Page 16 of 38

Re: BattleTech coming back via Kickstarter

Posted: Fri Apr 27, 2018 8:16 pm
by Max Peck
IceBear wrote: Fri Apr 27, 2018 6:53 pm
Sepiche 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.
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 that
Each point of armor has a mass of 0.0625 (1/16) tonne. It just looks weird because the UI rounds the displayed tonnage to 2 decimal places.

Re: BattleTech coming back via Kickstarter

Posted: Fri Apr 27, 2018 8:38 pm
by NickAragua
Looks like somebody put out a mod that allows you to modify armor by steps of 1 instead of 5 on the paradox forums.

Re: BattleTech coming back via Kickstarter

Posted: Fri Apr 27, 2018 8:41 pm
by IceBear
DD* wrote: Fri Apr 27, 2018 8:05 pm Welp, the "bugs" are rearing their ugly head.... in the mission "Humanitarians"
Spoiler:
You have to escort 4 APCs from a base to a dropship landing zone, then watch over them until they get on board. Needless to say, not quite so straightforward.

At the base itself, you have to battle a mixed light/med lance. Did that, won, had my one heavy get a leg crippled so he is Mr. Pokey now. Other mechs hit the rendezvous point to start escorting the APCs. After 5 or 10 endless turns of watching these stupid APCs drive everywhere but on the road, we reach the LZ. Queue the "surprise..."

Over the hill to the east comes another lance of medium and heavy mechs. I'm down to three effective mechs, all beat up, as Mr. Pokey is still churning along trying to make the pick-up point. By hook, luck, and poor AI I managed to kill all 4 mechs in lance two, with Mr. Pokey's pilot biting the dust (one of my best, of course).

During this whole fiasco, the objective was "Embark on the dropship with X/Y units - 1 round" - I took this to mean the APCs would have to get into the LZ and hold for a 1 round until the dropship (which was sitting there) could dust off. Well, two APCs did get into the zone, one got killed by lance 2 as I was desperately battling them, and APCs 3 and 4 are parked outside the zone with their thumb up their asses not moving at all. After I managed to kill lance 2, I figured "well, maybe I need to be in the LZ too" even though there really was no indication that was the case. So I park all of my remaining mechs in the LZ. APCs 3 and 4 do nothing, the game will not advance, and I'm basically fucked. I waited roughly 4957 rounds to see if anything would change, but not so much.

You can't command or otherwise order the APCs, they just sit there, nothing I do with my mechs makes a damn bit of difference at all. Tried saving and reloading. Nothing. Exit the game, then reload again. Nope.

Looks like a big old "fuck you" bug from Harebrained.

I think it really may be time to shelve this as it is obviously not quite finished.

/rant off
Back to the Steam library with you, incomplete game.
I think you should in all honesty. I've got over 20 hours into the game and haven't hit any of the issues you have. Don't really see anyone else here complaining about bugs so calling it an incomplete game seems like hyperbole. I'm sorry you are having issues and that the game isn't what you were expecting. It's exactly what I was hoping for. The only things I would like is a better map ui so I know what is impassable terrain and that there was more mission variety than "kill all the mechs". That said some of the story missions are more interesting so hopefully they can patch / mod in more mission variety in the procedural missions

Re: BattleTech coming back via Kickstarter

Posted: Fri Apr 27, 2018 9:48 pm
by Rip
jztemple2 wrote: Fri Apr 27, 2018 4:56 pm 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?
They go anywhere from one plus to three pluses. The magic if finding ones with the right buffs. For instance a lot of people don't like crit buffs, me I don't mind. Salvage be damned. The ones I really like a +damage if all three pluses are damage you can get some really ass kicking things like SRMs that do 16 damage per missile instead of 10 or LRMs that do 7 damage per missile instead of 4. So some quick cypherin.

Normal SRM2 20 damage a shot
SRM2+(damage) - 24 damage a shot
SRM2++(both damage) - 28 damage a shot
SRM2+++(all damage) - a whopping 42 damage a shot.

SRM4 40 per shot
+damage 48 per shot
++damage 56 per shot
+++damage 64 per shot

If the RNG gods smile on you there is a system there for some pretty cool rare loot. A man with crazy patience could build up some seriously rad rides.

There is also + stability damage. I have rocked some nice LRMs with bonus stability damage. Love knocking down a big mech before they even have a chance to move or fire.

Re: BattleTech coming back via Kickstarter

Posted: Fri Apr 27, 2018 9:51 pm
by Rip
NickAragua wrote: Fri Apr 27, 2018 1:12 pm
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.
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:
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:
  1. Attack
  2. Move
  3. Sprint
  4. Jump
  5. Special 1
  6. Special 2
  7. Special 3
  8. Precision Strike (morale)
  9. Vigilance (morale)
  10. Brace
I can't find the ten key. :dance:

Re: BattleTech coming back via Kickstarter

Posted: Fri Apr 27, 2018 10:00 pm
by Rip
IceBear wrote: Fri Apr 27, 2018 6:53 pm
Sepiche 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.
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 that

Look for armor values that aren't divisible by 5. When you have it auto max armor it will use amounts you can't select i.e. not a multiple of five. Move them all up and down a click and that should fix it.

Re: BattleTech coming back via Kickstarter

Posted: Fri Apr 27, 2018 10:19 pm
by Max Peck
Rip wrote: Fri Apr 27, 2018 9:51 pm
NickAragua wrote: Fri Apr 27, 2018 1:12 pm
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.
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:
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:
  1. Attack
  2. Move
  3. Sprint
  4. Jump
  5. Special 1
  6. Special 2
  7. Special 3
  8. Precision Strike (morale)
  9. Vigilance (morale)
  10. Brace
I can't find the ten key. :dance:
Noice catch! :lol:

My bad for being lazy and using a list. Brace/Pass Action maps to "-" by default, rather than "0" (or "10").

Re: BattleTech coming back via Kickstarter

Posted: Fri Apr 27, 2018 10:39 pm
by DD*
IceBear wrote: Fri Apr 27, 2018 8:41 pm
DD* wrote: Fri Apr 27, 2018 8:05 pm Welp, the "bugs" are rearing their ugly head.... in the mission "Humanitarians"
Spoiler:
You have to escort 4 APCs from a base to a dropship landing zone, then watch over them until they get on board. Needless to say, not quite so straightforward.

At the base itself, you have to battle a mixed light/med lance. Did that, won, had my one heavy get a leg crippled so he is Mr. Pokey now. Other mechs hit the rendezvous point to start escorting the APCs. After 5 or 10 endless turns of watching these stupid APCs drive everywhere but on the road, we reach the LZ. Queue the "surprise..."

Over the hill to the east comes another lance of medium and heavy mechs. I'm down to three effective mechs, all beat up, as Mr. Pokey is still churning along trying to make the pick-up point. By hook, luck, and poor AI I managed to kill all 4 mechs in lance two, with Mr. Pokey's pilot biting the dust (one of my best, of course).

During this whole fiasco, the objective was "Embark on the dropship with X/Y units - 1 round" - I took this to mean the APCs would have to get into the LZ and hold for a 1 round until the dropship (which was sitting there) could dust off. Well, two APCs did get into the zone, one got killed by lance 2 as I was desperately battling them, and APCs 3 and 4 are parked outside the zone with their thumb up their asses not moving at all. After I managed to kill lance 2, I figured "well, maybe I need to be in the LZ too" even though there really was no indication that was the case. So I park all of my remaining mechs in the LZ. APCs 3 and 4 do nothing, the game will not advance, and I'm basically fucked. I waited roughly 4957 rounds to see if anything would change, but not so much.

You can't command or otherwise order the APCs, they just sit there, nothing I do with my mechs makes a damn bit of difference at all. Tried saving and reloading. Nothing. Exit the game, then reload again. Nope.

Looks like a big old "fuck you" bug from Harebrained.

I think it really may be time to shelve this as it is obviously not quite finished.

/rant off
Back to the Steam library with you, incomplete game.
I think you should in all honesty. I've got over 20 hours into the game and haven't hit any of the issues you have. Don't really see anyone else here complaining about bugs so calling it an incomplete game seems like hyperbole. I'm sorry you are having issues and that the game isn't what you were expecting. It's exactly what I was hoping for. The only things I would like is a better map ui so I know what is impassable terrain and that there was more mission variety than "kill all the mechs". That said some of the story missions are more interesting so hopefully they can patch / mod in more mission variety in the procedural missions
Acutally, the Steam forums are filled with bug reports including this particular one - apparently it is in an "official" FAQ somewhere with, of course, no word on when (or if) it will be fixed. Obviously, YMMV, but when a known bug can completely stop you from finishing one of a very finite number of mission types, that's a pretty big deal. And depending on your in-game finances, forcing you to abandon the mission as the only solution could end your game altogether. So yeah, I'd consider it buggy mess at this point.

If I produced a project in my office and it sometimes "just doesn't work" I'm pretty sure "shit happens" would not be an acceptable response.

Re: BattleTech coming back via Kickstarter

Posted: Fri Apr 27, 2018 10:45 pm
by stimpy
Just getting started with this.
Finished the tutorial mission. After I'm picked up, I get a dialogue box with 1: You can do this. 2: You can do this. 3: You can pick option B. I pick that to see what the option is. The guy explains it to me and says "you've had a hard day. Take your time and sleep on it". Fade to black........
3 years later.......what? I never picked a choice, but I guess I did when asked what Option B was.
Seemed very weird to me.

Re: BattleTech coming back via Kickstarter

Posted: Fri Apr 27, 2018 11:08 pm
by jztemple2
Is it odd that I have a Medium mech with speed 3 and a Heavy with speed 7? Anyway I can speed up that Medium?

Re: BattleTech coming back via Kickstarter

Posted: Sat Apr 28, 2018 1:28 am
by Rip
jztemple2 wrote: Fri Apr 27, 2018 11:08 pm Is it odd that I have a Medium mech with speed 3 and a Heavy with speed 7? Anyway I can speed up that Medium?
Not really but you can make that silly movement bar go up or down by adding jump jets.

That said the Blackjack and the vindicator are not fast mechs. The Shadowhawk and several other larger mediums are faster. In TT it is a somewhat crappy mech but in this game a very versatile and mobile jack-of-all trades mech. The largest mech in each weight class are where most of the sweet spots are in this game from what I have seen. IMHO.

So lights (Firestarter, Jenner, and Panther)
Mediums (ShadowHawk, Kintaro, Griffin, Wolverine)
Heavy (Black Knight, Orion)
Assault (Atlas, King Crab)

and the best one of all that I have heard of.....
Spoiler:
Highlander with Double Heat Sinks :wub:

Re: BattleTech coming back via Kickstarter

Posted: Sat Apr 28, 2018 1:41 am
by jztemple2
Just played a couple of interesting missions. The first was a 1.5 skull battlefield fight. I came in with three mediums and a heavy and started advancing towards the latest location. Bad news, the enemy came in from two directions and quickly enough that I wasn't able to pull back for some safety. Two mechs got chewed up fast while I was killing two of the four mechs in sight, plus there were a couple of vehicles. It looked like a serious chance of losing a mech or two so I withdrew in bad faith, getting no money and losing a little rep, but better than a mechwarrior or two.

My next fight was a two skull affair :shock:. I was taking an outpost and was told to expect opposition in the field and at the outpost. Remember the lessons I've learned in the past fifteen hours or so, I advanced cautiously. Soon I spotted one mech coming towards me with two others following behind. I used my pilot with Sensor Lock to lock onto the first mech and my other three hammered it before it did much damage. As the next two approached I pulled back and did the same thing, locking and then chewing them up one at a time.

I then moved to the outpost and of course I had to move all four of mine to within the orange circle to trigger the next activity. I carefully advanced only to the very edge of the circle which triggered the expected enemy response of four mechs :shock: coming towards me. Oddly, one enemy mech must of been hiding with Jessica in the well, because it popped up pretty close and nailed one of my mechs. Since I had expected this kind of response I withdrew my mechs behind a nearby hill so I could focus on the nearest one of them, which I took down in a single turn. The other three were Jenners and not too intimidating, so I was able to knock them down in a couple of turns.

In the end I got a bonus for clearing out all the hostiles and picked up four mech parts, which was nice. Too bad three were for light mechs, I've got enough of those. One minor injury was sustained and two mechs needed minor repairs. And I'm adding jump jets to my Centurion, it's ridiculous that it doesn't have them :D

Re: BattleTech coming back via Kickstarter

Posted: Sat Apr 28, 2018 1:46 am
by NickAragua
Lost my first mechwarrior tonight. Glitch. We were helping secure another planet for the Arano Restoration (by taking over an ammo dump), and had some secondary objectives to take out a couple of Mobile HQs. We had the Centurion, Thunderbolt, Blackjack and an Enforcer (yes, I'm still using the Blackjack). So, I moved her up in her AC/20 Centurion. She whiffs the shot, then gets dog-piled on by about six LRM salvos, which knock her mech down. Then, five enemy light mechs and two mediums (each with a PPC) go. Between all the called shots, the mech's center torso section was destroyed. She didn't make it.

We managed to pull out a victory - I have no idea how, we were outnumbered 2 to 1, plus three turrets, with no real way to manage lines of sight. My mechwarrior ("Faceplant") managed to take out three turrets and an enemy light by blowing up an ammo box. The Thunderbolt, combined with Behemoth's Bulwark ability was really able to absorb some serious damage while taking down a Cicada and a Spider. Meanwhile, the Enforcer took out a Locust and another Spider, along with an annoying laser turret. The enemy heavies, a Dragon and a Griffin seemed happy to hang back and pelt the Thunderbolt. Once the right side was stripped of armor, I turned it left. Keeping it in water helped keep it cool while it blasted out a healthy amount of laser beams, PPC bolts and SRMs.

The Dragon tried the same trick with Bulwark, but by then my guy took out the Griffin and the Enforcer was in melee range to knock that stupid Guarded state off so we could deliver some damage. Something set off the autocannon and LRM ammo bins, so there was barely anything left of that mech.

Well, that'll learn me to use mechs without jump jets. If the Centurion had jump jets, it could have hopped out of LOS real quick to regroup and stabilize.

Re: BattleTech coming back via Kickstarter

Posted: Sat Apr 28, 2018 4:16 am
by Daehawk
Makes me wonder if I can get Missionforce Cyberstorm to run or maybe one of the old Mechcommander games. Im itching for a tactical mech game but cant afford this one right now.

Dont think Ive ever seen Cycberstorm on a digital platform.

Re: BattleTech coming back via Kickstarter

Posted: Sat Apr 28, 2018 5:27 am
by tgb
I just notice that the store is system-specific. D'oh.

Re: BattleTech coming back via Kickstarter

Posted: Sat Apr 28, 2018 7:47 am
by DD*
Quick update - the known bug with escort missions (escorted forces not exiting as designed) can be fixed only by withdrawing, hoping the enemy kills the bugged units - not an option if you've killed all the enemies! - or reloading and replay the *whole* mission. I got hosed on what was basically a two part mission, and tried various in-mission save points (I learned my lesson there) but the APCs did the same crap every single time. Only by going back to my save before the drop point was I able to continue.

So, I pissed away at least 3 hours due to this particular bug. Word to the wise - always always always save *before* you drop.

Re: BattleTech coming back via Kickstarter

Posted: Sat Apr 28, 2018 9:11 am
by DD*
tgb wrote: Sat Apr 28, 2018 5:27 am I just notice that the store is system-specific. D'oh.
Yep, and the gooderer stuff is at the bigger (and more dangerous) planets. Makes some sense if you think about it.

I just got my first ++ weapon - no idea if I salvaged it or what, though I imagine I must have at some point. LRM 10++ - the bonus is +50% to critical (whether this is critical chance or critical damage remains a mystery...) First encounter, one of my mechs hits an enemy Locust with Sensor Lock and my main character lets fly with the LRM 10. Boom, cored the CT and blew the Locust to bits with one shot. When this game is good, it is a lot of fun. Hoping the devs can put the polish on with some patches to really make it shine.

Re: BattleTech coming back via Kickstarter

Posted: Sat Apr 28, 2018 11:17 am
by wonderpug
Daehawk wrote: Sat Apr 28, 2018 4:16 am Makes me wonder if I can get Missionforce Cyberstorm to run or maybe one of the old Mechcommander games. Im itching for a tactical mech game but cant afford this one right now.

Dont think Ive ever seen Cycberstorm on a digital platform.
Save up for this one and wait for a sale. This game is like taking a bite of ratatouille that brings me right back to the 80s and 90s days of PC mech gaming goodness.

Re: BattleTech coming back via Kickstarter

Posted: Sat Apr 28, 2018 3:42 pm
by Apollo
Turns out that the one bad review of this game that I have read so far (At Rock, Paper, Shotgun) has been updated and now the reviewer loves the game (in spite of some faults). Definitely going to pull the trigger on this one very soon, just need to finish up my Crusader Kings II campaign first.

Re: BattleTech coming back via Kickstarter

Posted: Sat Apr 28, 2018 6:04 pm
by Daehawk
DD I think with those APCs I would destroy the two outside the zone .

Re: BattleTech coming back via Kickstarter

Posted: Sat Apr 28, 2018 6:10 pm
by jztemple2
With two million C-notes in the bank I decided not to travel to the world which had two 1.5 skull contracts ready for me and instead took a speculative jump to Cluff's Stand. Not only is there a store with a couple of + and ++ items, but there are three contracts there, two 1.5 skull and one single skull. Might be a good way to get some more combat experience in. I'm still learning about loadouts, combat results and procedures, but I've reached the point of understanding that my Black Jack is is better at running in and alpha striking the hell out of something while my modded Vindicator is good at nailing tanks with indirect fire.

I can state how much this game is appealing to me. The Opportunity update for Surviving Mars released this week and I waited till today to even give it a try, but after twenty minutes I missed my 'Mechs :D

Re: BattleTech coming back via Kickstarter

Posted: Sat Apr 28, 2018 6:12 pm
by jztemple2
Daehawk wrote: Sat Apr 28, 2018 4:16 am Makes me wonder if I can get Missionforce Cyberstorm to run or maybe one of the old Mechcommander games. Im itching for a tactical mech game but cant afford this one right now.

Dont think Ive ever seen Cycberstorm on a digital platform.
Mentioning Missionforce Cyberstorm brings back memories. I remember that it was the first game (or one of the first) to ship without a manual, the in game help files were intended to take the place of a manual. My brother-in-law worked for Sierra Online at the time and told me that this caused a lot of flak towards the company, but now of course it's pretty standard.

Re: BattleTech coming back via Kickstarter

Posted: Sat Apr 28, 2018 8:16 pm
by tgb
So I took on the Argo recovery mission before I was ready, and while I succeeded and got a pile of filthy lucre, some great salvage, and a new mech, two of my pilots were killed, the third will be in the medbay for 3 months, and I have 3 mechs in serious need of refitting.

Or am I better off just scrapping them and buying replacements?

Re: BattleTech coming back via Kickstarter

Posted: Sat Apr 28, 2018 9:19 pm
by DD*
Daehawk wrote: Sat Apr 28, 2018 6:04 pm DD I think with those APCs I would destroy the two outside the zone .
You can't target "friendly" units. At least, there is no FF that I can see, and I tried every keystroke/mouseclick combo I could think of to do exactly what you suggest, with no success. Found nothing online either. Basically, get screwed on the mission or reload.

Re: BattleTech coming back via Kickstarter

Posted: Sat Apr 28, 2018 9:20 pm
by NickAragua
There's not really any "buying replacements". If you have spares in storage or in your hangar, use those. Otherwise, you're going to have to eat the repair and down time costs if you don't have enough mechs to field a force to a contract.

Re: BattleTech coming back via Kickstarter

Posted: Sat Apr 28, 2018 9:56 pm
by jztemple2
tgb wrote: Sat Apr 28, 2018 8:16 pm Or am I better off just scrapping them and buying replacements?
Can you even buy complete replacement mechs? When I checked a store there were only the one-third mech parts. Even if you get all three parts, you'd still have to add all the weapons and equipment from your own storage or buy it at the store. That's got to run to some serious C-bills.. Never mind, when you buy or salvage all three mech parts you do get a fully equipped mech. Still, that's got to run into some reasonably serious amount of C-bills.

Image

Re: BattleTech coming back via Kickstarter

Posted: Sun Apr 29, 2018 1:22 am
by DD*
I've never purchased scrap mech, though I could be tempted if it was something rare or special. Currently, every light mech I get in salvage is sold to suppliment contract income, and I've been doing ok on the money front (knock on wood).

Re: BattleTech coming back via Kickstarter

Posted: Sun Apr 29, 2018 1:44 am
by Archinerd
NickAragua wrote: Sat Apr 28, 2018 9:20 pm There's not really any "buying replacements". If you have spares in storage or in your hangar, use those. Otherwise, you're going to have to eat the repair and down time costs if you don't have enough mechs to field a force to a contract.
Keep in mind, getting your reserve mechs out of cold storage takes time & money to get them up and running again. Also, mechs with structural damage can't be put into storage.

I may need to reconsider my "only stock" mech load out decision too. This game is getting harder as I go and my Medium weight lance is having trouble taking on two full lances nearly every mission.

Re: BattleTech coming back via Kickstarter

Posted: Sun Apr 29, 2018 8:14 am
by raydude
I did a mission for Arano to fight against a mercenary lance on Weldry. It was a two skull mission, which I think I had done once before and it didn't seem too bad. I should have taken a clue from the contract when it said "well regarded mercenary company" and that they were fielding a "single, well-armed lance". They weren't kidding.

I was up against a Trebuchet, Hunchback, and a Shadowhawk. Against them I fielded my Blackjack, Vindicator, Centurion, and Shadow Hawk. My best shooters, Behemoth and Glitch, were still wounded, so I went with myself, Medusa, Dekker, and the new guy, Socks.

The Shadowhawk came within sensor range first. All my guys focused fire on him from long range. My Blackhawk was the closest to the enemy so I got pummeled with long range LRM strikes. Their Shadowhawk made temporary retreat. In hindsight it seems the Shadowhawk was bait, allowing the Trebuchet, and more importantly the Hunchback, to close the range. Both the Tre and the Hunchback pummeled me with medium lasers. To my surprise the Hunchback sprouted no less than 4 medium laser beams!

I jumped behind a cliff mesa as my mech computer shouted warnings about low armor and armor breaches. The Shadowhawk decided to re-enter the fray and mixed it up with my Vindicator. The Centurion and my Shadowhawk moved forward to try and get the Trebuchet and Hunchback to get off me. They did. The Hunchback sprouted more medium laser fire and put a load of hurt on my Centurion.

What followed was a mad circle of running and firing. My lance was getting shot to pieces. My Centurion's left arm and torso were blown off, some of it due to the LRM ammo detonation. My Blackjack had both arms shot out. My Vindicator had two jump jets and a PPC destroyed. Meanwhile I tried to focus on their Shadowhawk, just to edge the odds more in our favor. I noticed the Hunchback emitting the telltale signs of an overheating mech but that thing was a beast! It seemed like it was spitting maximum laser fire every single turn.

Finally Dekker managed to bring down the enemy Shadowhawk, thank gods! The Centurion and my Shadow Hawk went to close range with the Hunchback and managed to knock two lasers off him and knock him down shortly after. But then it was his turn. The Hunchback got back up, then shot the Vindicator at point blank range. Center torso gone and Medusa went down hard.

I managed to get a rear shot on the Trebuchet and he went down as well. 3 to 1, our advantage. Of course the Hunchback saw my sad little shell of a mech and shot back. I went down. 2 to 1. The rookie in the Shadowhawk and Dekker in the Centurion. Dekker fortunately still had an AC/10 in his right arm and two medium lasers in the center torso. The rookie was running with a medium laser, ac/5 and an LRM 10. Unfortunately the rookie was running hot - like overheating hot. The rook had a clear shot to the Hunchback's back but could only shoot a medium laser. As I moved the reticle to the Hunchback, the melee button lit up. 89% chance to hit. On his rear. Why not?

The rook went in and whammed his right arm straight into the Hunch's back, destroying a few heat sinks and a laser. The Hunchback moved to shoot back but it was not enough. One more melee hit and a few laser shots from Dekker and it was finally over.

Now my BlackJack is hung up on repairs for 30 days, my Vindicator for 49 days, the Centurion for 22. Dekker got hurt when his mech's left arm and torso were blown off. He's out for 22 days. I was in critical care for a while, and I'm out for 3 months. Medusa didn't make it.

Yang tells me that on the bright side, I have enough parts to make my own Trebuchet, and I just need one more to make my own Hunchback.

Re: BattleTech coming back via Kickstarter

Posted: Sun Apr 29, 2018 9:14 am
by coopasonic
raydude wrote: Sun Apr 29, 2018 8:14 am Yang tells me that on the bright side, I have enough parts to make my own Trebuchet, and I just need one more to make my own Hunchback.
I have 2/3rds of a Hunchback and 2/3rds of a Jaeger and... well.. I keep skipping two skull missions because I am afraid. I need to do them to finish my heavies, but I want heavies before I do them. I watched a vid of the next story mission I have (also two skulls) and I know there is another Hunch there, but I am scared! I go back and forth on whether I like this game or hate it.

Re: BattleTech coming back via Kickstarter

Posted: Sun Apr 29, 2018 9:56 am
by Max Peck
jztemple2 wrote: Sat Apr 28, 2018 9:56 pm Can you even buy complete replacement mechs?
The system I'm currently at has 3 parts for a single mech in stock, so I would get a complete mech if I bought all three parts. I'm not sure if that's commonly the case, or if it's just luck of the draw that they happened to have a complete mech in stock.

Re: BattleTech coming back via Kickstarter

Posted: Sun Apr 29, 2018 10:10 am
by Rip
coopasonic wrote: Sun Apr 29, 2018 9:14 am
raydude wrote: Sun Apr 29, 2018 8:14 am Yang tells me that on the bright side, I have enough parts to make my own Trebuchet, and I just need one more to make my own Hunchback.
I have 2/3rds of a Hunchback and 2/3rds of a Jaeger and... well.. I keep skipping two skull missions because I am afraid. I need to do them to finish my heavies, but I want heavies before I do them. I watched a vid of the next story mission I have (also two skulls) and I know there is another Hunch there, but I am scared! I go back and forth on whether I like this game or hate it.
The Jaeger can be a beast albeit a somewhat slow one. I armored it up and slapped on the AC/5s both +2 accuracy a large laser that is +3 accuracy and +10 damage. Also has a medium laser that is +1 accuracy and +25% to add just a little kick in case someone gets in close. Great for destroying multiple turrets or anything else. Glitch loves it. Headshots for everyone. :D

Also having a lot of fun with my Jenner that I run as a scout depending on mission objectives. Two SRM4s both with +2 damage.

If anyone was wondering you can sensor lock and then move/jump with the ace pilot skill.

Re: BattleTech coming back via Kickstarter

Posted: Sun Apr 29, 2018 11:01 am
by Archinerd
Rip wrote: Sun Apr 29, 2018 10:10 am

Also having a lot of fun with my Jenner that I run as a scout depending on mission objectives. Two SRM4s both with +2 damage.

If anyone was wondering you can sensor lock and then move/jump with the ace pilot skill.
What did you give up to get 2 SRM4s? The one custom mech design I did want to use from the start was as close as I could get to my old Jenner build from MWO. 4 Small Lasers & 2 SRM4s. The hardpoints don't allow this though. I thought about just modding them in (I think I know how) but I'd prefer not to go that route.

Re: BattleTech coming back via Kickstarter

Posted: Sun Apr 29, 2018 11:03 am
by Archinerd
Also, have any of you other KS backers been able to redeem your Shadowhawk skin? Every time I've tried I just get an endless circle icon.

Re: BattleTech coming back via Kickstarter

Posted: Sun Apr 29, 2018 11:43 am
by $iljanus
Archinerd wrote:Also, have any of you other KS backers been able to redeem your Shadowhawk skin? Every time I've tried I just get an endless circle icon.
That's an issue Paradox is working on. I had to wait a really long time but eventually it worked. Or at least I got a positive confirmation message and need to check to see if it actually updated.

Re: BattleTech coming back via Kickstarter

Posted: Sun Apr 29, 2018 11:45 am
by MonkeyFinger
Archinerd wrote: Sun Apr 29, 2018 11:03 am Also, have any of you other KS backers been able to redeem your Shadowhawk skin? Every time I've tried I just get an endless circle icon.
Forgot about this and just looked up the code and redeemed it, which did work for me. On Backerkit it does say "Please be patient as the code confirmation process can take a while" and for me that was about two minutes.

Re: BattleTech coming back via Kickstarter

Posted: Sun Apr 29, 2018 11:46 am
by coopasonic
Archinerd wrote: Sun Apr 29, 2018 11:01 am
Rip wrote: Sun Apr 29, 2018 10:10 am

Also having a lot of fun with my Jenner that I run as a scout depending on mission objectives. Two SRM4s both with +2 damage.

If anyone was wondering you can sensor lock and then move/jump with the ace pilot skill.
What did you give up to get 2 SRM4s? The one custom mech design I did want to use from the start was as close as I could get to my old Jenner build from MWO. 4 Small Lasers & 2 SRM4s. The hardpoints don't allow this though. I thought about just modding them in (I think I know how) but I'd prefer not to go that route.
There are multiple different versions of each mech, some have different hardpoint setups. He may just have a different Jenner variety.

I finally did that story mission that had the Hunchback I was looking for. Somehow I didn't get the option of any Hunchback salvage, but I don't care because I managed to pilot kill a Dragon, my first Heavy (that appears to be the lightest of the heavies). 1.7mm C-Bill payout and a complete dragon. Thanks!

The store in that system had unlimited griffin parts... at 598k each. I don't know what a Griffin is, but I don't have 2mill to spare to find out!

Re: BattleTech coming back via Kickstarter

Posted: Sun Apr 29, 2018 2:01 pm
by tgb
I haven't found gameplay slow like some, EXCEPT passing time waiting for mechs and pilots to recover. Is there a way to speed up the clock?

Re: BattleTech coming back via Kickstarter

Posted: Sun Apr 29, 2018 2:13 pm
by $iljanus
tgb wrote:I haven't found gameplay slow like some, EXCEPT passing time waiting for mechs and pilots to recover. Is there a way to speed up the clock?
All sorts of upgrades you can make to the Argo to improve maintenance and sick bay times. But like a home improvement project it's gonna take some serious space bucks.

Would be nice though if you can accelerate the game clock at least. Was clicking all around the timer but no luck.

Re: BattleTech coming back via Kickstarter

Posted: Sun Apr 29, 2018 3:57 pm
by jztemple2
$iljanus wrote: Sun Apr 29, 2018 2:13 pm Would be nice though if you can accelerate the game clock at least. Was clicking all around the timer but no luck.
It takes about a second to go through a day or so for me, which seems fine. Is yours slower? And of course they could drop the cutscenes of the jumpship leaving and arriving if they wanted to speed things up a bit.