Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 9 10 [11] 12 13 ... 18

Author Topic: MekHQ - "Just how does it work?" edition  (Read 76920 times)

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: MekHQ - "Just how does it work?" edition
« Reply #150 on: July 25, 2017, 11:33:37 am »

edit : oops double post clicked quote instead of modify
« Last Edit: July 25, 2017, 11:35:10 am by Robsoie »
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: MekHQ - "Just how does it work?" edition
« Reply #151 on: July 25, 2017, 01:59:42 pm »

If it wasn't one of the most difficult programs I've had to run, I'd be all up in this action!
Logged

MrRoboto75

  • Bay Watcher
  • Belongs in the Trash!
    • View Profile
Re: MekHQ - "Just how does it work?" edition
« Reply #152 on: July 25, 2017, 03:32:14 pm »

If it wasn't one of the most difficult programs I've had to run, I'd be all up in this action!

Took me quite a few tries to figure out the aerospace stuff.  But then you have to blow out the map quite a bit so they can turn and not just fly off the map.
Logged
I consume
I purchase
I consume again

Xardalas

  • Bay Watcher
  • Being bored and stuff.
    • View Profile
Re: MekHQ - "Just how does it work?" edition
« Reply #153 on: July 25, 2017, 06:05:45 pm »

I haven't touched Mekhq in a few years, but I do remember being fairly proficient at it. I could probably spare some time to teach  few things if someone needed the help.
Logged

Hanzoku

  • Bay Watcher
    • View Profile
Re: MekHQ - "Just how does it work?" edition
« Reply #154 on: October 17, 2019, 08:14:05 am »

I'll resurrect this topic to talk about MegaMek rather then staying offtopic in the Battletech thread.

I figured out how to mod the game files and I've been playing around with upping AC damage to match the Battletech game. I have to say that on tabletop, its also a compelling change. For fun, I played a quick match against the AI where I was running a JagerMech and an Orion versus a Clint, Shadow Hawk and Devastator Heavy Tank (Demolisher with a fusion plant and some extra light weapons).

The JagerMech really held its own - it could sit comfortable at range and deal out up to 26 damage a round (compared to 14 with the normal damage values). This puts it close to the Rifleman's damage output, without the heat issues. (Modded, the Rifleman can put out up to 32 damage a round, but it can't keep that up as the large lasers will overheat it.) This also feels a lot closer to the fluff for the JagerMech.

The main winners of this are all the Light and Medium designs that use an AC/2 or AC/5 as one of their primary weapon systems. They aren't relying on a long range machine gun anymore, which given the rules I normally use, were really useless. (No through-armor criticals, and vehicles have a lot of options turned on that prevent being disabled by every hit.)
Logged

Knave

  • Bay Watcher
    • View Profile
Re: MekHQ - "Just how does it work?" edition
« Reply #155 on: October 17, 2019, 08:25:54 am »

Very interesting! Upping the AC damage for sure  makes a lot of builds much more viable, and I'm a fan of the increase.
Theoretically makes for some interesting trade-offs in the MekHQ campaign setting instead of just relying on laserboats too.

So when does the next MM campign start? :D
Logged

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: MekHQ - "Just how does it work?" edition
« Reply #156 on: October 17, 2019, 08:29:12 am »

ptw
Logged

Iduno

  • Bay Watcher
    • View Profile
Re: MekHQ - "Just how does it work?" edition
« Reply #157 on: October 17, 2019, 08:43:35 am »

Megamek Solaris rules when?
Logged

Dostoevsky

  • Bay Watcher
    • View Profile
Re: MekHQ - "Just how does it work?" edition
« Reply #158 on: October 17, 2019, 05:29:51 pm »

I figured out how to mod the game files and I've been playing around with upping AC damage to match the Battletech game.

How easy is it to make the change, would you say? And interesting to hear.
Logged

Kanil

  • Bay Watcher
  • [T_WORD:PILLAR:kanil]
    • View Profile
Re: MekHQ - "Just how does it work?" edition
« Reply #159 on: October 18, 2019, 12:03:31 am »

I've been playing around with upping AC damage to match the Battletech game.

What's HBS got their ACs set to these days? They seemed a bit excessive when I last saw them. Like "why would anyone ever use a PPC?" excessive.
Logged
Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Hanzoku

  • Bay Watcher
    • View Profile
Re: MekHQ - "Just how does it work?" edition
« Reply #160 on: October 18, 2019, 01:25:06 am »

How easy is it to make the change, would you say? And interesting to hear.

Moderately difficult. There's no external way to do it, you need to install a java editor, download the sourcecode for MegaMek, find the classes for each weapon you want to change, and compile the source code.

There's also no central location to make changes at. The option that already exists to increase AC/2 and AC/5 damage by one? That only works for regular autocannons - LB/X and Ultras need not apply, because they use a different parent class.

What's HBS got their ACs set to these days? They seemed a bit excessive when I last saw them. Like "why would anyone ever use a PPC?" excessive.

I haven't played the Battletech game since it came out - it runs like molasses on my system. Assuming they haven't changed it since launch, here are the values:

AC/2 - from 2 damage to 5 damage, a 150% increase.
AC/5 - From 5 damage to 8 damage, a 60% increase
AC/10 - From 10 damage to 12 damage, a 20% increase
AC/20 - No changes.

For comparison between the AC/10 and a PPC, here are the stats:

AC/10: 12 damage, 3 heat, 12 tons and 7 crit slots. Range 5/10/15. Requires at least 1 ton of ammo, and 3 heat sinks to be heat neutral.
Final values: 12 damage, 3 heat, 16 tons, 11 crit slots. Range 5/10/15 (10 shots)
PPC: 10 damage, 10 heat, 7 tons, 3 crit slots. Range (Min: 3) 6/12/18. Requires 10 heat sinks to be heat neutral.
Final values: 10 damage, 10 heat, 17 tons, 13 crit slots. Range (Min: 3) 6/12/18.

So yeah, I can see your point - apples to apples, the AC/10 is slightly better than the PPC. Except that it has a limited lifespan (add another ton of ammo? They now use near equal amounts of tonnage and crit slots), and has the penalty of having explosive ammunition, just waiting for an unlucky crit to turn your 'Mech into vapor. Because the tabletop is a lot less forgiving, and before the advent of CASE, your 'Mech will turn into confetti if its ammo gets hit.

Meanwhile, the Awesome is just happily firing away with its PPCs, long after the AC/10 has run out of ammo.
« Last Edit: October 18, 2019, 05:40:51 am by Hanzoku »
Logged

Kanil

  • Bay Watcher
  • [T_WORD:PILLAR:kanil]
    • View Profile
Re: MekHQ - "Just how does it work?" edition
« Reply #161 on: October 18, 2019, 06:14:06 am »

Thank you for the numbers. I thought they had set the AC/5 to 9 (which would be quite OP), but it seems I've misremembered!

With something like an Awesome, I think I'd pass on the AC/10s and run 3 AC/5s and a PPC. 34 damage for even more heat neutrality than before. It comes with a bunch of little tradeoffs (more spread damage, more chances to hit/miss, ammo explosions, more firepower when engine crit.) Depending upon exactly how many heatsinks and how much ammo you want, you can even slap on some MLs to fire instead of the PPC inside minimum range.

'course a 'mech with 3 AC/5s, PPC, 3 ML, SL isn't exactly an "Awesome" at this point... but in a world where AC/5s are stronger, it'd probably out-fight the 8Q.

A Marauder with a second AC/5 probably does better, the AC/5 Zeus looks good too. Pretty much anything with enough non-PPC heat can probably justify swapping to a hypothetical 8 damage AC/5 -- assuming it wants to deal with ammo explosions.
Logged
Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: MekHQ - "Just how does it work?" edition
« Reply #162 on: October 18, 2019, 07:39:16 am »

It's been a long time i didn't had a battle in megamek, so i downloaded the last dev version 0.47 and setup a battle against princess with 2 random squads.
While princess had a few mechs i recognized, i was rather clueless about mine but it was no problem as it's a small map and i'll figure out if i had good or horrible mechs in my team.

My first mech entered water
Spoiler (click to show/hide)

yeah, what a great way to start :D

Anyways, the battle wasn't going nicely as it looked like my legendary luck was striking back at me, the amount of rolls my guys were missing was phenomenal.
Princess had more luck, though not outrageously but still it had noticable amount of successfull rolls.

So the battle wasn't going good for my side, and at some point i had 2 mechs shutting down because heat (my fault for carelessly firing every of my weapons in the hope at least one would get a successfull roll, come on stupid mech is that so hard to make a 7 on 5 attempts ? )

At some point i had a mech that was very close to another, i decided to try a DFA (though i didn't even checked if said mech had jump jets) , once i clicked the target i noticed the "Move" button became greyed.
escape to cancel the action and still the "Move" button was still greyed. Nothing more i could do enabled me to do anything, couldn't skip, couldn't move, even selecting another mech didn't allowed me to proceed.
Nasty bug, oh well we'll call it a draw then ?

I wish the Princess bot turns were faster though on such small map with so few mechs (some turns were fast but sometime it was oddly taking some time to make a move)
« Last Edit: October 18, 2019, 07:54:47 am by Robsoie »
Logged

Hanzoku

  • Bay Watcher
    • View Profile
Re: MekHQ - "Just how does it work?" edition
« Reply #163 on: October 18, 2019, 08:07:31 am »

Yeah, I pretty much categorically refuse to enter water because of things like that happening. Or things like slow 'Mechs being unable to get back OUT of the water, I've had that as well.
Logged

Knave

  • Bay Watcher
    • View Profile
Re: MekHQ - "Just how does it work?" edition
« Reply #164 on: October 18, 2019, 08:10:31 am »

Yeah, I pretty much categorically refuse to enter water because of things like that happening. Or things like slow 'Mechs being unable to get back OUT of the water, I've had that as well.

Agreed! There's been times when my green scout mechs enter water (I'm looking at you Locust!) promptly fall over, and then I just resign myself to them being underwater for the rest of the match lest they just blow them selves up by filling each limb full of water with progressively harder piloting rolls.
Logged
Pages: 1 ... 9 10 [11] 12 13 ... 18