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Author Topic: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!  (Read 111886 times)

Hanzoku

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #900 on: October 14, 2019, 12:48:32 pm »

The Ostscout is a Succession Wars pure scout design, it was meant to go fast and find things for real ‘Mechs to handle. You absolutely should use a Venom over that, because the Venom is a Clan-era ‘Mech with all the advanced tech goodies, so you get better performance with more protection and far better weapons.
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Rince Wind

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #901 on: October 14, 2019, 01:46:52 pm »

The Civil War and Jihad Era Ostscouts have about the same armor as the Venom. Ok, the Steiner version is just weird I think with its A-Pods and Succession Era armor levels.
I am playing with quirks though, so the Ostscouts are harder to hit because of their narrow profile. The non-Steiner variants are both by comstar though and have a C3i computer, so they have a different role from a Venom. And an even harder to hit 8/12/10 unit is pretty scary when 5 other guys can use its targeting data. Which means it has to die. NOW! Luckily the A.I. is not that smart.

My C3i Lance got decimated bit by bit, the last three were a Nightshade (which is about as scary and hard to hit as that Ostscout, with even better mobility), the above mentioned Lineholder and the now dead Hover. Alone the Nightshade isn't very impressive, and I needed the tonnage when I added the Yu Huang with the LB20.


Btw, I think your Let's Play here made me start playing AtB with MekHQ.
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Iduno

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #902 on: October 14, 2019, 02:21:54 pm »

Btw, I think your Let's Play here made me start playing AtB with MekHQ.

Can you imagine if BT combat was just prettied-up MegaMek?


The Ostscout is a Succession Wars pure scout design, it was meant to go fast and find things for real ‘Mechs to handle. You absolutely should use a Venom over that, because the Venom is a Clan-era ‘Mech with all the advanced tech goodies, so you get better performance with more protection and far better weapons.

True, I was comparing the Ostscout to the Spider of the same era in my head.
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Hanzoku

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #903 on: October 15, 2019, 01:30:34 am »

Btw, I think your Let's Play here made me start playing AtB with MekHQ.

Awesome! I'm glad it helped you get into MegaMek.

I've been thinking about starting a new campaign on the forums, but I really want to adjust the autocannon damage to match BattleTech. The problem is, the devs already rejected an option doing so when I look at GitHub, and I'm still struggling to get the source code to compile. If I can get that kink worked out, I'll just fix the weapon damage myself.

Though a RAC/5 doing 6*8 damage in a round is maybe silly... but since I never rarely play in that era, I think I'll live with it.

*edit*

Eclipse is a steaming pile, and the wiki doesn't provide nearly enough documentation to teach how to compile something that should work out of the box like the stable release. I shouldn't have to install program after program based on finding comments scattered through the readmes and wiki documentation.

If anyone has compiled the MegaMek/MekHQ programs before and remember what all they needed to do to get everything working, please let me know.
« Last Edit: October 15, 2019, 05:11:01 am by Hanzoku »
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LoSboccacc

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #904 on: October 16, 2019, 02:45:11 am »

out of curiosity I downloaded the megamek thing and did a "gradlew.bat release" and it just worked first try, I'm under windows 10 with a java 1.8 jdk, as long as you work on the files without an ide it should be fine, but if you really want one eclipse is notoriously bad at handling external build tools, intellij should be way better, just consider that the actual sources/build is a checkout within the checkout source at megamek\megamek\build\repo\megamek
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Hanzoku

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #905 on: October 16, 2019, 04:33:37 am »

With some help from the MegaMek slack channel I figured it out. The big problem was that I was trying to use tools one level too high. Once I selected the correct home folder, it all works a lot better.
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LoSboccacc

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #906 on: October 17, 2019, 04:19:13 am »

is there some detail on the overheat ammo explosion rules for roguetech? both in term of damage and actual cookoff chance.

edit
anyway while the game being hard is fine, enemy reinforcement spawning unto your lance and immediately moving to attack, scoring several free rear shot is bullshit, is the vanilla game as bad in that regards? cheap events like that really sucks balls.
« Last Edit: October 17, 2019, 05:26:31 pm by LoSboccacc »
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Mephansteras

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #907 on: October 18, 2019, 12:46:19 pm »

I think that was in the base game, but vanilla mechanics don't let it be a problem while Roguetech changes let them attack? I saw an explanation for it at some point on the Roguetech discord, but don't recall the details anymore.
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scriver

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #908 on: October 20, 2019, 04:10:35 am »

So I have some beef with this game. Lately I've been feeling like picking it back up for a bit. But there's one question from my previous run that pretty much hangs over it like a big cloud.

So basically, I quite liked this game. But as I kept playing it, I feel like there's no good... character-equipment progression, so to speak. Sure, there's finding new Mechs. And that's fun. But where I stopped playing I was just beginning to gather the new nest possible machines and I was left with a feeling of "is this it?"

I dunno how to explain it. Is there a way to progress mechanically beyond finding new types of Mechs? I've seen + and ++ equipment for sale sometimes but it's really rare and I'm not sure how often stores restock (if at all? Maybe only when you skip planets). I feel like there's a whole dimension of progression that's being unfulfilled somehow. It feels very strange for an RPG.
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Hanzoku

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #909 on: October 20, 2019, 04:29:44 am »

Well, the problem is that BattleTech (the boardgame) is a wargame at heart and not an RPG, so there isn't a scaling loot system of common to uncommmon to rare to epic.

This does change in later eras in that Clan technology is a major step up, but not the one the base game is set in. There are some better tech available, but its very rare.
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Flying Dice

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #910 on: October 20, 2019, 11:23:28 am »

So I have some beef with this game. Lately I've been feeling like picking it back up for a bit. But there's one question from my previous run that pretty much hangs over it like a big cloud.

So basically, I quite liked this game. But as I kept playing it, I feel like there's no good... character-equipment progression, so to speak. Sure, there's finding new Mechs. And that's fun. But where I stopped playing I was just beginning to gather the new nest possible machines and I was left with a feeling of "is this it?"

I dunno how to explain it. Is there a way to progress mechanically beyond finding new types of Mechs? I've seen + and ++ equipment for sale sometimes but it's really rare and I'm not sure how often stores restock (if at all? Maybe only when you skip planets). I feel like there's a whole dimension of progression that's being unfulfilled somehow. It feels very strange for an RPG.

The main question is whether you're playing with a mod that expands the timeline and available tech. The base game is 3025 with a fairly limited roster and mechlab, so once you get a couple of heavies and assaults with ++ weapons that's basically it.

That's honestly half the reason why I play Roguetech, there's so much extra shit that you can have actual goals to go for, and the relatively diluted drop tables (by virtue of there being so many more chassis, variants, and tech types) make it slower to put any given thing together.

There are two conceptions of BattleTech/MechWarrior. There's the wargame, where you have "your dudes" in the sense of a premade lance or star that you use in a single tactical-level engagement. There's the RPG, where you have your character and their 'mech, which advance and develop over the course of a campaign. HBS BTech in vanilla is more of the former than the latter -- there's character advancement and tech acquisition, but it is relatively limited in scope and doesn't really have any scaling beyond the duration of the campaign. Most of the major mods are the latter: they give you far more freedom over where you go, and far more things to pursue and acquire. Roguetech especially with the online metagame around faction warfare and the shared map of the IS, since that gives you a goal beyond just getting more shit.
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Iduno

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #911 on: October 21, 2019, 10:20:32 am »

I've seen + and ++ equipment for sale sometimes but it's really rare and I'm not sure how often stores restock (if at all? Maybe only when you skip planets). I feel like there's a whole dimension of progression that's being unfulfilled somehow. It feels very strange for an RPG.

You can find out which planets might sell which things here:

https://battletech.gamepedia.com/Weapon_shop_locations
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Mephansteras

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #912 on: October 21, 2019, 10:24:16 am »

Really, I think a lot of that comes from the fact that the devs were worried that they'd have a hard time selling the game to modern audiences and really just focused on getting the main campaign done. Which, to be fair, does a good job of making you feel like you're getting stronger and picking up cool stuff as you go along.

It just *really* starts to show in the more open sandbox play. Fortunately, I think they're starting to do a better job of expanding that part of the game now. So hopefully the base game will get better about stuff like that going forward.

It is something that RT does pretty well, especially with how much tech is out there to find. RT has its own issues, of course, partly based on just how much crazy stuff is out there and partly due to game engine limitations.
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Iduno

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #913 on: October 21, 2019, 10:57:12 am »

RT has its own issues, of course, partly based on just how much crazy stuff is out there and partly due to game engine limitations.

There was also, at least at first, a desire to make Battletech follow as many of the rules of tabletop as possible. That sometimes meant removing fixes the PC devs had put in place to make up for the engine not implementing other rules.

I agree it would have been better to have just made a pretty MegaMek with usable mercenary campaign rules (or usable Solaris rules, but that's not what they were going for), but if you're modding within an engine, you kind of have to work with what the engine can handle to make it as close as possible to what you want.
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LoSboccacc

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #914 on: October 22, 2019, 02:53:45 am »

so, are the to hit numbers just blatant lies like in xcom? I've had a whole turn of 65%+ shots missing from the whole lance

edit2: yeah roguetech includes AIM which touches hit chances, damage and critical rolls and on top of that it comes with questionable configuration settings, luckily the json is well documented.

edit: so yeah either this game or this mod is just retarded

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« Last Edit: October 22, 2019, 05:41:26 am by LoSboccacc »
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