. You could always hire on with a merc unit that had more mechs than pilots, or head to Solaris and get in a stable until you earned your way back into a ride.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Skoll posted:

I'm siding with Zaodai here. I used to run my own MegaMek merc campaign just so I can side with who I want, go where I want, etc.

Having the choice to take sides on a conflict is very important, especially if you're only in it for the :20bux:.

Allow me to hop on this Dropship as well. If I'm going to play the part of a mercenary, usually the main motivation is money. Nobility and such is great and all when you want to be the plucky hero, but at the end of the day, whoever is willing to pay more gets the contract. Sure, everyone thinks that siding with the Rebels might make for a more heroic story, but the option to join the Empire would be just as interesting. For examples of how to portray and tell the story of a true "conflicted" mercenary company, look at The Black Company novels, or the film The Dogs of War.

MilkmanLuke posted:

Give me a Capellan mechanic or peasant who watched his village get stomped by crusading Fed Sun forces.
This is literally the backstory for one of the members of a mercenary company found in the BattleTech novels. The scout that hates all 'Mechs and excels at destroying them like an Elemental.

Omar_Comin fucked around with this message at 22:10 on Jan 11, 2018

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear
Harebrained Schemes’ Battletech: The Unseen are the original Original Six

Mozi posted:

I'm pretty sure it must have started when somebody just happened to have an octopus to throw, then later figured out the arms thing.
It's a specific thing to the Detroit Red Wings from back in the 50's when you needed to win 2 best of 7 series to get The Cup, so 8 games total

Omar_Comin fucked around with this message at 20:20 on Jan 25, 2018

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

AAAAA! Real Muenster posted:

They are going to announce today that the game will release tomorrow.

I would love a Netflix Cloverfield twist, and have the game launch directly after the livestream ends.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Zaodai posted:

The question is, if PGI had a time machine would you still have any faith that there would be a timeline where they don't gently caress up game design?

Never forget:

quote:

PGI are setting new standards in train wrecks that us mere mortals didn't even know were possible within the laws of physics. It's like the world's biggest train in the universe filled with smaller trains, and those trains carrying cargos of various gauges of toy trains crashing at 500kph plus right through the largest factory in the world that makes both real, toy, and imaginary trains of all shapes and sizes located right next to the world's most dangerous and poorly maintained hybrid explosive factory/nuclear power station/bioweapons research storage facility on top of a volcano. PGI literally couldn't be any worse at customer relations unless they started fatally shooting customers at random.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Zaodai posted:

As a counterpoint, I offer you this managerial training film from the 80's:
I have previews turned off, so I was hoping this was a clip from Gung Ho, but this is good too.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Zaodai posted:

It's okay Isildur. If we don't like the game, we'll just burn obscenities into your lawn in 50 foot high letters, as is tradition.


(were here)

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Rygar201 posted:

MWO was actually K19

I would not be surprised at all if PGI managed to give all their players cancer.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

AAAAA! Real Muenster posted:

If the reason they stopped him isnt "He was awful and made the game look bad" then I dont know what to say.

At the very least I learned to avoid his stream, and to recognize that anyone who suggests watching his streams for other games is a loving idiot, also to be avoided.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Radio Free Kobold posted:

Do I even want to know what Transverse is?

Mentioning it on the official forums, even asking the question "What was Transverse?" is a guaranteed instant permaban.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Agrajag posted:

youre playing battletech right now? HOW?

I'm playing Battletech right now though, for real. If you made a backup of the game files before the Steam update wiped everything, you can still play.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Dramicus posted:

Is it not possible to change engines? I guess it would make the different chassis have more specific roles if it isn't possible to change engine sizes/go XL.

There is no functionality in the HBS Mech Lab to support engine changes. I'm not even sure you can alter it manually in the mech json files.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Ciaphas posted:

Anyone have any recommended viewing of the game and its gameplay? I gather there was a press demo recently or something?

Odd has also started playing as well, but some of the events in this playthrough make it a cautionary tale as well as a preview/first look.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

sebmojo posted:

Like what?

I'd say at the very least, "Don't take that last story mission 'Mech loadout into that story mission when it's your turn."

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Iymarra posted:

Quick clarifications :

Can you edit NPC mechwarriors?

Not in game, but you can edit their .json files

quote:

I see they've got a backstory, if you change details does that carry over?

See above

quote:

Are those NPC mechwarriors random on game start or the same each time?

Your starting lance is static, but you will find both static (Backers) and randomly generated Pilots at Hiring Halls.

quote:

Are missions actually random or again, pre-set?

Story missions are pre-set, but the entire rest of the game is generated.

quote:

e: Another question. I think I remember reading but I could be wrong - was it confirmed that one or two (?) original mechcommander voice actors were on board to voice in this?

No idea, but one of the actors from The Expanse does VO work.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Cowcaster posted:

sorry guys, i just got the news, game is canceled and harebrained schemes is refocusing all development resources on their new match-3 mobile game using battletech mechs

I would unironically pay cash money for a BattleTech mobile game that was similar to Star Wars Galaxy of Heroes/Marvel Strike Force. I am a consumer whore.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear
HBS BattleTech: He, She, They

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear
Re: No Borderless Window

There are 2 options to get this function working:

1) Use the Borderless Gaming program https://github.com/Codeusa/Borderless-Gaming/releases/tag/9.5.4

2) Use -popupwindow as a Launch Option for Battletech in Steam

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Nostalgia4Infinity posted:

no sorry "jarring" is one of those overused goonisms that needs to be taken out back and shot

no sorry "taken out back and shot" is one of those jarring goonisms that needs to be eat a loving dick

Meanwhile, I think that the time investment for the prologue/tutorial until you can actually make a manual save might be a bit much. It can clock in around 2 hours for some people, so I hope that a skip option is viable.

Omar_Comin fucked around with this message at 01:56 on Apr 25, 2018

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

chesnok posted:

Mary Sue princess story instead of political intrigue we were used to in novels/sourcebooks doesn't help either.
This right here is so jadedgrog.txt that I am going to commemorate this bullshit by making my next play-through the adventures of Commander Mary "Princess" Sue. The name of the Merc Unit will be Stackpole's Self-Inserts.

Seriously laughing at the amount of Mary Sues that are present in novels/sourcebooks.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear
Here is a "What the hell do I do with my FAMILY HEIRLOOM" build that is working out really well for me:

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

The_Angry_Turtle posted:

Shooting the generator is a Good Idea but there is no reason to go around the mountain because its not an impediment to the guns you're trying to avoid. Its faster and less damaging to sprint up the road to shoot it instead of taking the scenic route.

Here. Two things to notice for all of the goons in the well struggling with the Miner Mission.

1) The first mission objective is to destroy the generator to eliminate the turrets. How you are missing this is part of a larger problem.

2) This person in the video below kills the turrets in Round 2 without taking any damage at all. "It's faster and less damaging blah blah", gently caress outta here.

https://www.youtube.com/watch?v=r9fvmmq2oWA

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Sandwich Anarchist posted:

How the gently caress do I install BTML?
Since you're not the only person that has been having trouble with it, here is the guide to doing it:

https://github.com/Mpstark/ModTek/wiki/The-Drop-Dead-Simple-Guide-to-Installing-BTML-&-ModTek-&-ModTek-mods

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Sandwich Anarchist posted:

The problem was that I downloaded the source code.
Glad you figured it out. The link is still helpful for everyone who may also have had issues getting it to work. And if you had read the guide, you would have known you were not downloading the correct files before even doing that!

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

PoptartsNinja posted:

It wouldn't, since the goal is to become the First Lord of a new Star League.

I look forward to replacing Karling with Kerensky as the bloodline I must eradicate.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear
Obligatory PGI post:

PGI are setting new standards in train wrecks that us mere mortals didn't even know were possible within the laws of physics. It's like the world's biggest train in the universe filled with smaller trains, and those trains carrying cargos of various gauges of toy trains crashing at 500kph plus right through the largest factory in the world that makes both real, toy, and imaginary trains of all shapes and sizes located right next to the world's most dangerous and poorly maintained hybrid explosive factory/nuclear power station/bioweapons research storage facility on top of a volcano. PGI literally couldn't be any worse at customer relations unless they started fatally shooting customers at random.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Phrosphor posted:

Jaime Wolf learning Japanese just to insult Takashi in public is still one of the best things that ever happened in the early storyline.
I like that the confrontation was just a minor detail at the wedding, and the full extent of why he did that got explained in later books.

Omar_Comin fucked around with this message at 02:26 on Oct 11, 2018

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear
I think you're right, it's been a few years since I read the books and I plowed through the 60+ list in short order so it's probably all blended together in my memory at this point.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

spacetoaster posted:

I'm sure a good writer could come up with a decent storyline.

Also, wasn't there a couple of BT novels about a clan warrior who disgraced herself, got put into a dezgra unit, and then worked her way back (through a shitload of bloody battles) to being a bloodnamed warrior?

You might be thinking of Joanna of Clan Jade Falcon, who didn't earn a bloodname, but got lines in the Remembrance for killing Natasha Kerensky. She was in the Falcon Guards who were considered dezgra because of the Battle of Twycross where they were wiped out by Mary Sue Kai Allard-Liao.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

spacetoaster posted:

Yeah! That's her!

Wasn't there another one though? A dude? Freebirth warrior who knew Joanna.

Anyway, I could see somebody turning that into a story arc.

Horse was the freebirth in those novels, when Aiden Pryde was going through the sibko training using the name "Jorge".

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Beer4TheBeerGod posted:

gently caress. ESCORT. MISSIONS.
I feel the same way about Base Defense Missions. To the point where I am probably going to edit json's to remove both mission types from any and all rotations.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Galaga Galaxian posted:

(Wish it said how much the mechwarrior XP reduction was)
Base XP per mission
Normal = 400xp
Slow = 200xp
Very Slow = 100xp

From the DifficultySettings.json

Fat Samurai posted:

Speaking of which, is there any mod/json edit that disables the countdown in the campaign?
I don't think there's a mod to disable as of yet, but I increased mine to 1825 days (5 years), instead of 1200 days (3.28 years), mostly because my particular OCD doesn't like weird decimals. I might do a campaign later where I set it to 25 years, and pop the Kerensky achievement just in time for the Clans timeline arrival.

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Sadistic posted:

I cannot seem to get mods to run anymore and I'm hoping someone smarter than me knows what this means and how to fix it.

Make sure you have the latest versions of ModTek and BTML and rerun the BattleTechModLoaderInjector.exe

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Sadistic posted:

I used the ones linked to this https://github.com/Mpstark/ModTek/wiki/The-Drop-Dead-Simple-Guide-to-Installing-BTML-&-ModTek-&-ModTek-mods and no luck. I'm re-installing BT after purging all the files that were left in the folder to see if that helps.

Mpstark has gone missing. Those are far from being the latest versions, sorry friend.

Try these links instead:

ModTek
https://github.com/janxious/ModTek/releases

BTML
https://github.com/janxious/BattleTechModLoader/releases/tag/v0.6.4

Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Cardiac posted:

Also, is there a point with the Trebuchet or Wolverine?
This is my crazy fun scout 6K



It's heat neutral so I can jump and shoot/sensor lock if I need to, or unload into rear armor if the chance is there, and never need to back off or stop moving. Gets Init 4 from a Master Tac pilot, has 1000 armor so it can take a hit or two without worry. Still looking for Rangefinder+++ and SRM6+++, but they will turn up somewhere.

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Omar_Comin
Aug 20, 2004
Dark Jedi Carebear

Takuan posted:

A long time ago in this thread, someone posted a list of changes they made to things like visibility ranges, line-of-sight, and evasion. Does anybody have a list of those changes, or know roughly what date they were posted so I can try to find them myself?

Was it this post from Sandwich Anarchist?

Sandwich Anarchist posted:

After a day of playing with the tweaks I did, I am very happy with what it's done to my game; light mechs are actually starting to show some usability. Here is what I did:

code:
"AllowRearArcSpotting": false,
Changes spotting mechanics, so you need to actually have something in your firing arc to spot them. Seems to help balance LRMs a bit more on both sides.

code:
        "ToHitAssault": 0,
        "ToHitHeavy": 0,
        "ToHitMedium": 2,
        "ToHitLight": 3,
        "ToHitVehicleAssault": 0,
        "ToHitVehicleHeavy": 0,
        "ToHitVehicleMedium": 0,
        
Adds a bit more difficulty to hit light mechs, and adds some for mediums too, in an effort to give them a hair more usability later in the game.

code:
        "ToHitElevationLevelHeight": 18,
        "ToHitElevationModifierPerLevel": 0.5,
        "ToHitElevationUseMultipleLevels": true,
        "ToHitElevationApplyPenalties": true,
Changes height modifiers to be a little more dynamic. Being higher or lower will add cumulative bonuses or penalties to a shot, and has made terrain a much more important element in fights, especially considering the evasion tweaks I made below.

code:
        "ToHitMinimumRange": 8,
        "ToHitShortRange": -2,
        "ToHitMediumRange": 0,
        "ToHitLongRange": 2,
        "ToHitMaximumRange": 4,
        "ToHitCoverObstructed": 2,
Added a Short range modifier, making it easier to hit with any weapon up close (but outside minimum range). This required editing every single weapon with a short range value, and is totally optional.

code:
"ToHitIndirect": 6,
Made indirect fire have a steeper penalty in an effort to balance LRMs a bit more, and require an LRM user to invest in Tactics to mitigate the more severe penalties.

code:
        "ToHitSelfWalkLight": 0,
        "ToHitSelfWalkMedium": 1,
        "ToHitSelfWalkHeavy": 2,
        "ToHitSelfWalkAssault": 3,
        "ToHitSelfWalkVehicle": 1,
Added some firing accuracy penalties after moving for everything but Lights. This is to try and take a bit of the bite away from Assaults, and promote run and gun tactics with lights.

code:
"ToHitMovingTargetDistances": 
[
	      90,
            120,
            150,
            180,
            220,
            250,
		],
        "EvasivePipsMovingTarget":
[
            1,
            2,
            3,
            4,
            5,
            6
        ],
        "ToHitMovingPipUMs": 
[
            3,
            6,
            9,
            12,
            15,
            18
		],
Increased evasion pip value by one, and set initial movement required to generate them higher. Evasion requires more movement investment now, but is alot stronger; light mechs can easily get maxed pips, while Assaults and some heavies struggle to, even while sprinting. With the changes to height modifiers, fire-and-move penalties, and increased base hit penalties for size, light mechs are much more survivable; reliably hitting them requires close range spam or sensor locking. For that matter:

code:
"SensorLockPipsStripped": 6,
and in Steam\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\data\abilities\abilitydeft5a

code:
"Details" : "ACTION: Select a target within sensor range to reveal it until the end of the current round and removes all of its EVASIVE charges.",
Sensor lock strips ALL evasion charges. Much more useful now, and is a pretty much a dedicated Light mech counter. Lights are pretty drat hard to hit now, unless you can get in close, melee them, or sensor lock.


Obviously these aren't all totally ideal changes, but it's made my game alot more fun for me at least. Here is a typical shot against a single move light now:



https://forums.somethingawful.com/showthread.php?threadid=3821533&pagenumber=318&perpage=40#post483957862

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