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BattleTech coming back via Kickstarter

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Archinerd
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Re: BattleTech coming back via Kickstarter

Post by Archinerd » Wed Dec 05, 2018 10:39 am

Paingod wrote:
Wed Dec 05, 2018 7:50 am
NickAragua wrote:
Wed Dec 05, 2018 1:48 am
Can't wait to finish off those campaign missions and get started on flashpoints.
I'm of the same mind - but I have to ask ... WTH were you doing in that mission with Mediums?! If I recall my last campaign, I was there with a group of mostly Heavies.
I was still using mediums at that mission too. It's been awhile but I think i went in with a Shadowhawk, Hunchie and a Thor. For the 4th it was either or an Orion or Battlemaster, I can't remember. All stock builds, no cheat mechs like you guys. ;)

Also, I think NickAragua is using JK Variants so getting new mechs is harder.

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Re: BattleTech coming back via Kickstarter

Post by Paingod » Wed Dec 05, 2018 10:46 am

Archinerd wrote:
Wed Dec 05, 2018 10:39 am
All stock builds, no cheat mechs like you guys. ;)

Also, I think NickAragua is using JK Variants so getting new mechs is harder.
I think customizing is one of the great things in the MechWarrior games and wouldn't give it up. I consider it a tactical advantage that helps offset my lack of numerical superiority... :D

I'm also using JK_Variant (and 5x salvage required to get a Mech) and it's taken a long time to get some additional Mechs - but with all the parts I have stockpiled, they're starting to become more common.
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Re: BattleTech coming back via Kickstarter

Post by NickAragua » Wed Dec 05, 2018 11:50 am

With JK_Variants + other mods, acquiring new mech chassis is a bit of a pain. Especially since I'm basically blitzing through the campaign missions (although I do "stop in" at systems on the way). When the heaviest mech I have is a Quickdraw, I'm not quite good enough at the tactical part of the game to be able to do "stock only". So I optimize.

For the Quickdraw, I removed the LRM launcher and added an extra SRM/4 rack instead. I like the SRM boat concept so much that I also have a Shadow Hawk loaded up with 3 SRM launchers (two 4s and a 6) plus a large laser. The Blackjack, before its unfortunate demise, had an AC/10 and a pair of medium lasers (basically making it a Hatchetman). Everything gets up-armored, and I rely a lot on jump jets.

Still disappointed that I just *barely* missed out on a Warhammer. I had the guy in there injured four times, and if I could have just taken out a side torso instead of the center torso, it would have come out to three salvage chunks. Oh well. The AI tends to overheat its Warhammers and Marauders quite badly, to the point of shutting down. Perils of modding I guess, but I find it kind of charming.

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Re: BattleTech coming back via Kickstarter

Post by Archinerd » Wed Dec 05, 2018 12:57 pm

Paingod wrote:
Wed Dec 05, 2018 10:46 am
Archinerd wrote:
Wed Dec 05, 2018 10:39 am
All stock builds, no cheat mechs like you guys. ;)

Also, I think NickAragua is using JK Variants so getting new mechs is harder.
I think customizing is one of the great things in the MechWarrior games and wouldn't give it up. I consider it a tactical advantage that helps offset my lack of numerical superiority... :D
I don't really care, I'm just giving you a hard time.
I personally dislike min-maxing and think it's not a fun way to play any game. The other draw for "stock only" to me is I like the un-optimized designs. For me, it's more immersive and gives more personality to each chassis.

Carry on though, I'm a big fan of letting people play the game however they like.

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Re: BattleTech coming back via Kickstarter

Post by NickAragua » Wed Dec 05, 2018 1:07 pm

I actually played "stock only" my first time through. The trick to that is that you have to a) ignore the campaign missions until you can deploy forces that exceed the rating by at least half a skull and b) accept that there are certain mechs that you just will not be using, because the designs are awful. Not even "a little tweak and it'll be good", more like "needs a complete overhaul". I leave it as an exercise to the reader to determine which designs I think are horrible, but, for example, one starts with "Jager" and ends with "mech".

One of these days, I'd like to try Edmon's AC/2 challenge. That's when you can only use AC/2s and melee attacks.

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Re: BattleTech coming back via Kickstarter

Post by Paingod » Wed Dec 05, 2018 1:12 pm

Archinerd wrote:
Wed Dec 05, 2018 12:57 pm
I personally dislike min-maxing
It's strange. I don't necessarily see it as min/maxing. Each weapon has pros and cons that feel well balanced. When I'm customizing, I don't believe I'm making anything substantially better than stock Mechs, but instead something that works for my mercenary lifestyle of "Salvage to Survive"

My team is good at salvage, but that makes them weak at punching through layers of armor. If I was stronger in pinpoint damage, I'd be weak on salvage. :confusion-shrug:

I mean - they gave me the Argo, which comes complete with gantries, lifts, mechanized automation and bay expansions for up to 18 active chassis. I feel like I'd be criminally negligent if all I did there was replace armor and unplug one broken AC5 to stick a new one back in it's place. :mrgreen:

I know you're not condemning us for playing the game how we want... and maybe some day I'll try stock Mechs as a theme. I've jest never done that - not in MechWarrior 2/Mercenaries, MechWarrior 3, MechWarrior 4/Mercenaries, MechWarrior Online, MechCommander, MechCommander 2... every time, I customize. It's part of the fun for me. :wink:
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Re: BattleTech coming back via Kickstarter

Post by Archinerd » Wed Dec 05, 2018 2:07 pm

NickAragua wrote:
Wed Dec 05, 2018 1:07 pm
I actually played "stock only" my first time through. The trick to that is that you have to a) ignore the campaign missions until you can deploy forces that exceed the rating by at least half a skull and b) accept that there are certain mechs that you just will not be using, because the designs are awful. Not even "a little tweak and it'll be good", more like "needs a complete overhaul". I leave it as an exercise to the reader to determine which designs I think are horrible, but, for example, one starts with "Jager" and ends with "mech".

One of these days, I'd like to try Edmon's AC/2 challenge. That's when you can only use AC/2s and melee attacks.
Jagermech is garbage but sometimes its all you've got. That's where the fun is for me.

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Re: BattleTech coming back via Kickstarter

Post by Paingod » Wed Dec 05, 2018 2:27 pm

Archinerd wrote:
Wed Dec 05, 2018 2:07 pm
Jagermech is garbage
Looks like a wall, moves like a wall, takes his as easily as a wall, crumbles like it's made of sheet rock.
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Re: BattleTech coming back via Kickstarter

Post by NickAragua » Wed Dec 05, 2018 2:43 pm

And if it's all I've got, then I will be going back to lower-skull missions and using it to grind for better equipment. For example, a Grasshopper (which can move) or an Orion (which can take hits). Or, at least, a Catapult (or its cousin, the Katapult). Hell, I'll even take a Quickdraw (although that mech has some serious heat and armor issues, but it can move like nobody's business).

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Re: BattleTech coming back via Kickstarter

Post by Blackhawk » Wed Dec 05, 2018 2:44 pm

Building your mechs was what Battletech was all about. It was balanced by the mechanics - slots, heat, and so forth. It wasn't so much min-maxing as it was strategizing, choosing your long range attackers, your scouts, and so forth, making your lance a blend of different types, or specializing in a single type, or whatever tactic you wanted to experiment with. Much like making a party in D&D by equipping the rogue with a bow and giving the fighter a shield.

I haven't played the new game, but I am guessing that the intent is similar.
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Re: BattleTech coming back via Kickstarter

Post by Paingod » Wed Dec 05, 2018 3:02 pm

NickAragua wrote:
Wed Dec 05, 2018 2:43 pm
And if it's all I've got, then I will be going back to lower-skull missions and using it to grind for better equipment. For example, a Grasshopper (which can move) or an Orion (which can take hits). Or, at least, a Catapult (or its cousin, the Katapult). Hell, I'll even take a Quickdraw (although that mech has some serious heat and armor issues, but it can move like nobody's business).
I'm still here, but the grind has been paying off. If I bump into a Black Knight 6B, and can salvage two parts of it - I'll have one. If I can get three more parts of the Catapult C4, or three more parts of an Orion K... I've got all the Mediums I need.

They're all in range, if I luck out the next time I spot them. It's why I keep my team stocked with so many LRM's, blow all my inspiration points on headshots, and Reserve so we can all hit in the same turn. Gotta knock 'em down!
Archinerd wrote:
Wed Dec 05, 2018 2:07 pm
garbage
Right after I got my Trebuchet working, I took it out for a spin the next mission (stock) and in the process it lost half it's torso and most of its weapons - without even being on the front line. I changed the name from Trebuchet to Trashbucket in my head.

*Edit 2018-12-06: Didn't have much time last night, but we did add 3 parts of a Grasshopper to the inventory. If I can find another one, that'll be another complete Heavy. I've started finding more 3-skull missions, and those have a much better chance at a heavier reward.
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Re: BattleTech coming back via Kickstarter

Post by morlac » Thu Dec 06, 2018 1:14 pm

I love the tweaking of Mechs in these games. It's not min/maxing unless you make it be. Sometimes, the goofier build the better. I ran a 4 PPC 2 med laser Stalker in MWO for awhile before they nerfed it. It was slow, low on armor and hot but could one shot destroy/cripple almost anything. Alpha strikes equaled instant overheat but If I shot two and two in close succession it was very effective. If I was lucky enough to have a light/medium escort I was neigh unstoppable. I would Alpha strike someone that would send them in an instant panic if they lived. The little guy would just mop them up and chase them down after. Hysterical. Getting circle strafed by two light's....not so much fun.

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Re: BattleTech coming back via Kickstarter

Post by killbot737 » Sat Dec 08, 2018 6:16 pm

Did you know you can rename your mechs? Because I didn't until sometime last week. Now I don't have to look over a bunch of the same mech to see if it's the one I want to drop on this particular mission!
There is no hug button. Sad!

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Re: BattleTech coming back via Kickstarter

Post by Paingod » Mon Dec 10, 2018 8:32 am

We ran the Ammo Depot mission (defeat 8 defenders, save 8 containers, stop 2 escaping trucks) last night that gave me so many headaches in my previous play through.

I went in with:
  • Orion V: 3x LRM15 (4t ammo), 4 Jump Jets's
  • Shadowhawk 2H: Medium Laser, AC5 (1t ammo), LRM10 (1t ammo), 5 Jump Jets
  • Shadowhawk 2H: Medium Laser, AC5 (1t ammo), LRM10 (1t ammo), 5 Jump Jets
  • Wolverine 6K: 4x Medium Lasers, LRM10 (1t ammo), 5 Jump Jets
I came out intact with 1 pilot hurt, and having lost a Gyro++ from one of the Shadowhawks. I had zero ammo remaining and had to kill the last Cicada with long-range AC5 shots as it wouldn't come down out of the safety of a nest surrounded by turrets. We only killed the first (closest) turret and left everything else untouched. Killing the two 25t escaping trucks was a non-event with AC5's and LRM's on my side, and I didn't have to touch any of the ammo containers. Overall, a pretty damn good victory.

I move the lance left immediately and ran for the grove of trees, and it was there I stayed through the whole thing. I made excessive use of a pilot with Bulwark to dance around close to the front, but still in the trees, to absorb a lot of incoming fire.

I do have a Jagermech now, but didn't think it had the mobility to avoid getting destroyed over time. The Dragon in my lineup isn't really any better than a Shadowhawk, and moves one sequence slower... so both stayed on the Argo.
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Re: BattleTech coming back via Kickstarter

Post by NickAragua » Mon Dec 10, 2018 10:53 am

That's a pretty heavy duty loadout for that mission (from my perspective, anyway).

I had a Quickdraw, Vindicator, Shadow Hawk 2D and Blackjack (so, three of the starting mechs). First move was to blow the ammo crate next to the two turrets, plus the turret close to the road. Then pull back to the starting area and whale on the enemy mechs as they come over the ridge. I've never been able to get the escaping vehicles, because that requires me to send a mech over there and that either reduces my main force's firepower below "critical mass" and they get overwhelmed or it can't actually kill the vehicles.

At this point, I'm doing the second to last mission (will have to re-do it because of a crash, which is why I don't play ironman) of the campaign.

The previous campaign mission was a boondoggle. Without spoiling too much, it makes you use Kamea's Kraplas. Although it's not quite as krappy any more now that HBS has toned down the heat on the ER Large Laser. I brought the Highlander, an Awesome and a Warhammer 6K (with small lasers removed to mount extra armor). We were mopping up the initial group of tanks, then I get a message about "reinforcements arriving" or some such. At this point, four PPCs fly out from out of LOS and take the head off the Awesome, killing Behemoth. Turns out it was a Manticore and a Shreck PPC Carrier. We manage to take them down, but the Warhammer's pretty beat up and the Highlander has a right torso breach.

So we make our way to the destination, where we have to hold out for four turns against about two lances of guys. Lost the Warhammer and the guy in it when a Thunderbolt decided to unload on the center torso.

So now I have to use a Dragon for a heavy, plus the Quickdraw. I like the Quickdraw because it's got jump jets, but the Dragon does not, and doesn't have the available tonnage for any real heavy weapons. Probably going to have to troll around for something a little bit more beefy before I hit the last couple of missions, as the rest of my mechs are all 50 and 55 tonners. With an odd Phoenix Hawk 1D thrown in for those target designation missions. It's great, it's as fast as a Firestarter but packs more armor. Just don't get any delusions about being able to take on heavier units with it.

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Re: BattleTech coming back via Kickstarter

Post by AWS260 » Mon Dec 10, 2018 11:18 am

I bought the DLC, reinstalled, and started up a Career game. I had forgotten how fragile light mechs can be!

It's been fun grinding my way up from the bottom again. I still haven't cobbled together a second medium mech (I started with a Vindicator), so my current ideal lance is the Vindicator, a Spider to scout and split up the opfor, and two Panthers to sling PPCs from long range. Works pretty well as long as I can keep my distance.
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Re: BattleTech coming back via Kickstarter

Post by Sepiche » Mon Dec 10, 2018 11:45 am

AWS260 wrote:
Mon Dec 10, 2018 11:18 am
I bought the DLC, reinstalled, and started up a Career game. I had forgotten how fragile light mechs can be!

It's been fun grinding my way up from the bottom again. I still haven't cobbled together a second medium mech (I started with a Vindicator), so my current ideal lance is the Vindicator, a Spider to scout and split up the opfor, and two Panthers to sling PPCs from long range. Works pretty well as long as I can keep my distance.
Yeah, Vindicator and Panthers is a solid build for the early career. As soon as I could I swapped a Jenner in for the Spider, and then configured the Vindicator for close combat (small lasers, med lasers, SRM 6). Only a little past the opening stages of the career, but I've also added a Blackjack to my lance that helps get the weight up a little bit.

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Re: BattleTech coming back via Kickstarter

Post by AWS260 » Mon Dec 10, 2018 12:24 pm

Sepiche wrote:
Mon Dec 10, 2018 11:45 am
Yeah, Vindicator and Panthers is a solid build for the early career. As soon as I could I swapped a Jenner in for the Spider, and then configured the Vindicator for close combat (small lasers, med lasers, SRM 6).
Oh, that's a good idea for the Vindicator.

I slightly prefer the Spider to the Jenner for scouting (although I haven't tried modding a Jenner). You don't hit hard, but those center-mounted lasers ensure that you can keep hitting even if you lose a limb or two. And jumping all over like a cricket on drugs is very fun.
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Re: BattleTech coming back via Kickstarter

Post by Sepiche » Mon Dec 10, 2018 12:30 pm

AWS260 wrote:
Mon Dec 10, 2018 12:24 pm
Oh, that's a good idea for the Vindicator.

I slightly prefer the Spider to the Jenner for scouting (although I haven't tried modding a Jenner). You don't hit hard, but those center-mounted lasers ensure that you can keep hitting even if you lose a limb or two. And jumping all over like a cricket on drugs is very fun.
The Spider isn't as bad as a locust, but it's paper thin armor always makes me feel like I'm risking any mech warriors I put in one. If I have to take out a Spider, I'll usually drop a few jump jets and up armor it. Still allows it to be mobile, and then it can take more than a couple shots. :P

Still haven't been able to try any flash points yet, but I'm hoping if I can get a few more medium mechs into my lineup I should be able to try one of the easier ones that popped up.

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Re: BattleTech coming back via Kickstarter

Post by Paingod » Mon Dec 10, 2018 12:32 pm

When I finish the Campaign mode, will the game seamlessly transition to Flashpoints and Career mode?
NickAragua wrote:
Mon Dec 10, 2018 10:53 am
That's a pretty heavy duty loadout for that mission (from my perspective, anyway).
Yeah, I felt that way. I'm not dawdling on story missions anymore for a while and will push forward. With my Salvage setup, I don't just "Get" free Mechs when I knock them out cleanly and I apparently over-farmed my salvage. I'm a single salvage part from both a Quickdraw and a Black Knight, if I can get the right variants to show up in a mission.
Last edited by Paingod on Mon Dec 10, 2018 12:34 pm, edited 1 time in total.
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Re: BattleTech coming back via Kickstarter

Post by Archinerd » Mon Dec 10, 2018 12:33 pm

Took a break from Battle Brothers (2 Alp ambushes in one game night was more than I could take), and got started in career mode over the weekend too.
I'm still early on so I'm running Vindicator, Panther, Jenner & Spider. And a spare Jenner in the mech bay too.

I had a problem with the game endlessly loading in the "prepping for combat" screen though, but only for Ambush Convoy missions.
After messing around with mods and ruling out any conflicts I eventually I did a clean uninstall (link to video guide) and reinstall of the game.
This deletes all you saved games though, so beware.
Works fine now, even with the mods.

Mods I'm using;
JK Variants
Less Head Injuries
Basic Panic system - I need to tune this a bit if I can or uninstall it. I like the idea, but I feel like enemies are punching out too early.

I'm thinking of using the Hanger of the Dispossessed too but I don't understand the optional Marauder resize file.

In one of my now deleted games, I took down a Shadow Hawk, Jagermech, Enforcer and a Panther.
My lance was Vindicator, 2 panthers and a spider. It was a good fight, too bad this was before I found out about my ambush convoy problem.

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Re: BattleTech coming back via Kickstarter

Post by NickAragua » Mon Dec 10, 2018 1:18 pm

I'll experiment tonight with a pair of performance-improvement mods I found earlier - stores and contract lists lag like nobody's business when loading them for me, and looking at the source code and descriptions, they've basically replaced HBS' inefficient algorithms with significantly better code. Credit where credit is due to HBS for not obfuscating or encrypting their assemblies - it's not exactly open-source, but you can use .NET debugging tools to examine the code as it runs, and modders have written mechanisms to inject different code into the Battletech executable at run-time, aka "on the fly".

Maybe using those mods will help cut down my electric bill, too, now that I think about it.

The Marauder resizing thing means that you have to get the "mech resizer" mod and copy/paste the resizer specs into the relevant config file. Since I'm running the "vehicle improvement project", that comes with a "mech resizer" instance, so I copy and pasted in there. I'll see if I can look up the relevant details tonight.

I also highly recommend the Assassin and Annihilator mods. I've seen several Assassins already, and well... they're super fast but lightly armed and made out of tissue paper. Two-ply, as opposed to one-ply, which is what Spiders and Locusts are made of. Which is about what you expect from that mech given what it's like in tabletop.

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Re: BattleTech coming back via Kickstarter

Post by Paingod » Mon Dec 10, 2018 1:39 pm

NickAragua wrote:
Mon Dec 10, 2018 1:18 pm
I'm running the "vehicle improvement project"
I can't recommend this enough, too - not just because the resizer is built in. Vehicles are genuine threats with this installed, which is nice. I don't just dismiss tanks anymore. Now I scan over them to find what they're equipped with and try to prioritize them with everything else.
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Re: BattleTech coming back via Kickstarter

Post by Freyland » Mon Dec 10, 2018 3:28 pm

Sepiche wrote:
Mon Dec 10, 2018 12:30 pm
AWS260 wrote:
Mon Dec 10, 2018 12:24 pm
Oh, that's a good idea for the Vindicator.

I slightly prefer the Spider to the Jenner for scouting (although I haven't tried modding a Jenner). You don't hit hard, but those center-mounted lasers ensure that you can keep hitting even if you lose a limb or two. And jumping all over like a cricket on drugs is very fun.
The Spider isn't as bad as a locust, but it's paper thin armor always makes me feel like I'm risking any mech warriors I put in one. If I have to take out a Spider, I'll usually drop a few jump jets and up armor it. Still allows it to be mobile, and then it can take more than a couple shots. :P

Still haven't been able to try any flash points yet, but I'm hoping if I can get a few more medium mechs into my lineup I should be able to try one of the easier ones that popped up.
I have left the Vindicator alone, other than giving him "++" weapons where possible because I like him to be a Long Range fighter, since he is markedly slower than the rest of my units. I have removed the SRM4 on both of my Jenners in favor of LRM5's since they already have significant heat problems and I like them to have an attack option when they have retreated to cool off. I mentioned several pages earlier in this thread that I found that a modified Spider with a PPC instead of the 2 ML's (and some armor loss, I believe) was very, very effective. A PPC to the rear, which is easy to arrange with the Spider's movement, is a day-wrecker for any mech.
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Re: BattleTech coming back via Kickstarter

Post by jztemple2 » Mon Dec 10, 2018 4:28 pm

Hi guys, real newbie question here. I've restarted playing the game after stopping back in May. I've done a couple of skirmishes to warm up and now I'm starting a new Career game. Most of the stuff looks familiar, but for the life of me I can't remember how to compare the Mech force I have versus the suggested contract level in skulls. I know to start off against the half-a-skull mission, but how do I tell when I'm ready to go up against, say, a two skull mission?
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Re: BattleTech coming back via Kickstarter

Post by NickAragua » Mon Dec 10, 2018 4:30 pm

When you're on the mech selection screen right before a mission, look on the bottom right, above your deployed mech list. There should be some laurels with a gold star down there. You usually want at least as many of those as the mission has skulls. And possibly more.

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Re: BattleTech coming back via Kickstarter

Post by Paingod » Mon Dec 10, 2018 4:41 pm

... and generally, the greater the disparity between your rating and the mission rating, the easier or harder it will be.

If you're 2 stars taking on 3.5 skulls, you're in for a rough ride. If you're 4 stars taking on 1.5 skulls, you'll wonder why you bothered.
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Re: BattleTech coming back via Kickstarter

Post by Sepiche » Mon Dec 10, 2018 4:53 pm

Maybe this is just confirmation bias, but I feel like the mission payout is also a fair indicator of relative difficulty. If two missions are both 2 skulls, but one pays out more, that mission tends to have more or heavier enemies than the lower priced mission in my experience.

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jztemple2
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Re: BattleTech coming back via Kickstarter

Post by jztemple2 » Tue Dec 11, 2018 12:51 am

Thanks for the information! Always helpful to know what I'm jumping into... :horse:

I left my Career game to go start another of the standard campaign just to get a feel again and then went back to the Career mode. I'm really enjoying it. While doing Skirmishes are fun, I like the idea of tying missions together at the strategic level. I'd forgotten how bad the early Mechs are for refitting, I'll be getting better models as soon as I can.
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Paingod
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Re: BattleTech coming back via Kickstarter

Post by Paingod » Tue Dec 11, 2018 7:55 am

Sepiche wrote:
Mon Dec 10, 2018 4:53 pm
Maybe this is just confirmation bias, but I feel like the mission payout is also a fair indicator of relative difficulty. If two missions are both 2 skulls, but one pays out more, that mission tends to have more or heavier enemies than the lower priced mission in my experience.
I think you're 100% correct. I'm pretty sure the payout has a direct correlation with the difficulty.

My favorite is when I see a hefty payout and scale for salvage - only to find the heaviest things on the battlefield are Tanks ... or when I scale for cash and bump into a Mech I want but can't salvage more than one piece of.
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Re: BattleTech coming back via Kickstarter

Post by jztemple2 » Tue Dec 11, 2018 6:29 pm

Another dumb question... what's the meaning of the red eye on some of my opponents?

Also, do you guys use a Mod Manager when adding mods to the game? Back when I was playing at the beginning of the year I had a couple of mods active but I think I didn't bother with a manager.
"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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NickAragua
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Re: BattleTech coming back via Kickstarter

Post by NickAragua » Tue Dec 11, 2018 8:30 pm

Most mods you now have to use a combination of ModTek and BTML.

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

BTML current version:
https://github.com/janxious/BattleTechM ... r/releases

Use this "drop dead simple guide" on how to install:
https://github.com/janxious/ModTek/wiki ... odTek-mods

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Re: BattleTech coming back via Kickstarter

Post by jztemple2 » Tue Dec 11, 2018 8:40 pm

NickAragua wrote:
Tue Dec 11, 2018 8:30 pm
Most mods you now have to use a combination of ModTek and BTML.

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

BTML current version:
https://github.com/janxious/BattleTechM ... r/releases

Use this "drop dead simple guide" on how to install:
https://github.com/janxious/ModTek/wiki ... odTek-mods
That's good info, thanks!
"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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Paingod
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Re: BattleTech coming back via Kickstarter

Post by Paingod » Wed Dec 12, 2018 8:09 am

jztemple2 wrote:
Tue Dec 11, 2018 6:29 pm
Another dumb question... what's the meaning of the red eye on some of my opponents?
I believe that's an indicator of an obstruction that will lower your chance to hit. You'll see it when there's a Mech between you and your target, or the crest of a hill, or sometimes rocks.

What I believe may be inaccurate, though. According to Google, the red eye means that an enemy Mech will have Line of Sight on you after your move to the spot where you'll shoot from. For some reason, I doubt that - since I'm pretty sure I only ever see the red eye when I'm trying to shoot around/over an obstacle. I don't think I've ever once seen it out in the open.
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Re: BattleTech coming back via Kickstarter

Post by NickAragua » Wed Dec 12, 2018 10:57 am

Finally cleared the main storyline the other day, and started playing flashpoints. Completed one so far, where I managed to get Dekker killed, after having him survive the entire campaign. Also got to try out the Hatchetman, which just ... isn't very good. Like, it has an axe and all, but I think I'd need to stick more arm mods on it in order to make the damage worth giving up ranged capability.

I did get a heat exchanger out of the deal, even if it's only a crappy -10% heat one. Still, perfect for the Awesome with its three PPCs.

The other problem with doing flashpoints after the main storyline is that all the systems are now 3+ skulls, and half the factions won't actually offer me work. And the missions that I do see are all chock full of assault mechs and tanks packing enough LRMs to make a lance of Catapults cry in shame. So I'll probably plow through as many flashpoints as I can, but then it might just be time to pack it in on that run and start a career mode run. We'll see.

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Re: BattleTech coming back via Kickstarter

Post by Paingod » Wed Dec 12, 2018 11:03 am

We picked up our first two parts of an Assault last night. An Awesome was the target for our assassination in a 4 skull mission. He was protected by a lance of Heavies and a lance of Mediums.

We went in with the 3xLRM15++ Orion, a Catapult K2 (upgraded 2xPPC++ and a 10% heat exchanger), a Jumpin' Jagermech (2xAC5+++, 4xML's, upgraded armor, and 4 JJ's), and a Wolverine 6R (AC5++, LRM10++, ML, 5 JJ's). All of those ++ weapons add Stability damage.

The Katapult worked great in the back row with no Jump Jets, plodding to the front eventually to lay down a little extra ML fire. The Orion acted in the mid-range to soak a few hits. The Wolverine jumped around between forests and alternated Sensor Locks with actually firing to stay cool, and was mostly the only one in sight for a number of turns; other Mechs stayed back and shot at range. The Jagermech mostly stayed back, but moved up a couple times to try for a 6-weapon alpha aimed-headshot, with good success.

It was a great mission for salvage with two complete cockpit wipes, and the Awesome at the end was 100% intact except for some internal damage; he was hit in the head three times and knocked over twice. Unfortunately, it was a 2/10 salvage reward. Had I known there'd be an Assault, I would have gone for 3/14 and no cash.

I really like my Scout Mech pilots to have Bulwark, Sensor Lock, and Initiative. Double bonus from forests for damage reduction and mobility to jump up and around like mad is a great combo. I think I only have one like that, and the others are Evasion/Sensor Lock/Initiative. Going up against these heavier hitters, the extra damage reduction seems more valuable than a point of Evade.
NickAragua wrote:
Wed Dec 12, 2018 10:57 am
The other problem with doing flashpoints after the main storyline is that all the systems are now 3+ skulls, and half the factions won't actually offer me work. And the missions that I do see are all chock full of assault mechs and tanks packing enough LRMs to make a lance of Catapults cry in shame. So I'll probably plow through as many flashpoints as I can, but then it might just be time to pack it in on that run and start a career mode run. We'll see.
That's actually kind of disheartening. I figured the Campaign would be a good segue into Career.
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Re: BattleTech coming back via Kickstarter

Post by NickAragua » Wed Dec 12, 2018 12:05 pm

The two are separate: career mode starts you off with a different set of mechs, system skull ratings don't go up and there's no main storyline. There are still flashpoints though, but the one I did would have been tough without at least four 55-ton mechs.

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Re: BattleTech coming back via Kickstarter

Post by Paingod » Wed Dec 12, 2018 12:19 pm

NickAragua wrote:
Wed Dec 12, 2018 12:05 pm
The two are separate: career mode starts you off with a different set of mechs, system skull ratings don't go up and there's no main storyline. There are still flashpoints though, but the one I did would have been tough without at least four 55-ton mechs.
Interesting.

I was concerned that there'd be a penalty for doing the campaign. Do the skull ratings continue to climb after the campaign, or do they lock in at the transition?
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Re: BattleTech coming back via Kickstarter

Post by NickAragua » Wed Dec 12, 2018 1:36 pm

Nah, once you finish the campaign, that's it. At that point, every system is 3-5 skulls and will stay that way.

I think in career mode, average skulls actually go up with your merc rating, but I only read it in a random forum post so take it with a grain of salt.

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Re: BattleTech coming back via Kickstarter

Post by Freyland » Wed Dec 12, 2018 3:48 pm

NickAragua wrote:
Wed Dec 12, 2018 1:36 pm
Nah, once you finish the campaign, that's it. At that point, every system is 3-5 skulls and will stay that way.

I think in career mode, average skulls actually go up with your merc rating, but I only read it in a random forum post so take it with a grain of salt.
I think it is more, if not completely, dependent on the planet. I really have to hunt for planets with 2 skulls or less for my light lance, and I have probably done 10 missions so far? There are plenty of planets in my immediate vicinity with 3-5+ skull missions. Some will even show up on the aforementioned Low-skull worlds.
I don't remember where I read this, Cort, maybe it was in the last patch notes, but they said the UAZ really handles the best when... the wheels are actually touching the ground.
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