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Author Topic: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!  (Read 111125 times)

Flying Dice

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #870 on: July 28, 2019, 09:52:57 am »

Yeah, the name is somewhat misleading considering it's more of a total tabletop overhaul.

Except half of the rules can't be implemented right now. So they removed the new rule that (for instance) makes vehicles weaker, without adding internal damage (crit should seriously damage them or leave them immobile) or increased susceptibility to crits. Making it more like tabletop is a good idea, but if they can't they also shouldn't mess with the system.

Doesn't have to be 1:1 to be better.

Personally I'm down with vehicles not being total tin cans, 60t of tank should not pop like a technical.
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Rince Wind

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #871 on: July 28, 2019, 10:25:28 am »

1:1 would be pretty bad game design, imo. Just because a 30+ years old board game does it one way doesn't mean it is the best, or even just good.

I really enjoy Mega Mek, but this is something different (which I can't enjoy because my graphics card will lead to a crash in a specific story mission, and sometimes other missions as well).

In Classic Battle Tech without optional rules vees are incredibly easy to take out with motion crits. You have to be careful if you field them.
And you can always get a through armor crit on that ammo, but the same is true for mechs.
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Flying Dice

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #872 on: July 28, 2019, 11:02:29 am »

Yep, that's what I meant. It's basically never done, and not just because it's difficult.

Again, though, there are things that are better in RT because they're closer -- take initiative rolls instead of the move order, for example.
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Rince Wind

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #873 on: July 28, 2019, 11:10:58 am »

I can't really play the game, otherwise I would try roguetech. Though I really like the new initiative system and would love an option to enable that in Mega Mek.
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Hanzoku

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #874 on: July 29, 2019, 03:10:41 pm »

I wish I could implement the AC damage adjustments in MegaMek without having to edit the source code and compile a personal version. Its one of the things I agree with, as it makes the AC/2 and AC/5 a lot less shitty then they were.
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Dostoevsky

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #875 on: July 29, 2019, 05:48:46 pm »

I wish I could implement the AC damage adjustments in MegaMek without having to edit the source code and compile a personal version. Its one of the things I agree with, as it makes the AC/2 and AC/5 a lot less shitty then they were.

Do you mean making ACs better in MegaMek? There's an (Unofficial) option in the "Advanced Combat" tab that gives both the AC/2 and AC/5 an extra point of damage. That, combined with the TacOps Glancing & Direct blows options (and maybe the extra rapidfire option) works to give some extra love to the low-caliber ACs.
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Hanzoku

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #876 on: July 30, 2019, 02:13:41 am »

It doesn't change a lot, and it also doesn't fix the Ultra, LBX or RAC models.
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Greiger

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #877 on: August 01, 2019, 02:12:21 am »

After reading the thread in my usual lurky way I tried out roguetech and I am now hooked.  I was looking for more variety in weapons and mechs and this gives it in spades.  I don't think I've figured out how to properly refit my mechs yet, but it looks like I can change out the type of armor and change thinks like the sensor system the mech uses and I think change the joints in the arms and legs?

Just posting here to thanks folks for talking about it.
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Flying Dice

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #878 on: August 01, 2019, 04:48:35 am »

After reading the thread in my usual lurky way I tried out roguetech and I am now hooked.  I was looking for more variety in weapons and mechs and this gives it in spades.  I don't think I've figured out how to properly refit my mechs yet, but it looks like I can change out the type of armor and change thinks like the sensor system the mech uses and I think change the joints in the arms and legs?

Just posting here to thanks folks for talking about it.
Yes, that's correct. There are various types of improved structure, armor, heatsink, and engine kits that you can install, you can change the size of the fusion core, you can install improved components for the gyro and every one of the actuators and cockpit components, new melee weapons, active-use equipment like MASC and UAVs, ECM and active probes, heat banks and exchangers to alter how your 'mechs handle heat, patchwork material kits to eke out a little bit more free tonnage in exchange for a few more crit slots, different variants of CASE to contain internal explosions, more types of jumpjets... and that's all before you get to the weapons. Which also include proper support "weapons" like NARC launchers, TAG, and different AMS variants.
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Iduno

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #879 on: August 06, 2019, 10:17:23 pm »

I don't suppose anyone could recommend a mod that adds a non-story mode to Battletech for 3025? Something like Roguetech without all of the stuff past 3025/non-cannon stuff?
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Flying Dice

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #880 on: August 12, 2019, 09:14:47 pm »

Just finished a lengthy flashpoint and got a pristine Battlemaster (on top of the hundreds of millions of CB worth of clantech salvage). Hot damn.
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Iduno

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #881 on: August 13, 2019, 08:27:32 am »

I don't suppose anyone could recommend a mod that adds a non-story mode to Battletech for 3025? Something like Roguetech without all of the stuff past 3025/non-cannon stuff?

I found 3025 extended. It's less kitchen sink than Roguetech, but the fatigue system is a bit excessive for the career mode. 9 total people who can each run one mission every 6 days without penalty gets to be a pain when you've only got so many days for the career.
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Iduno

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #882 on: August 21, 2019, 07:53:34 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?
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Egan_BW

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #883 on: August 21, 2019, 07:57:50 pm »

I saw that happen on someone's stream shortly after the game's release, so I think the AI has simply failed to get any better rather than getting worse.
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Flying Dice

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #884 on: August 21, 2019, 09:32:50 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.
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