The AC/20 Centurion is still cleaning up, it's a one-shot kill machine.
Here's how my "recover the Argo" mission went:
The other thing is that I use jump jets a lot and focus fire on one guy at a time.
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There is, but I still haven't gotten around to checking them out to see if they're changeable. I'm pretty sure that bar is using the number keys -1 to attack, 2 to move, 3 to sprint and 4 to jumpNickAragua wrote: Fri Apr 27, 2018 12:28 pm I'm pretty sure if you go to 'settings', there's a keyboard bindings section.
If I recall, Vigilance is Brace+Intiative (so you take less damage now and move earlier next turn)Rip wrote: Fri Apr 27, 2018 11:29 amEarly you should be using vigilance on the mech you think they will focus on. VERY powerful.
DD* wrote: Fri Apr 27, 2018 12:13 pm this game screams for a mini-map. Trying to figure out where the next objective is located can be a royal pain in the ass when you have to scroll the damn screen all over the place. Can't believe something published in 2018 doesn't have a basic feature like that.
Bingo. I use this to help determine which is the primary and which is the secondary. If a patrol is off to the side, and the objective is dead-ahead, I'll look over both routes and make a choice on which I want to deal with first.IceBear wrote: Fri Apr 27, 2018 12:42 pmI believe if you click on the objective listing it will take you to it on the map
I went there but found nothing other than camera movement and a list of things that say "ability 1" through "ability 9". When I try to edit them, nothing can be changed. Methinks BT could have used a bit more time in the oven...NickAragua wrote: Fri Apr 27, 2018 12:28 pm I'm pretty sure if you go to 'settings', there's a keyboard bindings section.
I just tried it and I can edit mine. I click on it, then click on the button I wanted to use and it changes.DD* wrote: Fri Apr 27, 2018 1:06 pmI went there but found nothing other than camera movement and a list of things that say "ability 1" through "ability 9". When I try to edit them, nothing can be changed. Methinks BT could have used a bit more time in the oven...NickAragua wrote: Fri Apr 27, 2018 12:28 pm I'm pretty sure if you go to 'settings', there's a keyboard bindings section.
When I try to edit any of these settings, nothing happens other than my clicky finger gets tired.
I'll look tonight and see what happens when I try editing these. I'm pretty sure Max Peck had the correct "ability" numbers in this post:DD* wrote: Fri Apr 27, 2018 1:06 pm When I try to edit any of these settings, nothing happens other than my clicky finger gets tired.
Max Peck wrote: Fri Apr 27, 2018 12:57 pm The keybindings are in the Settings/Keybindings menu, and you can redefine the main bindings or set alternate bindings.
The default ability bindings are mapped to the number keys:
- Attack
- Move
- Sprint
- Jump
- Special 1
- Special 2
- Special 3
- Precision Strike (morale)
- Vigilance (morale)
- Brace
I'll give it a whirl later, have some errands to run now. I guess my beef is that this sort of guessing game and lack of features (clicking an objective does not excuse the lack of a minimap, IMHO) is why I say BT could have used some additional polish. I mean, you're coming in from outerspace on a dropship and no one can take an overhead picture of the area you're in? Seriously?NickAragua wrote: Fri Apr 27, 2018 1:12 pmI'll look tonight and see what happens when I try editing these. I'm pretty sure Max Peck had the correct "ability" numbers in this post:DD* wrote: Fri Apr 27, 2018 1:06 pm When I try to edit any of these settings, nothing happens other than my clicky finger gets tired.
Max Peck wrote: Fri Apr 27, 2018 12:57 pm The keybindings are in the Settings/Keybindings menu, and you can redefine the main bindings or set alternate bindings.
The default ability bindings are mapped to the number keys:
- Attack
- Move
- Sprint
- Jump
- Special 1
- Special 2
- Special 3
- Precision Strike (morale)
- Vigilance (morale)
- Brace
The map itself isn't covered by by fog-of-war or anything, so you have the results from the orbital recce from the moment the mission starts.DD* wrote: Fri Apr 27, 2018 1:38 pm I mean, you're coming in from outerspace on a dropship and no one can take an overhead picture of the area you're in? Seriously?
Yea, it is. The situation being you are going to take fire. The brilliance is you can still shoot or sprint. Going to try and sprint past them and hope they all miss, use vigilance brace cuts the damage you do take in half and lets you move and shoot or sprint from danger next turn before most everyone else.Paingod wrote: Fri Apr 27, 2018 1:02 pmIf I recall, Vigilance is Brace+Intiative (so you take less damage now and move earlier next turn)Rip wrote: Fri Apr 27, 2018 11:29 amEarly you should be using vigilance on the mech you think they will focus on. VERY powerful.
I've tinkered with it, but felt like it was a very situational thing. I mostly spend Morale on called shots on legs to knock things over, or just keep it over 50% so I get a little boost in effectiveness. It might matter more if I thought I could tell who they were going to single out, but I keep my group pretty loose and in cover with Evade as high as I can get it, even at the cost of Heat (Jumping a lot).
I'd probably try and use it mostly as a way to get one step ahead of an enemy that moves in the same phase as a pilot I think could finish them, or on a Scout that just moved and was spotted and needs to get outta Dodge before anyone reacts.
DD* wrote: Fri Apr 27, 2018 12:13 pm this game screams for a mini-map. Trying to figure out where the next objective is located can be a royal pain in the ass when you have to scroll the damn screen all over the place. Can't believe something published in 2018 doesn't have a basic feature like that.Bingo. I use this to help determine which is the primary and which is the secondary. If a patrol is off to the side, and the objective is dead-ahead, I'll look over both routes and make a choice on which I want to deal with first.IceBear wrote: Fri Apr 27, 2018 12:42 pmI believe if you click on the objective listing it will take you to it on the map
Unpossible! Unless you mean your personal pilot. If it's anyone else, you can dismiss them and start a new pilot and work them through some easy missions to build them up. My personal pilot so far has Split Shot and Evade skills and I haven't figured out which side I want to be his third.Cylus Maxii wrote: Fri Apr 27, 2018 2:03 pmSo - I restarted last night (I had messed up too many of my pilots' skills.)
That's the part I was missing. I thought it was a turn-ender, like Precision Shot. I must not have been paying attention when I used it.Rip wrote: Fri Apr 27, 2018 1:57 pmThe brilliance is you can still shoot or sprint. Going to try and sprint past them and hope they all miss, use vigilance brace cuts the damage you do take in half and lets you move and shoot or sprint from danger next turn before most everyone else.
The calendar seems to have little effect, except to track how long things take. Storyline missions have - so far - been willing to wait as long as I wanted to put them off.LordMortis wrote: Fri Apr 27, 2018 2:20 pmI see a calendar passing and so I'm wondering how much I get to just enjoy building my merc team while casually playing the campaign. As someone who played, for instance, Titans of Steel, building a team in skirmish mode until it essentially got boring because I maxes out 8 pilots with their skill sets, I'm interested in the campaign more interested in obsessing over building a team of elite squads over time learning the ins and outs of different mechs and different pilot classes.
I must have been hallucinating in my youtube watching of Cohh, then. It seemed like different pilots had different skill trees available to them. Maybe I was lulled into thinking the trees were different because the pilots were labelled different as they were developing.Paingod wrote: Fri Apr 27, 2018 2:26 pm As for pilots, it takes progressively longer and longer to build levels. There's no real 'classes' - there are 8 skills. You choose two 1st tier skills, and then one 2nd tier skill above those two. After that, you're just working to build general skills like piloting and gunnery. I think some skills work better for different Mechs - like the Evasion & Tactical skills work for pilots in Scout Mechs. The Gunnery & Guts skill might work well in an Assault Mech holding the line. Evasion & Gunnery works nicely for Mediums. Just my thoughts, not rules.
Wow, that sure is a neat set of data. I love that stuff, even though I'll probably never dig down through it all.LordMortis wrote: Fri Apr 27, 2018 2:34 pm I suppose you could say this is a spoiler link but I don't think of understanding game elements as spoilers.
https://docs.google.com/spreadsheets/d/ ... 1844655663
This reminds me of one of my few annoyances with the game... does anyone know if there's a way to see what terrain is passable, and what terrain is not without being close to it?jztemple2 wrote: Fri Apr 27, 2018 3:00 pm Overall I'm starting to like the game more as I'm seeing more in the way of a variety of missions. The maps are pretty amazing, lots of terrain to cover, hide in and run through. Now I just have to keep my budget in line.
That's the mech that got me to bail on my first contract. It was a hunting mission with goals to kill the lance and kill the reinforcements. They all found me on the second turn. 7 light mechs and a Thunderbolt. I tried to use terrain to split them up, but I was in a canyon on a martian planet so jump jets were hazardous to heat reduction (and I had one mech without them).
You could also just try running the contract again. There is definitely some randomization.coopasonic wrote: Fri Apr 27, 2018 3:54 pm I loaded a pre-mission save and took the rep hit to cancel the contract. In case anyone didn't know, accepting a new contract will cancel an existing contract.
Not sure if this has changed with the PC game, but traditionally each hex is 30m across in the tabletop game.jztemple2 wrote: Fri Apr 27, 2018 4:44 pm Dumb question, what's the distance between hexes/dots on a map?
There are weapons ranging from + to +++. All that indicates is it has bonuses of some sort, and the number of pluses is a way to compare relative quality. A +++ item will always be better overall than a + item. That said, two items that are both + are not necessarily the same, and if you mouse over the individual item it will tell you what it's bonuses are (i.e. +50 crit, +2 damage, etc).jztemple2 wrote: Sorry, another stupid question. I'm recovering from my Argo mission and happened to check out the store and saw a Federated AC/10++ cannon for €187,000 which includes a 10% markup because they are indifferent to me. Now I know that the plus signs indicate a better weapon of that type, but is there such a thing as a single "+" weapon? I've never seen one. If so, does the ++ mean it's really rare, or am I going to see a lot more of them later on when that €187,000 isn't going to be so dear to me?
Amen to that. Not only do they get you over cliffs, other mechs and other such nonsense, but you get a free facing change at the end of the jump. Walking is for chumps (and people who don't want their mechs to melt).jztemple2 wrote: Fri Apr 27, 2018 5:37 pm And why should my Centurion's default loadout not include jump jets? I love jump jets
I have had similar experiences and I'm not sure if it's a bug or if the armor for different sections weigh differently. It seems like the arms and legs might be .1 tons where the chest and torso is .2 or .25 or something like thatSepiche wrote: Fri Apr 27, 2018 5:53 pm One question about another thing I keep running into:
Is there some trick to manually adding and removing armor?
In some instances when I've tried to selectively change the armor in a section, it adds/removes it in weird tonnages that result in a decimal on the tonnage that I can't easily get to equal out. I've taken to generally stripping all the armor off a mech, adding/removing the components I want, and then using the max armor button to use the remaining weight for armor, but the base algorithms it uses result in a lot of back armor and less leg armor than I usually prefer.
I feel like there's something obvious I'm missing, but I haven't been able to get that to really work yet.