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Posted: Wed, 2nd May 2018 19:34 Post subject: |
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Bob Barnsen wrote: | But Multitarget seems like shit. |
Multi-Target is great, but it really needs Breaching Shot as well to get the most out of it. That's where it really comes into its own, because suddenly you can hit multiple Guarded targets for the same amount of damage you would have applied to one. Very useful in the latter half of the game when you start running into enemies with Bulwark.
The "Lancer" build - Multi-Target/Breaching Shot/Bulwark - is what I use on my LRM boats. It's also useful for a sniper/long-range damage dealer type mech. If you want to get in close with stuff like SRMs and AC/20s, you are probably better off with Multi-Target/Breaching Shot/Evasive Movement.
Another option is Evasive Movement/Sensor Lock/Master Tactician or Bulwark/Sensor Lock/Master Tactician for the +1 phase bonus, very useful for Heavies and Assaults. I feel that SL is a waste on these builds, but it's a necessity to get MT.
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Posted: Wed, 2nd May 2018 20:08 Post subject: |
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20% is still a completely wasted shot.
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Posted: Wed, 2nd May 2018 20:19 Post subject: |
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DCB wrote: | 20% is still a completely wasted shot. |
But what if you do it with a barrage of SRMs / LRMs?
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Posted: Wed, 2nd May 2018 21:01 Post subject: |
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LRMs are a complete waste for any called shots using morale. Obviously when a mech is laying on its back it's a free shot, so go wild, but if you want to target a specific section then use a direct fire weapon.
They are especially a bad choice when you are trying to collect mech pieces, as you are highly likely to inadvertently damage the CT given their spread.
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Posted: Thu, 3rd May 2018 07:45 Post subject: |
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VGAdeadcafe wrote: | Do you people specialise a mech by range? For example, I like to stack LRMs and keep that mech away. On another mech, I use medium range weapons only, no single small LRM mixed in there. |
This is what is known as "boating", loading up a mech with all of the same type of weapon. So an "LRM boat" is a mech with only LRMs, that sits at the back, usually hiding behind a hill, and shoots people from beyond visual range. A "laser boat" is going to have all lasers obviously, but typically mostly medium lasers, since they are the most efficient damage-per-ton weapon. Also a shitload of heatsinks.
You can have more diverse builds that still specialise in a particular range bracket. For example a "sniper" is obviously any mech that has mostly/all long range weapons, like AC/2s or AC/5s, probably with some LRMs for indirect fire. You can also still be in this bracket with slightly shorter ranged but higher damage weapons like AC/10s and PPCs.
Then you have your close assault or brawler types, that typically load up on various mid- to short-range weapons like AC/20s, SRMs, and medium lasers. They also usually have support weapons like machineguns, small lasers, and flamers, especially if they specialise in melee.
You will find that a lot of the default loadouts tend to be pretty generalist, having weapons of mixed ranges. While this does give you a gun for all occasions, it's typically an inefficient use of tonnage. It's much better in my opinion to pick a specific role for a given mech and tailor its loadout to that end.
VGAdeadcafe wrote: | Another question, who do I have to suck off to get a second PPC and have a dual PPC mech? |
The Catapult K2 is a twin PPC mech, a 65 ton heavy. You should start seeing those pretty regularly once you are beyond a certain point in the story. There is also a triple PPC mech, the appropriately named Awesome, which is an 80 ton assault.
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Thu, 3rd May 2018 11:03 Post subject: |
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sounds nice
Quote: | 1. Compatibility / Performance Investigations
Our launch last week wasn't perfect. A subset of players are experiencing hardware/system compatibility and performance issues that our team is working hard to investigate. Solutions for critical issues are always our top priority, and will be released as soon as they're available and tested. Typically, we will release patches to our public_beta branch on Steam for a few days for testing before we push them to the default branch.
On that note - last Friday we released our first patch to the public_beta branch for testing. Today, that 1.0.1 Patch went live - you can read the full changelog above. We expect to release more patches to public_beta in the coming days and weeks.
2. General Bugfix (Late May)
We expect to release at least one general bugfix/improvements patch later in May.
3. Localization (French, German, Russian) and Linux support
These are both Kickstarter commitments and high priorities for our post-launch roadmap. (Along with a couple other Kickstarter commitments that didn't make it in for launch.) We don't have a more precise ETA yet for these items but will update you as soon as we do.
4. Update #1: Customization & Player Options (June/July)
We're already beginning work on our first larger free Update to BATTLETECH. This Update is all about customization and reacting to common pieces of feedback that we've received from you on the game. Here's a list of items we're currently looking at for Update 1 this summer:
- Accelerated combat options - We're working on options for players who would like to accelerate the pace of combat missions.
- MechWarrior customization - We know that many players would like to change the appearance, callsign, name, and voice of all their MechWarriors, not just their Commander. This didn't make it in for launch but we'll be adding it in Update 1.
- Granular difficulty settings - A set of discrete options for players to customize the challenge level of the game in different areas.
- MechLab / Store / Salvage quality-of-life improvements - Interface additions to reduce friction when buying and salvaging new items.
- Tutorial-skip option - Allowing players who have already played the prologue missions to skip those missions when starting a new campaign, and get right to the Leopard.
- Addressing difficulty spikes - We'll be working on smoothing out some issues with unexpectedly hard (or easy) content. Not to remove all difficulty variance, but to address clear outliers.
- Live-streaming quality-of-life improvements - Audio persisting when alt-tabbed, for example.
It's important to note that the exact contents of Update 1 may shift during development. Please consider these general directions and priorities. We'll post a more detailed and updated list of what's in the Update closer to its release.
5. More BATTLETECH!
The above is just the beginning! We'll be continuing with more free Updates after Update 1, and we'd also love to release a larger paid content Expansion or two - but right now we're staying focused on bugfixes and immediate reactions to launch feedback. With your support, we could not be more excited to continue making BATTLETECH even bigger and better. |
https://steamcommunity.com/app/637090/discussions/0/1696046342852890282/
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Nodrim
Posts: 9592
Location: Romania
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Posted: Thu, 3rd May 2018 11:46 Post subject: |
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So, we have to wait for a Director's Cut to have a complete game.
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Posted: Thu, 3rd May 2018 12:49 Post subject: |
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Nodrim wrote: | So, we have to wait for a Director's Cut to have a complete game. |
Yes but judging by their previous DCs it's worth the wait Dragonfall especially was truly amazing after they "finished" it.
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Thu, 3rd May 2018 17:25 Post subject: |
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Ok, so about story length.
Spoiler: | I just had the war council at Weldry after the salvage mission at the SLDF base (I'm still pissed I got a Higlander instead of the Atlas as a reward from Kamea), now the Taurians joined the Directorate, and that ginger guy rescued Victoria from us. |
I tried to search for walkthroughs to see how far I am in the campaign, but for some reason there aren't even a list of the story missions anywhere. Anyone have some idea how far I am from the end?
Also, people complaining about excessive pilot injuries: when things go south, eject.
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Posted: Thu, 3rd May 2018 18:24 Post subject: |
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zmed wrote: | Ok, so about story length.
Spoiler: | I just had the war council at Weldry after the salvage mission at the SLDF base (I'm still pissed I got a Higlander instead of the Atlas as a reward from Kamea), now the Taurians joined the Directorate, and that ginger guy rescued Victoria from us. |
I tried to search for walkthroughs to see how far I am in the campaign, but for some reason there aren't even a list of the story missions anywhere. Anyone have some idea how far I am from the end?
Also, people complaining about excessive pilot injuries: when things go south, eject. |
Don't know, but i guess the available video files for the main missions can give an indication:
\BATTLETECH\BattleTech_Data\StreamingAssets\Video
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Thu, 3rd May 2018 18:26 Post subject: |
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Cheers, seems I'm around 6-7. I keep fiddling with random contracts much more than the main stroy.
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Posted: Sat, 5th May 2018 07:56 Post subject: |
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hmm 800mb patch, but no patch notes..
Lutzifer wrote: | and yes, mine is only average |
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Posted: Sat, 5th May 2018 13:57 Post subject: |
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For fuck's sake I have the GOG version installed and everyone puts out updates for the Steam release. Maybe I should try dling the steam release and transfer the save? Hmmm
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Posted: Sat, 5th May 2018 16:13 Post subject: |
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Regarding the number of story missions, not all of them have cutscenes so that list of videos is not a true indication (and Bob, you should spoiler that pic). I believe this should be the full list of main story/priority missions:
Spoiler: | Coronation Day Part A (tutorial)
Coronation Day Part B
Three Years Later (Majesty Metals)
Benefactor (non-combat)
Axylus
First Strike (Weldry)
Liberation: Panzyr
Liberation: Smithon
Served Cold (Smithon's moon)
Raising the Dead (Artru Part A)
Escape (Artru Part B)
War Council (non-combat)
Defense: Smithon
Liberation: Itrom
Defense: Panzyr
Extraction (Guldra)
Liberation: Tyrlon
Locura
Coromodir |
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Posted: Sun, 6th May 2018 06:48 Post subject: |
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There's not likely to be much benefit in the size department in this instance. Both patches so far have been ~800MB each on Steam, because they have to outright replace multi-hundred meg Unity asset bundles.
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Posted: Sun, 6th May 2018 07:23 Post subject: |
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DCB wrote: | There's not likely to be much benefit in the size department in this instance. Both patches so far have been ~800MB each on Steam, because they have to outright replace multi-hundred meg Unity asset bundles. |
Someone has been releasing 200mb xdelta patches for the game, so it's not too bad. With that said you gotta use their version of the base game to start with (which isnt a big issue, just shouldn't try to use those patches on every versions).
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Posted: Sun, 6th May 2018 08:36 Post subject: |
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Have they said anything about a new Shadowrun campaign coming any time soon? Been almost 3 years now. 
1 and 2 are still amazing.
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Posted: Sun, 6th May 2018 10:38 Post subject: |
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I just did the following steps, and the performance is so fluid now - nearly constant 60 fps even during fights, and faster reaction times in menus:
- Switch from GOG to Steam isodemo
- Update 1.0.2
- install on SSD
From what i read on RIN, the switch probably makes the biggest difference.
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Posted: Sun, 6th May 2018 17:37 Post subject: |
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zmed
Posts: 9234
Location: Orbanistan
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Nodrim
Posts: 9592
Location: Romania
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Posted: Tue, 8th May 2018 19:51 Post subject: |
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The difficulty in this game has been all over the place. In the beginning I didn't know what to expect from a contract and during mid game things got a bit more interesting. Now I'm just taking the highest contracts and I hardly face any challenge. Where are all the assault mechs, the gauss guns, etc?!
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