BATTLETECH -Tactical Mech-Combat (Harebrained)
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DCB




Posts: 5410

PostPosted: Wed, 2nd May 2018 19:34    Post subject:
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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robco




Posts: 25

PostPosted: Wed, 2nd May 2018 19:57    Post subject:
VGAdeadcafe wrote:
What's up with those called shots? I get them using Morale and selecting Precision shots or when the enemy mech is down, right? I want to target the head but the percentage is something like 2% Laughing



Tactics 9 gives a ridiculous boost to precision shots up to 18% to target the head Laughing
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DCB




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PostPosted: Wed, 2nd May 2018 20:08    Post subject:
20% is still a completely wasted shot.
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Bob Barnsen




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PostPosted: Wed, 2nd May 2018 20:19    Post subject:
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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robco




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PostPosted: Wed, 2nd May 2018 20:35    Post subject:
Bob Barnsen wrote:
DCB wrote:
20% is still a completely wasted shot.

But what if you do it with a barrage of SRMs / LRMs?


Quoting a dev here: https://forum.paradoxplaza.com/forum/index.php?threads/head-hit-pilot-injured-is-stupid.1092231/&sdpDevPosts=1

Quote:
This is actually not the case. For volley weapons, we only check for a head hit on the first bullet/missile. If it doesn't hit the head, none of them will. If it does, only that one shot will strike the head out of the whole volley.
[/quote]
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DCB




Posts: 5410

PostPosted: Wed, 2nd May 2018 21:01    Post subject:
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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VGAdeadcafe




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PostPosted: Thu, 3rd May 2018 01:01    Post subject:
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.

It's because the game really punishes based on range (of course) but also on MIN range. I mean you really need to be in long range for the long range weapons to have good accuracy. Laughing

Another question, who do I have to suck off to get a second PPC and have a dual PPC mech?

EDIT:

1.0.1 changelog

Quote:
Release 1.0.1 Notes, 5/2/2018
Trial fix for an issue where save games could sometimes fail to appear upon re-launching the game.

Trial fix for some occasional crashes when loading back into the sim-game scene.

We now immediately apply changes to the windowed mode and fullscreen monitor selection settings.

Added the ability to change the Callsign associated with your multiplayer profile.

Fixed issues with the Vsync setting sometimes not applying correctly.

Setting Vsync to be ON by default.

Capping framerate at 120 when Vsync is OFF.

Fixed an issue where redeeming a valid unlock code could cause a long loading screen.

Fixed an issue where 'Mech model variants unlocked using an access code could be seen clipping through other Argo UI screens, after selecting the unlocked 'Mech in the Mech Bay.

Fixed minor graphical issues with the pre-order Shadow Hawk Umbra skin.

Fixed an issue where enemy AI could sometimes act slowly during Defend Base contracts.

Improved loading sequence stability when alt-tabbed.

Support for non-standard Steam install directories (directory paths with special characters like "=" in them.)

Removing debug F6 pilot-injury hotkey.

Adding version number display to the Main Menu.

Adding protections for errors in the GOG Galaxy client when playing through GOG.

Making DirectX 11 a required component in Steam and GOG installers.
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Bob Barnsen




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PostPosted: Thu, 3rd May 2018 05:52    Post subject:
BATTLETECH Post-Launch Roadmap
https://www.kickstarter.com/projects/webeharebrained/battletech/posts/2177649


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DCB




Posts: 5410

PostPosted: Thu, 3rd May 2018 07:45    Post subject:
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
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PostPosted: Thu, 3rd May 2018 11:03    Post subject:
Bob Barnsen wrote:
BATTLETECH Post-Launch Roadmap
https://www.kickstarter.com/projects/webeharebrained/battletech/posts/2177649

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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Sometimes i just want to see NFOHUMP burn \o/
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Nodrim




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Location: Romania
PostPosted: Thu, 3rd May 2018 11:46    Post subject:
So, we have to wait for a Director's Cut to have a complete game.
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tet666




Posts: 5090

PostPosted: Thu, 3rd May 2018 12:49    Post subject:
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
PostPosted: Thu, 3rd May 2018 17:25    Post subject:
Ok, so about story length.

 Spoiler:
 


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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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Thu, 3rd May 2018 18:24    Post subject:
zmed wrote:
Ok, so about story length.

 Spoiler:
 


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


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zmed




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PostPosted: Thu, 3rd May 2018 18:26    Post subject:
Cheers, seems I'm around 6-7. I keep fiddling with random contracts much more than the main stroy.
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StrEagle




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Location: Balkans
PostPosted: Sat, 5th May 2018 07:56    Post subject:
hmm 800mb patch, but no patch notes..


Lutzifer wrote:
and yes, mine is only average
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scaramonga




Posts: 9800

PostPosted: Sat, 5th May 2018 08:13    Post subject:
Release 1.0.2 Notes, 5/3/2018

Fixes to video player codec behavior to resolve .dll access violations that were causing consistent video player crashes for a small set of users.
Memory management improvements.
Fixing issues with the Valhalla Shadow Hawk variant failing to load in missions when selected.

X_Delta been on RIN for a while now Wink
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VGAdeadcafe




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PostPosted: Sat, 5th May 2018 13:57    Post subject:
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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DCB




Posts: 5410

PostPosted: Sat, 5th May 2018 16:13    Post subject:
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:
 
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scaramonga




Posts: 9800

PostPosted: Sun, 6th May 2018 01:40    Post subject:
VGAdeadcafe wrote:
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


GOG are always behind with patches, and even when they do bring them out, they are either massive in size, and/or, botched jobs Wink

Your always best sticking with a Steam copy, if you wish to stay ahead, plus, much smaller updates Smile
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DCB




Posts: 5410

PostPosted: Sun, 6th May 2018 06:48    Post subject:
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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Kanint




Posts: 2356

PostPosted: Sun, 6th May 2018 07:23    Post subject:
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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scaramonga




Posts: 9800

PostPosted: Sun, 6th May 2018 07:52    Post subject:
Yup, 200mb each max for both patches on a clean steam rip Wink, having said that, it gets the thumbs down from me, as WTF is with the no 21:9 support??? 2018 guys!, get with it.
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Yuri




Posts: 11000

PostPosted: Sun, 6th May 2018 08:36    Post subject:
Have they said anything about a new Shadowrun campaign coming any time soon? Been almost 3 years now. Sad



1 and 2 are still amazing.
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sun, 6th May 2018 10:38    Post subject:
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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Auran13




Posts: 385

PostPosted: Sun, 6th May 2018 17:00    Post subject:
I really wanted to like his game but its just pissing me off too much. Gonna switch to Pillars when its released. Maybe come back for a directors cut.

My RNG is soo bad in this im semi-convinced its like some sneaky copy protection.. except i have the GoG version
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VGAdeadcafe




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PostPosted: Sun, 6th May 2018 17:37    Post subject:
The star engineer with two PHDs is a tattooed fat woman in a hijab, a daughter of academics who also married someone and annuled the marriage 6 months later

https://www.teepublic.com/t-shirt/2624987-social-justice-mechwarrior

my sides
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Mon, 7th May 2018 20:13    Post subject:
Finally bagged an Atlas. First time encounter, 3 salvage. I was so sad when his LT blew up, I was convinced that I can kiss a full salvage goodbye. But no, I kept going for the head and spamming stability damage. Pilot was knocked out and got it. Smile
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Nodrim




Posts: 9592
Location: Romania
PostPosted: Tue, 8th May 2018 19:51    Post subject:
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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VGAdeadcafe




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PostPosted: Tue, 8th May 2018 20:22    Post subject:
I was using a Shadowhawk as an LRM boat with LRM20+LRM15, now I upgraded to an Orion with LRM20+LRM15+LRM15 Very Happy

I like this game, this is a great base to build upon. Sadly it is less balanced and varied than Mechcommander 2 with its excellent tonnage restriction. You got to do some crazy meta-gaming if you want to use a Light successfully ... I don't bother, I bring two medium range brawlers, a sniper and an LRM boat.

Nodrim wrote:
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?!

Are you continuing the main story?

I am in mid-game still but people are saying you get swamped by Assault mechs. Maybe you have been doing too many sidemissions and you have overleveled your pilots and using very good equipment for that point in the game?
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