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Author Topic: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!  (Read 111106 times)

Iduno

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #885 on: August 23, 2019, 01:04:28 pm »

In escort missions, how do you convince that last bastard vehicle that the mission is done: all hostiles are dead, and they can follow you across the map already so we can all go home?

I've run everyone to the exit point, I've run back to join the vehicle, I've run someone behind it. It won't budge. Has the AI gotten even worse since I played this last?

Escort AI pathing breaks occasionally. Make sure you have a 'mech close to them or they won't move (which can be nice if you don't want them to sprint through a firefight). If they're getting stuck trying to enter the evac zone you're straight fucked and will need to enable the debug menu to force-complete the mission.

Do you have instructions or link for debug mode?
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Flying Dice

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #886 on: August 23, 2019, 04:28:16 pm »

In escort missions, how do you convince that last bastard vehicle that the mission is done: all hostiles are dead, and they can follow you across the map already so we can all go home?

I've run everyone to the exit point, I've run back to join the vehicle, I've run someone behind it. It won't budge. Has the AI gotten even worse since I played this last?

Escort AI pathing breaks occasionally. Make sure you have a 'mech close to them or they won't move (which can be nice if you don't want them to sprint through a firefight). If they're getting stuck trying to enter the evac zone you're straight fucked and will need to enable the debug menu to force-complete the mission.

Do you have instructions or link for debug mode?
Here ya go.
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LoSboccacc

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #887 on: October 09, 2019, 08:52:18 am »

I was intrigued by roguetech and now interested since there's this 10e discounted copy on some site. is the base version enough to run it or does it need dlc and expansions?
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Iduno

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #888 on: October 09, 2019, 09:18:02 am »

It looks like it does not require the DLC, but there is an option to choose whether or not you have them.

Also, while the game is a memory hog (it's a bit sluggish with 8 GB), modding it makes it worse. I've heard 16 GB ram is the minimum for roguetech.
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Aoi

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #889 on: October 09, 2019, 12:21:22 pm »

It looks like it does not require the DLC, but there is an option to choose whether or not you have them.

Also, while the game is a memory hog (it's a bit sluggish with 8 GB), modding it makes it worse. I've heard 16 GB ram is the minimum for roguetech.

A bit sluggish?

I was finishing entire early X-Piratez maps in the in+out loading screens... so upwards of 5 minutes combined, per battle (on a different computer, so no conflict there). Though, for some reason, my system has always had notoriously slow loading times, a good 30%+ compared to people with similar specs.
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Iduno

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #890 on: October 09, 2019, 12:30:10 pm »

It looks like it does not require the DLC, but there is an option to choose whether or not you have them.

Also, while the game is a memory hog (it's a bit sluggish with 8 GB), modding it makes it worse. I've heard 16 GB ram is the minimum for roguetech.

A bit sluggish?

I was finishing entire early X-Piratez maps in the in+out loading screens... so upwards of 5 minutes combined, per battle (on a different computer, so no conflict there). Though, for some reason, my system has always had notoriously slow loading times, a good 30%+ compared to people with similar specs.

Do you have your programs loaded on a hard drive instead of SSD?
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LoSboccacc

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #891 on: October 09, 2019, 05:42:30 pm »

so, yeah, turns are slow af with the roguetech mod, playing is just agony

edit:
jesus is it normal to face 2x mech + support vehicles for a total between 2x 3x my own tonnage on half skull missions? what the heck
« Last Edit: October 10, 2019, 10:39:49 am by LoSboccacc »
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Rince Wind

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #892 on: October 10, 2019, 05:10:44 pm »

Well, your intel is less than perfect, so actual mission difficulty can be higher than what is shown. I forgot how much the difference can be though.
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LoSboccacc

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #893 on: October 11, 2019, 03:03:55 am »

ah so that's what mission variation means!

the dude at the bottom tho seems reliable enough in pointing out when a mission seems fishy.

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Iduno

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #894 on: October 11, 2019, 08:06:51 am »

Also, they should have made it a percentage of the expected weight, not +/- 1 full skull. This way is extra punishing at the start of the game, and less so at the end when you actually are ready for a challenge. Negative difficulty curves are boring.
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LoSboccacc

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #895 on: October 12, 2019, 02:36:41 am »

so, my venom can jump half map, my genner can jump around 8 tiles in range. they are both 35 light and have 11 jump in their stat, so I guess it boils down to some mech chassis characteristic, but I don't know where to look to see why one does one thing and the other does the other
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Flying Dice

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #896 on: October 13, 2019, 10:56:52 am »

If your Venom is the SDR-9K, the stock loadout has 8 +15% jump distance JJs. IIRC no stock Jenner load matches that, and sometimes bonuses don't seem to display correctly in the mechlab.
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Rince Wind

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #897 on: October 13, 2019, 11:07:36 am »

I have a 9KA in my current MekHQ campaign and although it runs hot when jumping a lot (and why wouldn't you jump, it's what keeps it alive) it is the bane of enemy armor and light units.
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Iduno

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #898 on: October 14, 2019, 09:37:29 am »

I have a 9KA in my current MekHQ campaign and although it runs hot when jumping a lot (and why wouldn't you jump, it's what keeps it alive) it is the bane of enemy armor and light units.

Can you put those jump jets on an Ostscout? Probably not as good as in tabletop (mobility was made easier for heavier units in base BT, so you generally want the heaviest unit you can get), but jumping between to forests forever would mess with the AI pretty well. Plus, you've got a laser to get the AIs' attention.
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Rince Wind

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #899 on: October 14, 2019, 10:24:47 am »

Why would I want them on an Ostscout with a single ML when I can have them on a Venom with 3 MPL?
The Ostscout already jumps 8 anyway, and you can't jump more then your walking speed with normal jumpjets. Improved ones are heavy. Looking at currently (3077) available Ostscouts there is the 10CS which has 10 improved JJ, 2 med lasers and a C3i computer and comes with double heatsinks. But I still prefer my Venom.


I have 6 active lances (one of them an aerospace lance) and I only use a single assault mech. Mostly because I needed some LBX weapon against those pescy hovercraft the Word of Blake seems to love to field and it was the best thing I had available.
Most assaults still move 3/5 or 4/6 so I am not sure what you mean by making it easier for them to be mobile. XL Engines? But you pay for this with lowered survivability and less space in the chassis. And small mechs can have them as well. Those hovercrafts I mentioned were on a swampy map where they could zip around and almost always get a +4 to hit from movement while I was happy when I got +2, mostly it was +1 or +0. I only won that when my air support arrived on turn 5 (still lost a hover of my own, had to eject a pilot from a Lineholder that had lost a side torso and had all of 7 armor left, most of that on the head, and had to finish without a Rifleman when its light Gauss went boom and the pilot auto ejected. Only had to replace the side torso though.)

Most assaults I have in storage are Awesomes for some reason, the first three I salvaged were all Awesomes. :D
I prefer medium and heavy mechs, I field 2 light ones at the moment, and one is in a training lance because it was the only thing that fit without going over the weight limit.
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