BattleTech coming back via Kickstarter

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Rip
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Re: BattleTech coming back via Kickstarter

Post by Rip »

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.

The SRM4s are in the CT. TheJR7-D has four energy hardpoints(two in each arm) and two missile hardpoints in the CT. The weight is perfect to replace the four MLs I took of. The lasers generated 40 heat while the SRM4s only 16. So I can jump around and shoot without getting hot. I don't think I could fit anything else with that unless I dropped the jump jets. The armor is already lower than I like.

Support weapons are nice if you like to melee but I tend to avoid it. Getting in close enough for the SRMs is already closer than I like. I only do it with Ace Pilots that can shoot early next round and jump the hell out of town.

Man mech building is fun. Especially trying to figure out how to make use of whatever enhanced weapons and equipment you can find. Kinda Frankenmechish.
Last edited by Rip on Sun Apr 29, 2018 4:40 pm, edited 1 time in total.
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Re: BattleTech coming back via Kickstarter

Post by jztemple2 »

The game certainly has some fun side missions. I took a job to defend a VIP in an outpost (I.E. defend the outpost). When I landed I had to fight my way through an enemy lance to get to the outpost. When I got there I was told that the turrets weren't working but a convoy was inbound carrying the engineer to fix them. So I moved out towards the convoy and give it escort as another enemy force moved in. Once the engineer had been dropped off the two vehicles of the convoy returned to help me, although one quickly was toasted. I defeated the three mechs and three tanks to properly win the mission and get some very much needed bucks.
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Re: BattleTech coming back via Kickstarter

Post by DD* »

IME and based on the Steam forums, there is definitely a rather loose relationship (or really, probably an RNG issue) between the number of skulls and the actual difficulty of the mission. Ran two, two skulls missions back to back. My lance is two "light" heavies (Quickdraws) and two heavy mediums, typically a Centurion and a Wolverine.

I believe both missions were "battle" types, but don't quote me. Basically, baddies are coming in or doing something here so wipe'em out - you know the drill. First mission I find a Locust (don't waste my time), a medium of some sort that I can't remember - he didn't last long - and two tanks. Walked away with nothing but paint scratches.

Mission two - full lance of mediums including a Hunchie (the AC20 variant), an Enforcer, a Wolverine, and a Centurion. All with full armor, and I dropped in the ass end of a cul-de-sac valley with no room to maneuver or flank while they were at the open "V" end. One pilot dead, one (PC) in med bay for weeks, two dead mechs and hundeds of Ks in repair costs. Yikes. That was a nasty surprise, and the dropship pilot and I are going to have words about choice of LZ going forward...

Both "two skull" missions.
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Re: BattleTech coming back via Kickstarter

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Or...as indicated in the "fluff" comments made by Darius....the Intel was wrong. That was a common theme in the Battletech novels...hired to do a cakerun but it ended up anything but due to either faulty intelligence or full on employer deceit. It's probably a bug but I'd love to hear them say that there is a built in system to simulate inaccurate intel. If it is a bug it's one that was mentioned and noted over a month ago
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Re: BattleTech coming back via Kickstarter

Post by NickAragua »

Well, it finally happened. I full-out lost a mission due to total lance kill.

Mostly because, unlike almost all the other missions, it was a plot mission and didn't include a withdrawal option. So when I completed the primary objective and got bushwhacked by a heavy lance, instead of retreating like normally, my mechs got torn to shreds.

Since I was playing "ironman", I've got a choice. Do I a) delete the campaign and start over like I'm supposed to for an "ironman" run or b) call this a "bullshit technical issue" and reload?

What do you guys think?
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Re: BattleTech coming back via Kickstarter

Post by Archinerd »

Rip wrote: Sun Apr 29, 2018 4:27 pm

The SRM4s are in the CT. TheJR7-D has four energy hardpoints(two in each arm) and two missile hardpoints in the CT. The weight is perfect to replace the four MLs I took of. The lasers generated 40 heat while the SRM4s only 16. So I can jump around and shoot without getting hot. I don't think I could fit anything else with that unless I dropped the jump jets. The armor is already lower than I like.

Thanks. I misunderstood and thought you had somehow kept the medium lasers in.
Last edited by Archinerd on Sun Apr 29, 2018 9:44 pm, edited 1 time in total.
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Re: BattleTech coming back via Kickstarter

Post by Archinerd »

NickAragua wrote: Sun Apr 29, 2018 9:42 pm Well, it finally happened. I full-out lost a mission due to total lance kill.

Mostly because, unlike almost all the other missions, it was a plot mission and didn't include a withdrawal option. So when I completed the primary objective and got bushwhacked by a heavy lance, instead of retreating like normally, my mechs got torn to shreds.

Since I was playing "ironman", I've got a choice. Do I a) delete the campaign and start over like I'm supposed to for an "ironman" run or b) call this a "bullshit technical issue" and reload?

What do you guys think?
I'm not happy with the balance of the campaign missions right now - too many full strength lances teleporting in right next to you for my taste. I wouldn't judge you if you reloaded a save on this one.
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Re: BattleTech coming back via Kickstarter

Post by DD* »

IceBear wrote: Sun Apr 29, 2018 8:31 pm Or...as indicated in the "fluff" comments made by Darius....the Intel was wrong. That was a common theme in the Battletech novels...hired to do a cakerun but it ended up anything but due to either faulty intelligence or full on employer deceit. It's probably a bug but I'd love to hear them say that there is a built in system to simulate inaccurate intel. If it is a bug it's one that was mentioned and noted over a month ago
That would have been a great item for the devs to add in the game - "sorry boss, our intel must have been wrong on this one. We'll do better in the future." It would just be seen, rightly, as a cop out now. You can reload missions before the drop and the opfor can radically change. I think there is just too big a range for what you will face and they will need to correct that. Along with "reinforcements" that spawn in sensor range and as soon as you drop. Really, the "AI" is not very good so they just swarm you with numbers on these missions. Of course, I'm sure building competent AI is a difficult task, which is why you see stuff like this get released.
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Re: BattleTech coming back via Kickstarter

Post by Archinerd »

I had a tough mission I had to take because I was running dangerously low on cash, but two of my best Mechs (Centurion & Wolverine) were down for repair.
The mission was an extraction type defended by a well armed pirate lance. Theoretically just run in, grab the objective and get out I decided to field an entire lance of light mechs. Since it was risky I put lower level pilots in, but made sure 2 had sensor lock and all had at least the fist skill in the pilot tree.

My lance (all stock):
Jenner-7D
Spider-5V
Firestarter-FS9H
Panther-PNT-9R

The basic plan was to occupy the Opfor with the Jenner, Panther & Firestarter while the Spider ran around the flank to take the objective (both if possible).
That plan didn't last long though because the first contacts (A Trebuchet & a locust) we found zeroed in on the Spider and began chasing it around a scruffy mountain.
As they followed the spider around the Firestarter jumped in to harass the Trebuchet with an alpha strike at point blank to it's side. The results were less spectacular than I hoped. The Panther followed up with a long range PPC shot from a wooded ridge... and took it's head off. 1 down.
The locust was a bit more cautious coming around the corner but went down from a single Alpha strike to the center torso from my Jenner. 2 down.

I continued to roll my entire force to the right with the Spider jumping back and forth looking for an opening in the defenses, all the while keeping the scrubby mountain between me and the rest of the Opfor.
Through scans I was able to identify the rest as 2 Scorpion tanks, SRM carrier (yikes), Blackjack, Vindicator and a Jaegermech.
The scorpions went down first with no real trouble and I was able to pick off the SRM carrier with the Jenner using expert pilot skills to strike and jump away backed up by the Panther before it could get a shot off.

My force was still in very good shape, having only taken minimal damage as we were able to dodge most of it and continued to use the mountain as cover.

The Jaegermech decided to push around the left hand side of the mountain and got some glancing blows on the Jenner (thanks Vigilance!). We used initiative to our advantage to pour everything we had into it's flanks and rear and were able to take it down without anymore trouble. It was getting dicey though because the Vindicator & Blackjack were moving up fast and would be hitting our exposed rear if we didn't move soon. Heat was also becoming an issue at this point, with all
the jumping and Alpha strikes in combination with the Badlands terrain. We spent a few turns bouncing around in cover and trying to stay out of sight while the mechs cooled off.

The Spider actually spent this time to bait the last two (Vindicator & Blackjack) back around the other side of the mountain. As they came around the Panther fed them a PPC and the Firestarter and Jenner jumped in behind them to deliver some nasty Alphas to their backs. An arm came off the Blackjack and the Vindicator went down with a missing leg. Both the Jenner and Firestarter were running hot again so they grabbed some cover while the enemy Vindicator got to it's feet and spun to face them and the Blackjack knocked off a few pits of the Panthers armor with it's one remaining AC2.

The last round ended with the Vindicator getting a weak punch in on the Jenner just before both of the remaining enemy mechs went down from a final combined strike from the Panther, Firestarter & Spider.

A fantastic victory and some much needed cash. Not much salvage though since I negotiated that to the min. as I hand't planned on killing anything. Oops. Also, I got very lucky with the headshot on the Trebuchet, this would have turned out very different if not for that. Also, pirates have weaker armor so that was a big help too.
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Re: BattleTech coming back via Kickstarter

Post by jztemple2 »

IceBear wrote: Sun Apr 29, 2018 8:31 pm Or...as indicated in the "fluff" comments made by Darius....the Intel was wrong. That was a common theme in the Battletech novels...hired to do a cakerun but it ended up anything but due to either faulty intelligence or full on employer deceit. It's probably a bug but I'd love to hear them say that there is a built in system to simulate inaccurate intel. If it is a bug it's one that was mentioned and noted over a month ago
Like this? I got this message as I was touching down.

Image

UPDATE: Oh, the irony. Turns out that this base I was going to capture had no turrets and was defended by two light mechs. And after the capture I went to evac zone and wasn't intercepted. An absolute milk run.
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Re: BattleTech coming back via Kickstarter

Post by Stefan Stirzaker »

As an patch i would love to see a wall if fame in mechbay or argo command with who has died in our band with location and mission. Sort of roguelike but so i can remember who the hell died where. Only one of original mechwarriors are still alive
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Re: BattleTech coming back via Kickstarter

Post by jztemple2 »

Stefan Stirzaker wrote: Mon Apr 30, 2018 12:00 am Only one of original mechwarriors are still alive
Good gosh you people are brutal! On day 440 I still have my original five mechwarriors plus a sixth I got to fill out the roster.

Just finished a 1.5 skull assassination mission. On my way to finding the target my four medium mechs were intercepted by five light mechs. Two of them were Firestarters which was bad news for the AI, as my play style usually consists of pulling back, using one guy with sensor lock to lock on to the enemy with the most potential to immediately hurt me and then rocketing the hell out of him. Even when within visual distance I like to keep far enough away so no enemies can make a run around the back of one of my mechs. In the end I smoked all five while having only one mech with light structural damage.

When we reached the target it turned out to be a Trebuchet at the base of a cliff in a river. And apparently without jump jets. I again used one mech to Sensor Lock it while I used two of the others to launch missiles. The fourth mech had no missiles, something I'll have to look into. I spent several turns raining hot death onto the target while it rambled to and fro at the base of the cliff, then went in and polished it off. Made over €630K (two months budget) for only €10,000 in repairs.

So now I'm at Chandan and have some C-Bills burning a hole in my pocket, assuming my space pajamas have pockets. And the store here has some tastey weapons...

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Re: BattleTech coming back via Kickstarter

Post by NickAragua »

Yeah, I wound up losing another mechwarrior and eating another withdrawal when my medium lance came up against two Thunderbolts, a Catapult and a Griffin, backed up by a Spider. We were doing ok, until a PPC took my Enforcer's head clean off. Even so, I managed to destroy the Catapult and one of the Thunderbolts, but when the target showed up in a Victor, I said forget it and hit the 'withdraw' button.

I've got a Trebuchet that packs dual LRM/15s (upgraded with some stability damage) and that thing is brutal. Aside from being impressive to watch 30 LRMs waterfall into an enemy mech, it's great for called shots and such to pick off weakened locations.

I also turned my Thunderbolt TDR-5SS into a 5SE. Which means it now has a large laser, three medium lasers and an LRM-10 launcher. The large laser is upgraded so it does almost as much damage as the PPC, and I also shoved an improved comms system (+2 morale gain) and an upgraded gyro (+5 melee damage) in there. That's gonna be my commander's ride from now on. Family mech or not (and, frankly, I kind of like it anyway), the guy who owns the company shouldn't have to ride in a 45-ton mech. Dekker gets the Blackjack, Behemoth gets the AC/20 Centurion and the Trebuchet is going to be there for support.

I also have a mechwarrior out for about 90 days - his Shadow Hawk got completely taken apart during that dropship mission. $390k and 15 days for repairs! It's impressive, considering Yang is going to have to basically rebuild the thing from scratch. It's a short repair time because I've been pushing the mech bay upgrades pretty hard.
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Re: BattleTech coming back via Kickstarter

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Rip wrote: Sun Apr 29, 2018 4:27 pm Man mech building is fun. Especially trying to figure out how to make use of whatever enhanced weapons and equipment you can find. Kinda Frankenmechish.
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Re: BattleTech coming back via Kickstarter

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NickAragua wrote: Sun Apr 29, 2018 9:42 pm Well, it finally happened. I full-out lost a mission due to total lance kill.

Mostly because, unlike almost all the other missions, it was a plot mission and didn't include a withdrawal option. So when I completed the primary objective and got bushwhacked by a heavy lance, instead of retreating like normally, my mechs got torn to shreds.

Since I was playing "ironman", I've got a choice. Do I a) delete the campaign and start over like I'm supposed to for an "ironman" run or b) call this a "bullshit technical issue" and reload?

What do you guys think?
I think you reload back to the first after the mining mission after the three years you slept through. No one wants to play that crap over.

I'm certain I will restart from that point eventually. Be cool to put all the things I've learned to use.

I consider loading from there a restart.
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Re: BattleTech coming back via Kickstarter

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DD* wrote: Sun Apr 29, 2018 10:16 pm
IceBear wrote: Sun Apr 29, 2018 8:31 pm Or...as indicated in the "fluff" comments made by Darius....the Intel was wrong. That was a common theme in the Battletech novels...hired to do a cakerun but it ended up anything but due to either faulty intelligence or full on employer deceit. It's probably a bug but I'd love to hear them say that there is a built in system to simulate inaccurate intel. If it is a bug it's one that was mentioned and noted over a month ago
That would have been a great item for the devs to add in the game - "sorry boss, our intel must have been wrong on this one. We'll do better in the future." It would just be seen, rightly, as a cop out now. You can reload missions before the drop and the opfor can radically change. I think there is just too big a range for what you will face and they will need to correct that. Along with "reinforcements" that spawn in sensor range and as soon as you drop. Really, the "AI" is not very good so they just swarm you with numbers on these missions. Of course, I'm sure building competent AI is a difficult task, which is why you see stuff like this get released.
I agree with the AI...been noticing it's behavior since the streams but I also know how hard AI is and even more established companies have trouble with it so cutting HBS some slack there...hence why they overwhelm you with numbers. I can't say I've seen a lot of spawning inside sensor range but if I did I wouldn't have a problem with it as even in the mechwarrior game a powered down mech would be missed by sensors.

Thinking on it more I don't mind the swingyness of the skulls. It helps keep things from being predictable and boring. Personally I've done 4 or 5 of the story missions and it's only been the story missions that have given my lance any real damage...most of 2 to 3 skull missions might have caused a pilot injury due to head hits or some internal damage, but otherwise haven't been much trouble . Mind you, I strip everything off my mechs, maximize armor and then add weapons. It means it might take my lance a long time but rarely do my mechs get chewed up (to date). I also don't think it necessarily proves it's a bug by reloading changing it so much. Maybe the upper and lower limits need to be adjusted (I personally haven't had ot happen except for one assassination mission and those are supposed to be harder apparently) but it still could be considered bad or incomplete intel if it's harder or easier than average. It's only a bug if the difficulty is harder than what the maximum limit is supposed to be. The upper limit of 2 stars might be much harder than what we normally see.

Still don't know why you are still playing since it seems to cause so much aggravation and you hate it so much. There are so many games that if one doesn't agree with me I drop it and move on.
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Re: BattleTech coming back via Kickstarter

Post by Paingod »

Sepiche wrote: Fri Apr 27, 2018 5:06 pm
jztemple2 wrote: Fri Apr 27, 2018 4:44 pm Dumb question, what's the distance between hexes/dots on a map?
Not sure if this has changed with the PC game, but traditionally each hex is 30m across in the tabletop game.
I don't know if this is true or not, either - but I think each dot corresponds with one moment "pip" in the Mechbay... like a Mech with 5 pips will move 5 dots. A Mech with 8 pips will move 8 dots. I sometimes end up with Mechs that can jump further than they can move normally. I could be completely mistaken.
DD* wrote: Fri Apr 27, 2018 8:05 pm Welp, the "bugs" are rearing their ugly head.... in the mission "Humanitarians"
...
Back to the Steam library with you, incomplete game.
I did not have this issue with an identical mission. A bug, certainly. I've had a few other bugs.
  • My team's Mech graphics replaced with bright pink Mech outlines in some missions. Other enemy Mechs showing up correctly.
  • I had one mission where my main character's turn came up and the game wouldn't acknowledge it. His face was lit up (not grayed out) but he had no options for movement/combat/end turn. I had to restart the mission to correct it.
  • After a complete fiasco with one of the story missions, I backtracked to a "Pre-Mission" savegame (I entered with a Scout when I really needed another fighter) - but upon loading the Pre-Mission save, there was no contract to attempt. I had to jump to a different system to reset the contracts list and get back the story mission.
  • I had one instance where all of my save games seemed to disappear - but upon closing and re-opening the game, they returned.
That's the totality of the bugs I've run into in 24+ hours of play. I wouldn't say any of them make me want to throw the game back in the oven just yet - but I'd certainly welcome a hearty patching - which it looks like they're doing quickly. Some of my issues are in the last patch.

Things I've learned:
  • A "Lance of Heavies" is sometimes actually two heavy lances. I drop with a stock Shadow Hawk, LRM Centurion, AC10/LRM Orion, and 2xAC5/2xML Jagermech - and by the end of it, I had taken down an Orion/Panther/Hunchback that was reinforced by a Grasshopper/Shadow Hawk/Quickdraw/Jagermech. I had to rely heavily on terrain and ejected the Shadow Hawk pilot before he was decimated. Two-skull difficulty my rosy ass.
  • After going a few missions into the Storyline, I no longer see 1-1.5 skull missions anywhere. In fact, now I see 3's frequently and even a 4 once. No thanks. :hawk:
  • My accountant hates me riding the raggedy-edge of bankruptcy. I would love to vent him out an airlock, but really don't want to manage the books myself. I always manage to find another contract to pull out of an end-game scenario with a few days left to go. No worries, man.
  • When your observer tells you something looks like a perfect place for an ambush, believe him. I think we cleaned out a Heavy (the target) and 8 other Light & Medium Mechs - mostly at long range with Sensor Lock to guide us.
  • I really like an Orion with 4 tons of ammo, and 2xLRM10 & 1xLRM20. It takes a long mission to run out of ammo, and he softens up everything beautifully. I'm trying to keep a lot of LRM's on my team, except for the Scout that spots for my artillery Mechs. That Scout is a 40t Cicadia with 7 Jump Jets and 4 ++Small Lasers and near-max armor.
  • I still can't find a "Best" Pilot skill mix and like that a lot. I like knowing my 1xGunnery/2xGuts specialist can stand and deliver while soaking damage. I like having a Scout with 1xPiloting/2xTactics as a spotter. I like mixed-bag Mechs with a lot of guns piloted by 1xGunnery/2xPiloting who jump around and displace a lot while multi-targetting.
  • I'm pretty sure I could get by with 6 total Pilots, but it seems just mean now to fire the 7th after he's been with us for so long.
  • Jumping full distance with 7 JJ's is toasty hot.
My active Mech roster is now:
  • Orion - JJ's, 1xLRM20, 2xLRM10, 4t Ammo.
  • Shadow Hawk - Stock with ++ weapons swapped in.
  • Centurion - JJ's, 1xLRM5, 2xLRM10, 2xML, 1xSL
  • Cidadia - 7xJJ's, 4x++SL's
  • Thunderbolt - JJ's, 1xAC10, 1xLRM10, 2xML
  • Jagermech - JJ's, 2xAC5, 2xML
  • Trebuchet - JJ's, 2xLRM15, 1xML
  • Wolverine - Stock
  • Hunchback 4P - JJ's, 6xML
  • Panther - JJ's, 1xPPC
  • Dragon - Stock, needs some work
My "Go-To" team is the Orion, Thunderbolt, Centurion, and Shadow Hawk. I'd love to pick up a second Orion and retire the Centurion.

Question: Has anyone figured out a way to see the default Heat Sinks in a Mech - or is there no such thing? I'd like to calculate my exact heat/cooling ratio.
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Re: BattleTech coming back via Kickstarter

Post by Rip »

So I cleaned out all the excess mechs and equipment I had stored.

Sitting on $15M c-bills. All the little blips that show how many months you can afford are lit.

:csmile:
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Re: BattleTech coming back via Kickstarter

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Paingod in the tabletop game every engine comes with 10 heat sinks
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Re: BattleTech coming back via Kickstarter

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Paingod wrote: Mon Apr 30, 2018 8:23 am Question: Has anyone figured out a way to see the default Heat Sinks in a Mech - or is there no such thing? I'd like to calculate my exact heat/cooling ratio.
From what I've read, the mech's fusion engine should have the equivalent of 10 free heat sinks but I haven't seen anyone explicitly confirm that. I suppose it should be easy enough to figure out by taking a mech with a suitable load-out into the field in a heat-neutral environment and paying attention to how much heat can be generated before you see an actual build-up.
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Re: BattleTech coming back via Kickstarter

Post by Rip »

10 heat sinks stock, so you can dissipate 30 heat a round with no heat sinks.
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Re: BattleTech coming back via Kickstarter

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IceBear wrote: Mon Apr 30, 2018 8:45 am Paingod in the tabletop game every engine comes with 10 heat sinks
Max Peck wrote: Mon Apr 30, 2018 8:51 am
Paingod wrote: Mon Apr 30, 2018 8:23 am Question: Has anyone figured out a way to see the default Heat Sinks in a Mech - or is there no such thing? I'd like to calculate my exact heat/cooling ratio.
From what I've read, the mech's fusion engine should have the equivalent of 10 free heat sinks
Rip wrote: Mon Apr 30, 2018 8:55 am 10 heat sinks stock, so you can dissipate 30 heat a round with no heat sinks.
Thanks! :D

I was trying to put together an Orion with 2xPPC's, but the "Heat Efficiency" was horrible, even with 5 more Heat Sinks tossed in. It looks like it begs for a pair of PPC's with those arms and I was willing to try it, but not if it meant only shooting once every other turn.
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Re: BattleTech coming back via Kickstarter

Post by Max Peck »

Just to be certain, I went digging into the game files. In CombatGameConstants.json, InternalHeatSinkCount is set to 10.
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Re: BattleTech coming back via Kickstarter

Post by Paingod »

So, by default, it takes at least 3 Flamers to prevent base cooldown. :?

I tinkered with a Light Flamer after I was abused by a Firestarter but quickly put the idea away as silly since AI Mechs seem to manage their heat really well (and die) while I run hot (to kill them). I might jump around too much for my own good sometimes.
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Re: BattleTech coming back via Kickstarter

Post by raydude »

jztemple2 wrote: Mon Apr 30, 2018 12:33 am
Stefan Stirzaker wrote: Mon Apr 30, 2018 12:00 am Only one of original mechwarriors are still alive
Good gosh you people are brutal! On day 440 I still have my original five mechwarriors plus a sixth I got to fill out the roster.

Just finished a 1.5 skull assassination mission. On my way to finding the target my four medium mechs were intercepted by five light mechs. Two of them were Firestarters which was bad news for the AI, as my play style usually consists of pulling back, using one guy with sensor lock to lock on to the enemy with the most potential to immediately hurt me and then rocketing the hell out of him. Even when within visual distance I like to keep far enough away so no enemies can make a run around the back of one of my mechs. In the end I smoked all five while having only one mech with light structural damage.

When we reached the target it turned out to be a Trebuchet at the base of a cliff in a river. And apparently without jump jets. I again used one mech to Sensor Lock it while I used two of the others to launch missiles. The fourth mech had no missiles, something I'll have to look into. I spent several turns raining hot death onto the target while it rambled to and fro at the base of the cliff, then went in and polished it off. Made over €630K (two months budget) for only €10,000 in repairs.
Hey, I had a very similar assassination mission! The dropship dropped us where I could have taken a road off to the right or walk up the forested hill. I chose to climb up the hill and took out some vehicles and two light mechs from long range (thank you Sensor Lock!). I get closer to the target and come to find out the other side of the hill is a cliff face, and its a Trebuchet with no jump jets. The ridiculous thing is that the mech didn't even try to walk around the cliff to the road and try to get closer to us. Granted it would have taken a long time for it to get in LOS range but still it would have at least had a chance.
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Re: BattleTech coming back via Kickstarter

Post by NickAragua »

If I was inclined to use light mechs (I'm not any more, since it appears that every Tom, Dick and Harry in the periphery has suddenly acquired several lances of medium and heavy mechs), I'd love to try a Firestarter with 6x Flamer. Wait until one of those PPC heavy mechs moves and fires, then run in with a melee attack. Who wants barbecued mechwarrior?
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Re: BattleTech coming back via Kickstarter

Post by IceBear »

Oh, just a ease of life thing, I know someone was talking about the jumpship cutsceens during transit and speeding up transit in general. The jumpship cutsceens are skipable with the ESC key (well, some of them are...grrrr)
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Re: BattleTech coming back via Kickstarter

Post by LordMortis »

Made it to campaign meeting of dude on hollow screen. I don't want to spoiler a story but anyone that far should know what I mean. I still had a crappy argo, six crappy mechs and was struggling to make my payments every month and it was a matter of time until I collapsed, so I reset. Better early tactic plus switching my focus to 1 choice piece of salvage, everything else cash has totally changed the game. I've barely started, I'm working on my second mech bay. I have two mechs waiting to go in that bay already. I'm flush with cash. (currently about $4Mil CBills)

Falling down used to be big deal. Now, not so much. All it does is injure the pilot, slow the mech for a turn, and burn their initiative for a turn. I used to never jump, but with no risk of falling and evasion being so huge, load those mechs up with jumpjets.

Reserving turns is huge and make even the Locust in to a great mech for the right environment.
DD* wrote: Sun Apr 29, 2018 8:18 pm IME and based on the Steam forums, there is definitely a rather loose relationship (or really, probably an RNG issue) between the number of skulls and the actual difficulty of the mission. Ran two, two skulls missions back to back. My lance is two "light" heavies (Quickdraws) and two heavy mediums, typically a Centurion and a Wolverine.

I believe both missions were "battle" types, but don't quote me. Basically, baddies are coming in or doing something here so wipe'em out - you know the drill. First mission I find a Locust (don't waste my time), a medium of some sort that I can't remember - he didn't last long - and two tanks. Walked away with nothing but paint scratches.

Mission two - full lance of mediums including a Hunchie (the AC20 variant), an Enforcer, a Wolverine, and a Centurion. All with full armor, and I dropped in the ass end of a cul-de-sac valley with no room to maneuver or flank while they were at the open "V" end. One pilot dead, one (PC) in med bay for weeks, two dead mechs and hundeds of Ks in repair costs. Yikes. That was a nasty surprise, and the dropship pilot and I are going to have words about choice of LZ going forward...

Both "two skull" missions.
I treat is as unreliable intel. I just hate getting ripped off.
DD* wrote: Sun Apr 29, 2018 10:16 pm That would have been a great item for the devs to add in the game - "sorry boss, our intel must have been wrong on this one. We'll do better in the future." It would just be seen, rightly, as a cop out now. You can reload missions before the drop and the opfor can radically change. I think there is just too big a range for what you will face and they will need to correct that. Along with "reinforcements" that spawn in sensor range and as soon as you drop. Really, the "AI" is not very good so they just swarm you with numbers on these missions. Of course, I'm sure building competent AI is a difficult task, which is why you see stuff like this get released.
Agreed. We should also be able to judge the accuracy of those providing us with Intel unless we just assume the MRC(?) is completely useless.

I did have one two skull missing that paid 500,000 CBills where there were only mechs and one was light. Darius congratulated himself on contract on the way out. I made the mistake of thinking I'd do one more mission after that cakewalk. 750,000 CBills 2.5 skulls and I ended up against 2 nasty vehicles, a catapult, and 8 other mechs with good armor and pilots. One of my pilots died (Behemoth. :( ), the other three were wounded. All four mechs ended up with 10-30 day repairs that will cost more than the contract and the round took almost two hours to play.

But wow, this is the tactical game I have been waiting for. While totally different than XCom, so it's not fair to make the comparison every does, it is way better for my $40.
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Re: BattleTech coming back via Kickstarter

Post by Archinerd »

Paingod wrote: Mon Apr 30, 2018 8:23 am
[*]After going a few missions into the Storyline, I no longer see 1-1.5 skull missions anywhere. In fact, now I see 3's frequently and even a 4 once. No thanks. :hawk:
I saw a mod that addresses this on Nexus last night. It prevents the game from increasing mission difficulties globally (universally?) after each story mission. I haven't used it myself but I'm considering it.

Other mods I'm using;
*The PPC & LL changes from the Weapon Rebalance Mod. +5 Damage & -5 Heat for both.
*A mod that reduces pilot injuries from head hits, basically an armored mech head has to take at least 10 points of damage in one salvo in order to trigger an injury check. Now my mechwarriors don't have to spend a month in the hospital if they are unfortunate enough to get dinged by a few LRMs or a suicide Locust with 2 MGs.
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Re: BattleTech coming back via Kickstarter

Post by coopasonic »

Paingod wrote: Mon Apr 30, 2018 8:23 am
  • After going a few missions into the Storyline, I no longer see 1-1.5 skull missions anywhere. In fact, now I see 3's frequently and even a 4 once. No thanks. :hawk:
I have not gone that far into the story, but just want to confirm you've noticed that each system has a difficulty rating in the star map to give you an idea of the mission difficulty you are likely to find.

I am still limiting myself to 2 skull missions because I am afraid. I still have no idea what mechs are good for what and just build things randomly until I found out what works. From memory, I think I have these...

Trebuchet/Medusa w/Sensor Lock - close up fighter with 2xSRM6 and 2xMedium laser
Centurion/Behemoth - Lancer - long range with 2xLRM15
Dragon/Commander - Lancer - I think this might be close to default loadout
Shadowhawk/Glitch - 1xAC/5 and 3xMedium Laser

Dekker got injured a couple times and fell behind in skills. He has been warming the bench for a long time now.
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Re: BattleTech coming back via Kickstarter

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Archinerd wrote: Mon Apr 30, 2018 10:14 am I saw a mod that addresses this on Nexus last night. It prevents the game from increasing mission difficulties globally (universally?) after each story mission. I haven't used it myself but I'm considering it.
Would be nice to know this dynamic going in. I advance the story line for the out of sync pay scale and I'm about to do it again. You're telling me the difficultly level is going to go up again? I'm getting 2.5 skull battles with the best I can muster and Darius, saying I might pull better mechs before going at it, and I am doing way better than I did last game.

Now I'm tempting restart again

This there a mod that shows optimal targeting distancing before you move? I that's the big UI decision I don't like. How do meters translate in to hexes? I'm playing it all by ear trying to use the memory of the board game as me guide, but it's hard to figure out, when you are setting LOS, getting the most chevrons and coverage, and then trying to think "Ok Battle tech, Optimal range for PPC is 3 and LRM is 7, right? Or was that 10? Shit."
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Re: BattleTech coming back via Kickstarter

Post by Rip »

LordMortis wrote: Mon Apr 30, 2018 10:37 am
Archinerd wrote: Mon Apr 30, 2018 10:14 am I saw a mod that addresses this on Nexus last night. It prevents the game from increasing mission difficulties globally (universally?) after each story mission. I haven't used it myself but I'm considering it.
Would be nice to know this dynamic going in. I advance the story line for the out of sync pay scale and I'm about to do it again. You're telling me the difficultly level is going to go up again? I'm getting 2.5 skull battles with the best I can muster and Darius, saying I might pull better mechs before going at it, and I am doing way better than I did last game.

Now I'm tempting restart again

This there a mod that shows optimal targeting distancing before you move? I that's the big UI decision I don't like. How do meters translate in to hexes? I'm playing it all by ear trying to use the memory of the board game as me guide, but it's hard to figure out, when you are setting LOS, getting the most chevrons and coverage, and then trying to think "Ok Battle tech, Optimal range for PPC is 3 and LRM is 7, right? Or was that 10? Shit."
Once you click on a place you are thinking of moving to and it allows you to select facing you can place the cursor over the target to see hot percentages. Also not the shading on the facing overlay. I will shade differently based on the range zones of the selected weapons. Not sure if I am explaining this well but the UI is already giving you all that info.
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Re: BattleTech coming back via Kickstarter

Post by coopasonic »

LordMortis wrote: Mon Apr 30, 2018 10:37 am This there a mod that shows optimal targeting distancing before you move? I that's the big UI decision I don't like. How do meters translate in to hexes? I'm playing it all by ear trying to use the memory of the board game as me guide, but it's hard to figure out, when you are setting LOS, getting the most chevrons and coverage, and then trying to think "Ok Battle tech, Optimal range for PPC is 3 and LRM is 7, right? Or was that 10? Shit."
You haven't noticed the white lines and shading after the first click on movement? That is showing the targeting ranges for the weapons you have active and when you hover over targets, it shows you exact to-hit percentages.
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Re: BattleTech coming back via Kickstarter

Post by coopasonic »

LordMortis wrote: Mon Apr 30, 2018 9:56 am But wow, this is the tactical game I have been waiting for. While totally different than XCom, so it's not fair to make the comparison every does, it is way better for my $40.
Wait, I forgot about this comment. I take my advice back you XCOM hater!
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Re: BattleTech coming back via Kickstarter

Post by wonderpug »

Rip wrote: Mon Apr 30, 2018 11:08 am Once you click on a place you are thinking of moving to and it allows you to select facing you can place the cursor over the target to see hot percentages. Also not the shading on the facing overlay. I will shade differently based on the range zones of the selected weapons. Not sure if I am explaining this well but the UI is already giving you all that info.
What are the sideways chevrons bracketing the target on the left and right? If I remember right, there's a pair of them and they change between yellowish and grey depending on where you mouse over for movement.
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Re: BattleTech coming back via Kickstarter

Post by coopasonic »

https://www.reddit.com/r/Battletechgame ... _the_gold/
You can also tell at a glance how effective your weapons will be for all targets from your new location by the chevrons around each target. Each of your enabled weapon types will generate a pair of chevrons around your enemies. Red is bad/ineffective range, white means decent range, and gold means optimal range.
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Re: BattleTech coming back via Kickstarter

Post by IceBear »

Well the other big players are taking an interest in what's going on so more military assets are being put into the area. It's a general escalation of war that's moving with story triggers.
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Re: BattleTech coming back via Kickstarter

Post by Archinerd »

wonderpug wrote: Mon Apr 30, 2018 11:16 am
Rip wrote: Mon Apr 30, 2018 11:08 am Once you click on a place you are thinking of moving to and it allows you to select facing you can place the cursor over the target to see hot percentages. Also not the shading on the facing overlay. I will shade differently based on the range zones of the selected weapons. Not sure if I am explaining this well but the UI is already giving you all that info.
What are the sideways chevrons bracketing the target on the left and right? If I remember right, there's a pair of them and they change between yellowish and grey depending on where you mouse over for movement.
Those are indicators for optimal range for ea. weapon. They aren't in pairs*, the number varies by how many weapons you have on your mech.
Gold is good, Silver is okay.

*okay, there is a pair per weapon.
Last edited by Archinerd on Mon Apr 30, 2018 11:30 am, edited 1 time in total.
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Re: BattleTech coming back via Kickstarter

Post by LordMortis »

So, what I needed was better instructions/Tutorial, not a better UI! Thank you,
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Re: BattleTech coming back via Kickstarter

Post by Archinerd »

Yeah, a simple manual would have been nice.
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