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/btg/ Battletech General!

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Thread replies: 319
Thread images: 57

---------------------------------
In your face, edition

The /btg/ is dead - long live the /btg/!

Old thread: >>53408067
=================================

BattleTech video-game Beta gameplay
https://www.youtube.com/watch?v=rt6FatHHnzI

==================================

>BattleTech Introductory Info and PDFs
http://bg.battletech.com/?page_id=400

>Overview of the major factions?
http://bg.battletech.com/universe/great-houses/
http://bg.battletech.com/universe/the-clans/
http://bg.battletech.com/universe/other-powers/

>How do I find out which BattleMechs a faction has?
http://masterunitlist.info/

Unit Designing Softwares
>SSW Mech Designer
http://www.solarisskunkwerks.com/
>MegaMek Lab
http://megamek.info/
https://github.com/MegaMek

>/btg/ does a TRO:
http://builtforwar.blog(not spam)spot.com/

>How do I do this Against the Bot thing? (old)
http://pastebin.com/pE2f7TR5

2017-03-03 – (Against the Bot)
http://www.mediafire.com/file/kffatbm11ffus7l/Against_the_Bot_Instructions_v2-5.pdf

http://bg.battletech.com/forums/index.php?topic=56065.0
Current 3.21 rule set is included in the mekhq package

>Map of /btg/ players (WIP):
https://www.zeemaps.com/map?group=1116217&add=1

>Rookie guides
http://pastebin.com/HZvGKuGx

>Sarna.net - BattleTech Wiki
http://www.sarna.net/wiki/Main_Page

>Megamek - computer version of BattleTech. Play with AI or other players
http://megamek.info/

>BattleTech IRC
#battletech on irc.rizon.net

>PDF Folders
https://www.mediafire.com/folder/sdckg6j645z4j/Battletech
https://www.mediafire.com/folder/cj0tjpn9b3n1i/Battletech
https://www.mediafire.com/folder/tw2m414o1j9uj/Battletech_Archives

/btg/'s own image board: - (2017-05-28 - Still getting worked on & now has 12461 pics!)
http://bgb.booru.org/index.php

More goodies! (Rare manuals, hex packs, TROs, discord server, etc.) Last updated 2017-05-15!
http://pastebin.com/uFwvhVhE

Our /btg/ Merc Unit! 2017-05-01
https://pastebin.com/3ffaLH9C
>>
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Do we Butte Hold anymore?
>>
what's butte hold?
>>
>>53512714
A remote planet, home of Redjack Ryan and his pirate band. Canonically, Ryan has a thing for dressing in leather and having his captives whipped. The inferences and jokes /btg/ have drawn from that are as obvious as they are juvenile.
>>
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Are there any MekWars servers alive these days? And if so, how uh... serious business attitude would you rate them?

Picture green burd related.
>>
>>53513144
Okay... what manga is that from? That's freaking hilarious.
>>
>>53513183
Bird Cafe, I think the name was. It was a cute product of the monstergirl craze of some years ago, one on the cuter and more endearing side despite being in possession of its own form of creepiness. But c'est la vie.
>>
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So I made some mechs that were specifically designed to be boring yet tactically flexible. Named after Roman Republic units, their names reflect their roles and the general design philosophy: well-rounded yet mediocre alone, true strength lies in cooperation.

The tech/availability rating is fucked, I think, because it's saying that none of these are commonly available until the Jihad era. Is it because of the loadout? Is the loadout to ridiculous to be mass produced?

First up, the Velite. Designed to be used in conjunction with the next two. Its main roles are harassment and recon. Light armor, very fast landspeed with a handful of jump jets to help it through rough terrain. All energy loadout. Recommended to use against light vehicles and infantry only, will get chewed up otherwise.

1/3
>>
>>53513554
Next up is the Hastati. a maneuverable medium mech, possessing a handful of jump jets for added evasiveness. It has enough armor to make you feel comfortable that you wont blow up immediately.

A mixed loadout, equipped with ballistic, missile and energy weaponry to make sure it has the tools to face any challenge.

2/3
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>>53513643
and I forgot the picture fuck my life.
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>>53513666
Here is the Principe. Essentially a heavier armored and armed version of the Hastati, it is usually reserved for Lance leaders.

Has the same movement as the Hastati, continuing the signature pattern of maneuverability with this production line.

Next, I'll work on the Triarii, which Im torn between making it a brawler or a supportive weapons platform.

3/3
>>
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>>53513745
4/3

Bit of a rush job, but here is the Triarii. A bit slower than the others, but has a far more heavier loadout, the Triarii is basically a bunch of guns and missiles strapped to a pair of legs.

The heat management isn't that great(bit of an after thought), but with some vigilant management, I'm sure it won't be too debilitating of a design flaw.

Am I shit at designing mechs y/n?
>>
>>53513554
>>53513643
>>53513666
>>53513745
>>53514286
These are very much succession war era militia level. I would say that a midline 3025 FedCom regiment would trample the lot in most even-BV engagements, and if taken to Jihad, they would be hopelessly out of sufficient strike potential to threaten modern hardware. What era were you aiming for?

They'd fly for succession wars stuff in theory, but you still have to remember that even then they would be competing with meanies such as Hunchbacks and Awesomes being commonplace adversaries.
>>
>>53514565
I wrote the production year for them to be 2980. They were designed by a minor mech production company to be well-rounded, cheap units that are best used in numbers(to bolster sales). So they'd more appear in the Late Succession Wars.

I'm planning on doing a near-the-end-of-the-Clan Invasion models, the mark 2s.

But yeah, they were designed to have a versatile load out and to be somewhat mediocre and boring, but with enough "Oomph" to hold their own.

Was thinking of designing a Brawler for them too, something to counter other big bad cocksuckers like the Atlas. Might call it the Equite or something(in keeping with the theme).
>>
>>53513554
>>53513666
>>53513745
Practically any 3025 unit that isn't absolute bottom of the barrel could whip these mechs like a rented mule.
Like, the 1st medium is in effect a Vindicator, but worse, the 2nd medium is like a Wolverine but worse, and the heavy desperately wants to be a stalker, but can't pull it off
>>
>>53514983
Any specific details on why they suck? IS it just because it's not really focused on a certain role? Poor loadout?
>>
>>53515230
The Velite is basically a Fire Javelin with armor, and so doesn't really provide any real difference from the original aside from the RSD.
The Hastati is a slow AC/5 toting 50 ton mech, so its anemic firepower means that letting it get close is the only threat.
The Principe is now just a crappy Wolverine clone, with the same overly short ranged guns as the Hastati. I'd take the Trio over it.
The Triarii, as that other anon said, is trying to be a stalker, and a 3/5 heavy without a knockout blow just isn't exciting.
>>
>>53515230
AC/5s: Not Even Once
Those things are almost bafflingly terrible as weapons, replacing them with PPCs or LLs would SIGNIFICANTLY improve those designs
Mounting MGs at all is generally a mistake, since a SRM-2 loaded with infernos or a flamer are objectively superior anti-infantry weapons, and even if you DO decide to mount MGs, NEVER bring a full ton of ammo, it's a pointless waste of weight and will go off like a small nuke if it gets hit
Speaking of which, storing ammo in the center torso is a profoundly bad idea, and just generally having ammo in a location without several other things (preferably heat sinks) to absorb crits is just begging to be evaporated as soon as the armor gets breached.
As for the heavy, it's not terrible per se, the issue is that it's designed along the lines of an assault mech, but can't do it as well as an actual assault because it's only 70 tons
It just doesn't have the armor to survive being that slow very well, and it doesn't really have the firepower to justify it either
>>
>>53515384
So, be rid of the AC5s, add more long range firepower, and do an overhaul on the Triarii?

>>53515402
I just added MGs because they're light and do damage similar to a small laser.

Also, I like the mental picture of a big group of machine guns going BRRRRT. So it's more of a personal taste thing.

Anything else to take into account?
>>
>>53516241
The other anon is pretty much right. I do use AC/5s and MGs, but usually to flesh out purposefully inferior units so players can combat things by tech & weight is a little inferior to their own machines. It's an edge modifier.

>SRM2s with infernos against infantry... that makes me shudder
>>
>>53515230
They all have a lack of total punch at their chosen range of engagement, apart from the Velite. If I had to produce a fighting force out of your mechies, I'd field a force consisting of nothing but Velites. Which ain't too bad really.
>>
Sup dudes,

Just got into battletech and I thought I might have a go at character creation for A Time of War. had an idea for a clanner mechwarrior bouncing around for a while.
...
...I cannot make heads or tails of this. Any help please?
>>
>>53516781
It's just a really convoluted point buy system. I'd go with MW3e personally, if only because lifepaths there are rather simpler.
>>
Are there any introductory box sets for Battletech available at a reasonable price?
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>>53518411
see >>53510497
>>
>>53516781
For a time of war, character creation isn't hard, but it's really fucking arduous. Point buy is faster but less organic. If you're using lifepaths.

Step 0: 100 points each to all attributes, For skills, 20 points to Language/English, 20 points to Language / Faction, 10 points to Perception. This costs 850 XP. Then, choose faction, pay the XP costs.

I highly suggest you start with a notepad file or on a loose piece of paper first, and add it to the character sheet once you're done.

When you're finished the chargen, I suggest not only putting all remaining XP into your attributes, but buying negative traits to further bring them up. Otherwise, the characters end up really wimpy.
>>
Aside from the whole Dutchy of Andurien thing have there been any other military conflicts between the Magistracy of Canopus and the Capellans?
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>>53522226
nothing major, but a decent amount of standard succession war boarder raiding
same thing with the taurians
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>>53525238
ops, wrong pdf
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>>53525268
Nice.
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Q: first time trying "against the bot", Noticed that most of my units go into battle with half-ammo loads. I get running with less ammo means less risk of ammo explosions, but given that 2 of the mechs I started with are AC/20 hunchbacks, the lack of ammo is starting to get annoying.

Is there a way to get my techs to load the full ammo capacity? I have the ammo in storage, but I don't see an option in the repair bay to load it
>>
>>53526571
They should be deploying with 5 shot loads unless you have them loaded with special ammo like Precision or something. Those are halved.
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>>53526617
Oh. Nevermind, I'm just retarded. the "(5/10)" is kinda confusing.
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>>53526650
Right, the Hunchback has two tons of 5 round ammo bins, for a total of 10 shots. MM shows you the total rounds remaining of one bin followed by the total rounds remaining in the mech.
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>>53526694
Ahhh. TY
>>
I don't get it, what's the point of NARC equipped missiles? ARTEMIS IV missiles get all the benefits, without needing a beacon fired first. Am I missing something?
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>>53528333
Well, the Artemis IV system only applies to one mech. Furthermore you need one for every launcher, if I remember right. Meanwhile, one NARC pod on one mech can give all teammates' NARC-equipped missiles the benefit against a target.
>>
>>53528403
I see. Because Artemis IV systems can stack with certain other types of ammo. I missed that part. Makes sense now, thanks anon!
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>>53528435
Artemis only works with Artemis missiles, you can just carry other missile types.
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>>53528491
Ah, right. Sorry, one more question, would equipping NARC capable missiles on my missile launchers contribute to the BV of the mech? Or otherwise cost more space on the mech? I checked in the Tech Manual, and it appears to be weight equivalent to standard ammo, so I didn't think so, but thought I'd double check with someone more knowledgeable than myself.
>>
>>53528979
No changes to the BV or the shots per ton.
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>>53529040
Thanks!
>>
>>53520427
Cheers mate! I think I got it.
>>
With CERPPCs, and IS HPPCs with capacitors, are AC/20s worth anything anymore?
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>>53531495
Heavy PPCs have minimum range, same as normal PPCs. 15 heat for 15 damage, 90m minimum range. Have fun with that.

AC20's will still be the heat efficient option.
>>
>>53531495
>>53531652
It is also recommended to consider bringing flak and/or precision ammo if you have deep bins. Tandem and armor-piercing are bullshit though.

Also flechette AC20s are hilarious.
>>
>>53532585
Hilariously good, or hilariously bad?
>>
>>53532643
Depends on what you think of erasing an entire infantry platoon with a single burst of an AC/20.
>>
>>53533393
Sounds like an AC/20 inferno round would be more fun.
>>
>>53528333
A NARC-tagged unit is also considered to be spotted for purposes of indirect fire, btw. Another thing to consider.
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>>53528333
1) Narc was "Rediscovered" sooner than Artemis IV, and Semi Guided LRMs come much later. By standard rules, TAG's useless for anything but Homing Arrow IVs until well after the clan invasion.
2) In bigger units, you may be able to justify using Narc, so long as it's replacing a lot of artemis systems.
3) Narc can be used to spot indirect weapons fire without LOS from any unit.
4) Unlike other homing rounds, NARC homing LRMs don't cost extra BV. Although not properly programmed into megamek, standard LRMs are supposed to get no benefits from TAG.

.... yeah that's about it. Similar to flamers, it's less than stellar equipment that other than a very few specific situations, doesn't do the job as well as other gear.
>>
>>53533436
A AC/20 shot is about 400 pounds (not metric, sorry) right? That's a lot of napalm.
>>
>>53535226
Well, I ain't no fortunate son anon.
>incendiary ammunition inflicts 2 additional points of damage against unarmored infantry, lowers the threshold for starting fires to +5, and decreases to-hit modifier for night combat to +1.

Arguably more effective in smaller calibers, but yes it's a lot of napalm.
>>
>>53535226
It would be roughly 400 pounds, but not all of that is explosive. There's still propellant, casing, penetraters, etc. And many ACs fire a stream of shells, so it would be fairly small amounts of napalm spread over a wide area.
>>
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Has anyone done an Awesome-Atlas for the around 3050 time period, maybe something in canon?
>>
>>53536467
No, because the two have have different battlefield roles.
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>>53536493
I don't follow. They're both assaults. Explain. I'm a newb.
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>>53536805
The Awesome is a ranged assault, with long ranged guns that have a minimum range, while the Atlas has the LRM-20 for some token ranged fire to let it get in close with the AC/20, and it's also a command mech. In later eras, the Atlas end up gaining more ranged firepower, but it's still a beatstick. Meanwhile, the Awesome just gets more and more refined.
>>
>>53536859
What? Nonsense! Atlas is a grade A stealth mech. Everyone who's ever played the game knows the ease of being snuck on by an Atlas.
>>
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>>53536978
Fookin' Lyrans
>>
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>>53536859
I always felt bad for Atlas pilots that could be picked apart by higher maneuverability machines with better long range weapons. I tried to correct that.

Is this Awesome a good 3050 refit?
>>
>>53536467
I've seen a decent number of energy boat 3025 atlases because fuck risking a nice chassis like that with the possibility of an ammo explosion
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>>53537121
Yeah but the Atlas RS is a great design. Take this for example. Similar weapons, and is a good refit. As for the Awesome, not really, in my mind. The 9Q is pretty much the top Awesome, and adding a bunch of backup guns that your bodyguard should have weakens it.
>>
>>53537088
I still keep getting confused when I see this picture, wondering what context it draws from. But then I remember it's from that Something Awful group masturbation parade, and the work to forget begins anew.
>>
Played a couple of real tabletop games last weekend with an old friend. First was a BV2 Blake 2 Level II v. Clan Star match using new variants of his favorite Star League toys plus clanbusters and some ol' reliables vs. some of his clan omni and secondline mechs that never see table time he picked up in mini lots over the years.

The unseen Viper was a monster on the table if you can keep it from getting hit. Full -3 targeting computer plus pulse bonus. No wonder people hate it so much. Masakari Prime was a bit like running a really hot and meaner Awesome. Madcat H was interesting. I always wanted to try heavy large lasers but never like their targeting penalty or their explodiness. That guy was MVP. He headcapped a Thug and a Black Knight, legged a Crab and gutted a Lancelot. Was still standing at the end of the match, half the mech gone and the rest held together by tiny shreds of armor and internal structure.

Then we played a 3rd War company scenario game where we rolled up random forces not balanced by BV. Still wound up pretty even except I fucked a bunch of my random pilot skill rolls so I had greens and regulars needing to close hard to hit.

As far as stuff I learned I guess I'd say that the love for the GRF-1S is way overblown. It's just a really fat, cooler running P-hawk. Nice for brawling but not how I like to play snipey Griffins. I'd take the 1N over it any day. I lost this match pretty good. He killed all my decent pilots within seven rounds to amazing rolls for TAC's to ammo bins, and it had turned into a typical 3rd War cripple fight by the end except he still had a Bmer and a Charger to King Kong my ass. It's funny when you see a 4/6 crippled Commando trying to outrun that thing. Highlight of the match was his crippled panther with both arms missing DFA'ing my Phawk and breaking its leg on the Pixie's face.

I almost forgot how fun it is to do this shit for real, the crazy shit happening, how you nickname the minis and chuck traitorous dice.
>>
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Has anyone here used the vandal, and if so, what are your opinions of it?
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>>53537122
post them?
I could always use more boss mechs
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>>53538877
1) No.

2) Eh. I can see what it's intended to do, but there are so very many questionable decisions in its design configurations. Seriously undergunned for a heavy (the A is just a super-Panther, the Prime is an uptonned Enforcer without the jets, etc..). There's a lot better uses of 2000+ BV out there.
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>>53539073
Never built a cheesy introtech mech, eh? Behold my limburger, ye mighty, and despair!

(The funny part is that converting it into a raygun zombie also increases the firepower in both brackets.)
>>
>>53540366
ML boats are some pretty intro-level cheese.
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>>53539073
here are two, ignoring the incredibly boring "Marauder II, but with MLs instead of JJs" type which were and are sadly quite common
>>
What vehicles and mechs do you use to ease new players into getting kills that have some challenge, but allow them to get a skill point through experience here and there?
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>>53542048
as in as OpFor?
>>
>>53542048
Vedettes are classic prey for mediums, and Stingers, Wasps, Panthers, Blackjacks, Shadow Hawks and Crusaders are all good mook enemies, depending on the players' weight class
>>
>>53542093
Don't know what an OpFor is. Sorry.
>>53542173
I kind of use all of those as well, just not Cruds as much. I also like to make border crossing enemy formations using Vedettes, Scorpions, Strikers and sometimes really light hovers.
Odd, but I find throwing in an odd Griffin helps because of the 1N's difficulty dealing with enemies at short range.
>>
>>53542429
>Don't know what an OpFor is. Sorry.
Opposing Force.
>>
>>53542429
It's for opping.
>>
>>53542469
Thank you.
>>53542587
Oppai? I like oppai!
>>
>>53539392
> Eh. I can see what it's intended to do,

What do you mean? I think a lance is supposed to function as a "unit" in itself, but I'm not sure.
>>
>>53541035
Pretty good
I've always had a soft spot for LL boats
>>
Which introbox mechs would be most common in the periphery?
>>
>>53544904
Anything unseen + the occasional stalker
>>
>>53538877
http://bg.battletech.com/forums/index.php?topic=44906.0

I wrote that opinion of it.
>>
>>53544904
The assaults at least are about the most common there after the Stalker (Zeus aside)
Dervishes and Whitworths would be reasonably common, hunchbacks a bit less so but still common enough
Like everywhere else, grasshoppers wouldn't turn up very often but would be highly prized when they do, quickdraws would show up here and there, as would trebs. Cicadas would turn up here and there, but not often spiders the same but less so, with Clints and Assassins being about as rare there as everywhere else.
Vindicators and to a much lesser extant catapults would show up in TC border forces along with a few enforcers or Jagermechs. There'd be the occasional Hermes in the MoC, and panthers, dragons and Jenners would show up in the OA and surrounding areas reasonably often.
Zeuses and Commandos would occasionally show up in pirates along the lyran-periphery border and very rarely elsewhere
>>
>>53545203
This. Once you check Wasps, Archers, Locusts and Shadowhawks off the list, you're left pretty much with Taurian heavies and SL survivors. Plus the Merlin I guess.
>>
>>53545271

So you're another one of those fucks who think that the CapCon is just glorified OPFOR?

" I should say that I think the answer is "you don't". From the first time I looked at it and really paid attention, the Vandal looked to me like the sort of thing you fight against. It's the high-level enemy that has some annoying tricks and strengths but can ultimately be overcome. To the brave Player Characters of the Federated Suns, it is the hobgoblin to the Gùn's goblin."

Fuck you and everyone near you. If I can make sure you get banned off the OF, I will.
>>
Playing ATB, won't let me field my LRM carrier. Says it needs 4 crew...? Have a driver, and a gunner, tried assigning every type of personnel to the damn thing, nothing will take. What two crew does it still need then?
>>
>>53545873
Not him but that's how the Blakists Celestials were made originally and explicitly. There's even game master notes in the back of 3072 that say a ton of the MD stuff was for mainly campaign non-BV game use. So anything based so closely on them will give the same impression.

I don't think the Vandal was intended as a glorified boss mook though, just as a copy of one instead. You see that trend with a lot of Dark Age machines. Not just the Caps, but the Robes and the Stoners too.
>>
>>53546083
There is option to hire people straight into the vehichle when you right click on the vehicle itself. Mind you if it's greyed out then your LRM Carrier might be bugging out.
>>
>>53536978
>stealth atlas
>Kindofwant.webm
>>
>>53546083
>>53546228
Forgot to add it needs 2 more gunners, just checked LRM Carrier in Mekhq.
>>
>>53546322
Ah, well, selecting the option >>53546228
mentioned seemed to work as well.
>>
>As my Phoenix Hawk punches through the head, grabs the cockpit, then proceeds to punch it until the pilot is paste.

I saw it unfold in my mind's eye, and it was glorious.
>>
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>>53547427

How is a 45-ton Phoenix Hawk doing more than 5 damage with a punch, and how is a 30-ton Urbanmech doing more than 6 damage with a kick? Are there new (-sh) optional rules now for wildly random amounts of damage for physical attacks?
>>
>>53547696
Direct hits/blows rule yo
>>
>>53547696
He has direct blows enabled.
>>
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>>53546271
here you go hoss; threw one together for you.
>>
>>53545873
I don't think the CapCon is OpFor. I think the Vandal is. It's got all the hallmarks of a high-level RPG enemy: dangerous in a group, able to nullify some important tactics, but with some flaws that can be exploited.

It's not a commentary on the Capellans in general; it's a way to think about how to use the Vandal.
>>
>>53545873
Also I've been away from BT for a while and I can't tell if the "banned from the OF" wharrgarbling is a legit threat or not. Are things that bad?
>>
Is there an interactable record sheet any where? want to use roll20 for a campaign.

Alternatively does Tabletop Simulator have its own record sheets?

My players hate megamek's interface.
>>
>>53545873
Dude, the CapCon WAS one of the two OpFor factions for a LONG time. The jarring part of Xin Sheng was them moving from black hat OpFor faction to Inner Sphere player status. And I say this as a "back in the day" Cappie. Stop being mad about facts. I mean they aren't an OpFor faction anymore, so what's there to be upset about? You come across as a child. And if you're cruising for (You)s, then have another, but know it's cost you your dignity and self-respect to get.
>>
>>53548405
Pretty much, yeah. If you hurt the feelings of one of the special snowflakes, they whine to their beemer pals and you get banned for no particular reason. Also, all traces of whatever you said cease to exist.
>>
Why the fuck does it take my engineers 5160 minutes to fit a fucking searchlight on one of my mechs? There has to be a better way.
>>
>>53549880
you don't want to rush quality.
>>
>>53549928
That is one fucking masterwork searchlight.
>>
>>53549880
Why are they even doing it? Every mech automatically comes with one. Which is why the searchlight quirk is really weird.
>>
>>53549964
Tried to add them pre-match, but every time I try, once I get in game they are all gone (except for the mechs that have the quirk normally). Not sure why, so I tried buying them and mounting them manually, but it takes an insane amount of time. Kind of out of ideas.
>>
>>53542048
When appropriate, I actually also use the Po from time to time do deal with heavier units.
>>
What's a good amount of cbills to buy a company of mechs?

I think about 100 million may work or do I need more? Just tried of using the random table.
>>
>>53552973
Depends on technology class or era. You can get a good medium / heavy from about 4-8 million per. If you have access to MegaMek you can easily check prices based on each model. That could really help you on that.

What are you looking to make in terms of a force and what time period?
>>
>>53553047
Thinking a 3030 ish game. This will allow it to be simpler in terms of equipment but does limit the mechs of course. What would you recommend for a moderately new player works wants to get better?

Just a heavy, fire support and recce lance. I usually have a fairly heavy recce lance(everything has jump jets and 25+ tonnes). Other lances are as described and I imagine fairly typical
>>
>>53553148
You can do it for 50-70 million, depending on salvage rules.
>>
3030? In MegaMek when you load a unit from the cache you can sort by date, so that will greatly help you out.

For a new player? It's just me but I would do a combo for a battle about that date. I'd grab maybe 2 lances of mechs that are kind of modern, maybe a trio of slightly older designs and maybe one special mech for that player you want to have fun with, maybe a custom of a regular 3025 mech.

As a silly, ever do a heavy weight recon lance with Victors, Grasshoppers and such? It's kind of fun when they encounter an enemy recon lance of a Pixie and such and they don't expect you to almost play Lyran in that regards.
>>
>>53553209
Thanks I'll keep it in mind. I will start looking at the files after work I think, spend tonight pondering

I was thinking of a modified charger 9a as lance boss for the recce group. I had a Mercury I got for 70% price in my last game which was incredible and won a lot of games for me.
>>
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>>53553302
If you mean a Charger 1A9, yeah, that's a fun ride at times. When you start unloading LRMs and such, it's like that old motivational poster of, "But, it's a Charger!" all over again.

Hope everything rocks.
>>
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>>53549387
Show us on the doll where the bad Mod touched you, anon.
>>
>>53554062
>CT (R)
>>
>>53553418
Personally I like the Liao 1A5 Charger the best, there is just something about mech that can move 6 hexes and still fire AC/20 and SRM6s right at the enemy mechs face and then follow that with swift kick or punch to the face.
>>
>>53549880
Because you're fitting a part where there isn't any there before. And because you're a retard who's spending tonnage on searchlights, rather than adding the searchlight in MHQ where it will always carry over, rather than MM.
>>
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>>53554087
In that case, simply fill out this form and lodge a formal complaint!
>>
>>53554253
No way, I got banned because some snowflake filled out one of those.

...So why do you have them?
>>
>>53545203
>>53545692
Only snag being that literally none of those are in the introbox.

...granted that doesn't make a big difference when the introbox isn't available atm.
>>
>>53554281
To mock this thread's collective persecution complex as the height of fucking hilarity that it truly is.
>>
>>53554101
Before i made my own Hunchie with a 6/9/6 and LB20/X, there was the 1A5, a nice way to say 'yo momma' so somebody up really nice and personal-like.
>>
>>53554281
The only way to deal with a snowflake is to melt 'em, but it's not easy to do on a hugbox of a forum. That's why I stay away from the OF. They can't handle the meat.
>>
>>53554458
You call it banking on hilarity, but we're all human anon. We all know you're really just raging in butthurt about things you don't want to accept in your own little way. Happens to all of us.
>>
>>53554392
Yeah, but the question is basically "What are the most common American Indians in Germany?" No matter how you shake out the tribes for the ten dudes there, the real answer is "They're not common."
>>
>>53554952
I mean, it's canon that the periphery armies field quite a few mechs they don't make
The
>factions field 90% only mechs they have factories for and nothing else
Meme really needs to die, especially in relation to 3025, where the majority of mechs in everyone's hands were old leftovers
>>
>>53548455
You're just a huge fuckin' cunt aren't you? Straight from the official forums too.
>>
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I b-believe in Devlin S-Stone

He's going to win, right?
>>
>>53555683
Judging by the fact the Mad Cat is getting fucked up, no. In the next moment "lolheadcap" guaranteed. You just wait.
>>
>>53555683
Well, it depends on who's writing the next few books
>>
Looks like we're getting some leadership changes. First, Bills is stepping out as Line Director -- great news there. Also Ray Arrastia of Camospecs is the Assistant LD.

http://bg.battletech.com/news/catalyst-game-labs-announces-new-leadership-for-battletech-line/
>>
>>53556359
The leak was true, after all
Not that we had any reasons to not believe in it
>>
>>53556359
Yeah, we know.
HUMINT source revealed it to us like a week or two back
>>
>>53555749
> Headcapped pilot turns out to be a clone plant, of Stone the plant.

Did I art gud?
>>
>>53556681
No because I know you lie. I bet Stone's gonna win, then we get the Terran Hegemony 2.0 Deus Vult party.

I just want Mackies on the front line again.
>>
>>53556713
>I just want Mackies on the front line again
So do a lot of us, but you know deep down as well as the rest of us do that even TH 2.0 wouldn't make that happen
AU is the only real hope
>>
Some advice if possible gents. I'm making up my company and I'm not 100%with my initial selection. Wanted any input on my lances

How does this work for a heavy lance?

Grasshopper 5h-the quick one
Atlas D- the big bastard
Awesome 8Q-All the ppcs
Victor 9b-the big bustard with jjs

Reece lance looks like
Charger 1A9-why the hell not
Javalin 10n- splat for days
Chameleon- baby dakka to help splat
Falcon pp2- general support

Fire support is proving difficult
Mad 2R- just nice damage at all ranges
Enf-4r- heavy skrimsher
Mls 1a bt- missle support
Crb 27b- good old later vomit
>>
>https://www.youtube.com/watch?v=19SgvzhlSGs

Davions and their fiat are at it again, playing the games before anyone else.
>>
Kind of new to Battletech, but I'm going to be running the rpg pretty soon. Going to have the players be a mercenary group. What are some good mission ideas?
>>
>>53556965
Quill 18, the parashill, just put up one in English.
>>
>>53556955
This is a really schizophrenic looking list
What era is it for?
What are you trying to do?
>>
>>53556359
>http://bg.battletech.com/news/catalyst-game-labs-announces-new-leadership-for-battletech-line/

Now that Ray being ALD is been officially announced...

Yeah, we're fucked. Everything you've ever thought about kneejerk reactions, irrational anger, and neoptistm? Yeah, Ray is the human embodiment of every bit of that. I've got a guy here in Cincy who worked for CamoSpecs for a few years; we've heard every damn bit. Note "worked" is past tense; when we asked him why he quit, his one-word response was "Ray."

Brent is good people, as is Mary. Both of them are the "listen to subordinates more than they talk" kind of people, which is hugely helpful.
Mary's pretty awesome, actually, and she'll be a ton more hands-on than Southpaw was (in fairness, Southpaw ended up with a kid just about the time he made DTC, and it killed his ability to do stuff). Plus she works as a teacher and is pretty good at it; this means that her experience with dealing with temper-tantrum-throwing children will hold her in good stead with her interactions with the fan base and with CGL staff.
>>
>>53555511
They don't field a lot of what they never made though. The Successor States have a lot of random crap from the Star League units they absorbed, the people they fought, and the places they raided. For the average Periphery state, that's just whatever Successor State border they happen to share. The Star League never let them have a lot of goodies. So what they have is what they make+what they fight+mercs that go there to die+the random Star League leftover or cache.

Something like the Grasshopper made on a core world like Bryant after the fall of the Star League is going to be rare as fuck.

Something like the Archer will be common as fuck.

Something like the Hunchback wouldn't be out of place in MoH/Circinus area but would be silly in the Taurian area.
>>
>>53557419
Like 30 SLDF regiments defected to the periphery, though, plus salvage from several dozen more that got blown up put there.
That's a lot of shit to go around
>>
>>53557530
A lot of shit that isn't in the introbox, minus the Stalker/Spider/insertSLDFmachinehere.
>>
>>53557341
Just a 3034 merc unit. I like to fit the task to the mech not mechs to commonality or canon sense if that makes sense.

But yeah a bit eclectic I will admit

Only 64 million cbills so that's nice
>>
>>53557585
Different anon, I thought most non-royal SLDF divisions were comprised mostly of the TRO 3025 mechs, weren't they?
>>
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>>53555683
>>53556681
I love how it looks and feels like a slugging match.
>>
>>53557729
MAD-2Rs didn't even exist in 3034 m8
Also
>building by C-bills
Oh shit buddy what are you doing?
>>
>>53557732
Yeah, the Unseen TRO3025 mechs.
>>
>>53557767

What's wrong with CB? That's how the campaign companion does it.
>>
>>53556955
>>53557729

Play whatever you want bro but if you're concerned with canon at all.

Royals were extinct outside elite Comstar caches. So no royal Victor or Crab or Marauder there.
Falcon is a goonsclusive.
Charger A9 is a Capellan exclusive import from the snakes.

And out of what's left, you got mostly generic and Davion stuff that screams Capellan March Militia more than Merc.
>>
>>53555683
>Alaric vs. Stone

Whoever wins, we lose.
>>
>>53557851
There are a lot of things wrong with the campaign companion and that is just one of them
>>53557732
With the exception of obvious shit like the vindicator and valk, yes
>>
>>53557767
Then meklab and hq are lying to me. It's says 2760

Just instead of using the random table I wanted to have a budget if 100mil and create a merc company. Only played against air and I'm still terrible but I feel I have learnt the software and game so now I'm going for a no cheats/ savescuming game. Just want to get the setup right so here I am.
>>
>>53557938
They were INTRODUCED then, they just went extinct in the 2800s and the tech for them wasn't reintroduced until the 3040s, with the design being unrecovered into the 70s
>>
>>53557851
I favor your initial unit being made freely without tracking C-Bills, because C-Bill balancing is... poor at its very best. And accountantech isn't a balancing system.
>>
>>53557938
2760 is right before the Amaris Coupe and the end of the Star League. It's nothing but stuff blowing up and shit falling apart from the 2780's to the 3020's. Just because something has an introduction date, doesn't meant it didn't go extinct. That goes double for any advance tech designs from the 2700's.
>>
>>53557965
Rgr. Will reevaluate
>>53557853
Not too bothered but thanks. I do need to get round to learning the lore a bit better
>>
>>53556713
>>53556749
Post Mackies, I just found two stripped chassis in a cache and I want to do something fun with it
Era is 3056
>>
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>>53558038
Take four, call me when you get to Taurus.
>>
>>53557395
Can you give any examples of Ray's kneejerk reactions, irrational anger, or nepotism? I'd like to see more about this.
>>
>>53558095
"Take four and call me when you get to Taurus" sounds like the poster line for a fucking rad scenario book.
>>
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>>53558038
here are four more; One Taurian, two merc/general refits, and though it's outside your era, a WoB mackie just for fun
>>
>>53558531
>Mackie jumping around and snubbying
noice
>>
>>53558290

Yes, but not without IDing people at CGL who would would rather remain un-ID'd. Sorry.
>>
>>53558893
Can you give us an analogy to demonstrate how bad we're talking?
How influential will he likely be on Brent?
Is Brent's circle of equals thing an appeal to neckbeards or is he actually just a really cool dude?
>>
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>MFW when Devlin Stone pulls a win with the Phantom Mech trick
>>
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Those who ponied up for Beta Access to the new game should start checking their emails.
>>
>>53559911
Already downloaded it, just haven't had a chance to play it (working, bleh). Will probably give it a real review tomorrow some time.
>>
Hey, /btg/, I don't know much about battletech, but I found a bunch of cheap boxes of mechwarrior minis and was wondering if they would work for the tabletop.
>>
>>53560814
Mechwarrior is N-scale rather than the 1/285 of regular BT. The infantry and vehicles work out okay, but the 'Mechs are oversized. They're also a different system, but most people will be fine with you using them on the table I've found.
>>
>>53560814
You mean Mechwarrior: Dark Age?
Those are about twice as big as regular battletech minis and won't fit on the maps
>>
>>53560884
>>53560894
Alright, cool. I don't have anyone to play with, so I guess they'd be mostly for collection, but I really do find a lot of these designs charming. I can recognize several designs from anime (The Griffin is totally a mech from Dougram) but two of the mechs I pulled (the centurion and shadow cat) are doing things to me that I quite like.
>>
>>53561008
>The Griffin is totally a mech from Dougram
Yeah, the first wave of battletech designs were straight out macross and dougram designs used (they thought) under license
>>
So I'm about to demo Battletech to a friend.

I got the intro box, probably going to ran those scenarios.
I'm scared, though. Last time I demo'd Classic Battletech, the audience made fan of the game and disliked having to roll 3 times per weapon fired. I'm going with Alpha Strike today. Any advice?
>>
>>53561565

You're about to help your friend take his first step into a larger world and an objectively better game. GL.
>>
>>53561565
>disliked having to roll 3 times per weapon fired
To hit, location and criticals aren't much more than games that have to hit and units killed results.
>>
>>53561888
I enjoy that mechanic and I also enjoy seeing the mech have each individual weapon and the whole simulation aspect, but not the audience I was demoing. I'll try with Alpha Strike, see if I get a better result.
>>
>>53560660
I've only played two matches, but I've noticed the following:
1) Mechs with one leg got up and walked around. Like, normal MP walked around. "Leg Destroyed" my ass.
2) Got a crit on an AI Hunchback's AC/20. It showed as destroyed. The next turn, the fucker was firing it at me.
3) Head hits seem to be way more frequent than the tabletop's hit location chart.
4) Harebrained is using little icons to indicate the current terrain effects, etc on a mech. Really wish there was just a few lines of text "Cover from forest," instead.
5) No Megamek style event log. I wish we could see the die rolls and things happening in the background.
>>
Question about assigning kills to pilots. If a pilot attacks a mech in MegaMek and busts it up enough that the enemy ejects (say from a dual gyro hit,) does that count as a kill even though MegaMek says otherwise?
>>
>>53562097
Yes, the mech is considered Mission Killed for the purposes of assigning XP. Make a separate note when that happens and apply them at the end of the game.
>>
>>53562097
Yes. It's an enemy neutralized.
>>
>>53562120
>>53562130
This helps.
How many kills should a pilot need to upgrade a skill level? One of my players managed 4 mech kills and 6 light vehicle kills in a medium.
>>
>>53562173
10-15-20-25-30 ish?

But you shouldn't give XP just for kills. Consider also giving experience for achieving mission objectives and partial credits for teamwork so things don't devolve into accusations of killstealing.
>>
>>53561931
>1) Mechs with one leg got up and walked around. Like, normal MP walked around. "Leg Destroyed" my ass.
On table top they can get up and walk around too. Not sure what you expected. Wouldn't mind some limping though.

>2) Got a crit on an AI Hunchback's AC/20. It showed as destroyed. The next turn, the fucker was firing it at me.
That's a bug, almost certainly. Did you report it?

>3) Head hits seem to be way more frequent than the tabletop's hit location chart.
I've done four matches and haven't seen a single headcap. Hits, sure, but they don't seem to do anything, so I don't actually care.

>4) Harebrained is using little icons to indicate the current terrain effects, etc on a mech. Really wish there was just a few lines of text "Cover from forest," instead.
I like the icons, though I'd like more tooltips.

>5) No Megamek style event log. I wish we could see the die rolls and things happening in the background.
I could give or take this one. Wouldn't be terrible though. More data is always nice.

I'm having a good time with the game though, it's good fun. I'm very excited for the MechLab opening up so I can make an AC/20 Urbie. Also, I'm finding the Urbies to be surprisingly decent in here. They're slow, sure, but actually pretty beefy. Their melee animation is also very enjoyable (dueled two Jenners with two Urbies and won, thanks to some poor AI positioning and some lucky AC/10 hits).
>>
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>>53562173
Assuming you're using MHQ, the values should already be in place. If not, I use pic related, though I also hand out 1 xp per kill, and 2 xp for completed missions. Along with 1 xp per 2 months on a 10+, so XP is slightly freer.
>>
>>53562367
Maybe it was a crit on the AC/20 Ammo bin? I think they changed it so they take two to explode now.

The little icons are fine, but I wish it'd tell me how much defense I'm getting off my move before I actually move.
>>
>>53562368
So when a player gets five kills initially, you reduce the gunnery or piloting skill by one? How would there be a +10 to a skill?
Total newb here. I pretty much just got others into BT and we're loving it.
>>
I love how the Urbanmech's default melee is to run at the enemy mech and headbutt it.
>>
>>53563230
Well they'd be unlikely to get kills at such low gunnery skill, but assuming the pilot started at 4 Gunnery and 5 piloting (that would be +4 and +3 respectively on that chart, since the skills start at 8), and in their first engagement got 4 kills and completed the mission, they'd get 6 XP (4 from the kills, 2 from completion). The next rank of XP would be 20 XP to get the Gunnery down to 3, and 10 XP to get the Piloting down to 4.

Note that MegaMek doesn't actually allow the +9 and +10 ranks, because those are negative skill ranks. I keep them for exceptional pilots on the TT.
>>
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>>53563311
That clears this up. Wholehearted thanks, man. I think that one player will get one skill upgrade soon.
>>
>>53563533
Note that each rank resets the counter, it's not cumulative. So you'd need 40 more XP to get the Gunnery down to 2. Getting from 1 to 0 is a hell of a slog. Unless you have the original XP amounts from AtB, which made each rank like 8 points, so you just zoomed up to legendary ace status.
>>
>>53563587
Okay that makes sense. It's like leveling up in something like Wizardry from a high level.
Odd, but this particular player is female, and is enjoying her mech slapping machines to pieces.
>>
>>53563587
>Unless you have the original XP amounts from AtB, which made each rank like 8 points, so you just zoomed up to legendary ace status.
That was probably designed with the AtB standard 90% annual retirement casualties in mind, so that you could at least see people improve before they fucked off
>>
>>53561565
You can roll to-hit, location, cluster# at the same time if you use different coloured dice.
>>
Battlebump
>>
>>53562367
I've always used the compendium's rule of a mech with a destroyed leg having only 1 MP. Is it different in the latest rule set?
>>
>>53565600
Nah. Total Warfare explicitly states that a legless mech has only 1 mp except under certain situations (like moving through woods and such). So I imagine the legless walking thing is a bug that should be reported.
>>
>>53566232
It *does* affect the speed of the mech in HBS's BattleTech. However, the mech still has the leg visually. I don't think it's a bug, I think it's a concession to how a 1-legged mech can stand. I also noticed that the leg of a mech with a destroyed leg does visually change and is skeletal-ish.
>>
So /BTG/, Hypothetical situation

How different would clan culture have been if Nick K didn't annihilate the wolverines?
>>
>>53567202

Since they were just one clan, not too different? I mean, it's not like the Cloud Cobras or Diamond Sharks made the Clans especially religious or mercantile.
>>
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>>53557853
Falcons aren't >quite< goons-only, but the remaining few dozen outside the Goons are patched-together shitheaps and almost all of them are into the "randomly fires its SRM at everything that walks in front of it" or "permanent reactor leak and every time it takes a melee hit or falls it gets +5 ht/round for the rest of the game" territory.
>>
>>53567294
I guess, would their clan shtick be teamwork and un-clanlike tactics? Would they have made it in the Invasion?
>>
>>53567294
Counterpoint: the Wolverine Annihilation was important in establishing the Clans' traditions and some degree of unity by creating an outgroup. Had no such event taken place, the Clans would not have had their golden age of semi-unity, and would have remained far more fractious and therefore weak.
>>
>>53567450

That assumes no other Clan was Annihilated due to being odd or othered. I only worked from the basis of the Wolverines not being Annihilated, not that there wasn't an Annihilation.

Otherwise the point of "Big establishing moment in social history not happening" means literally anything could have happened.
>>
>>53567409
They were sort of hewing closer to the SLDF than their peers, so presumably the Wolverines would favor combined arms. Maybe mixed Mech trinaries and Novas, but I can't say for certain, since they'd really just be Hell's Horses 2: Overwhelming Firepower boogaloo.

>>53567450
Likely this, though the Mongoose focus on political maneuvering over combat would likely have served the same purpose.
>>
>>53566232
I think it's a game compromise. Blew the leg off a locust and it was able to stand and still move a short distance the next turn. i.e. losing a leg is crippling, but not immobilizing.

I've played 3 skirmish games so far and it's not that bad. Weapon balance is different than tabletop. AI is dumb, especially how it handles light mechs. But I still had BATTLETECH! moments, like when my weaponless urbie managed to melee kill a shadowhawk before being blown up by a orion.
>>
>>53567517
>but I can't say for certain, since they'd really just be Hell's Horses 2: Overwhelming Firepower boogaloo.

But the Word of Blake is what I want anon!
>>
>>53568237
My group prohibits me from playing The Blood anon. Not after I hotdropped a Level III on top of a Coalition rear area and slaughtered a shitload of technical teams and a few field hospitals. With flamers and Gas SRM rounds.

CLEANSE. PURGE. KILL.
>>
>>53568285
That's what they get for being mongs who don't into AAA
>>
>>53568230
I've played a skirmish myself, and I can say it does feel like "fancy Megamek" in that the AI is stupid, but the dice seem to heavily favor it in terms of whether ammo hits destroy the 'Mech, or crits in general, as well as head hits. Bot got three heads hits to my one. It's not surprising because the AI is so dumb that it needs compensation.

All in all I like how the game plays; Lights are especially useful in that you get to pick when to use them so they can survive pretty well. Sprinting is a godsend. Overwatch fire is really strong given how indirect fire works. Overall, satisfying to play so far, but we'll see how the actual game plays when it launches. I hope they don't just stick with PGI's model assets and tap FD to make stuff for them that PGI has no interest in releasing. Probably a pipe dream but it'd be nice. I also agree that a calc sheet for each round of firing would be nice so you can see how things work, but I feel like since the game runs on % and the calcs are probably more complex than the TT rules I don't know how ultimately useful it'd be. I guess MM just has me conditioned to want to see the shooting.

Initial impression is that it's 6.5/10. It's basically 3D MegaMek, and I can't really find too many faults.
>>
>>53568309
Well to be fair, it was during the Invasion of Terra, and I wasted an Overlord to get the L3 in to slow the Coalition's advance down. I did fuck up the Coalition's OOB after announcing who and what my unit was, and letting the ensuing REE from the Clanners cause infighting.

Sometimes I hate being the bad guy, but this was not one of those times.
>>
>>53568362
>I can't really find too many faults.

Yeah, I have some nitpicks, but my initial impression is its ok for being a beta.

That being said, my nitpicks include:
1) Why is the Kintaro in the game? No other SLDF mechs are in the game.
2) You can't maneuver then melee.
3) Going through water doesn't seem to increase instability.
4) Mech's don't seem to take damage from falling. Only possible pilot hits.
5) Autocannons lose accuracy when firing in consecutive rounds, but I suppose this is for game balance.

Things I like:
1) overheating can damage internal structure, which should limit energy boats somewhat.
2) small weapons contribute to melee attacks.
3) ammo crits don't totally destroy mechs.
4) IDF is easier to pull off than in tabletop.
>>
>>53568572
IDF? Sorry, new to the tabletop and don't know that particular abbreviation aside from the Israeli army.
>>
>>53568572
>1) Why is the Kintaro in the game? No other SLDF mechs are in the game.
Is it in MWO? Because that's where they're getting their models.


>1) overheating can damage internal structure, which should limit energy boats somewhat.
Not even once. Every IS mech of the age is now a shambling wreck, since all but a few overheat.

>>53568596
Indirect Fire. In the TT, you need a unit spotting for you to do it. Or TAG and Semi Guided LRMs.
>>
tfw you 6 gauss rifles
>>
>>53568630
>IDF
You still need a spotter in HBSBT but they can still shoot, which is a huge boost. You just need a visual, basically.

>>53568572
I agree with you that ammo not always destroying your 'Mech when it cooks off is really good for SW-era play, but it is going to make CASE a questionable choice in later eras unless they figure out some way to make it better. Maybe it'll act like armoring the ammo bins? Ignore the first critical hit? That could be boss.
>>
>>53568654
>Jagermech

I still have flashbacks to this huge brawl with a fuckton of different mechs and the Jagermech snipped everyone and stole every single kill, then a Dragon mech tried to melee it just to get kicked to death.
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>>53568630
>Not even once. Every IS mech of the age is now a shambling wreck, since all but a few overheat.
It's only once you press yourself past ammo-explosion thresholds, and it's not too much damage initially. So running a >little< hot still isn't a problem. Alpha striking a Pixie three turns in a row, though, is gonna fuck you up.
>>
>>53568630
>Is it in MWO?
Yupp. Just got a champion build too, giving it an ERLL, TAG, and 5 LRM5. Nasty bugger if you let him.
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battle bump
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>>53568654
Think you used enough dynamite there, Butch?
>>
Give me some good Atlas camospecs/decals for my new MWO main.
>>
>>53571448
Is this something that can be input manually, like a paint program? I don't play MWO so I don't know.
>>
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>>53572002
Nah, you do it manually with all the decals, 3 base colors, and a pattern. I'm looking for good A E S T H E T I C S color scheme suggestions more or less.
>>
>>53560660
I've played three matches.
-First match: Light Assault lance VS Light assault lance (2X Urb, Hunchbk4G, Kintaro-18). Pretty fair fight, though tree cover seems to give somewhere between petty and bupkis for defensive bonuses. Win without losing any mechs.
-2nd match, Light Recon lance (Locust, Commando, Shad, Griffin, allstock) vs Light Fire Lance (Locust, Commando-1B, Centurion-AL, Hunchback-4P). Things seem to be going Okkkawjeesuschrist. You know how people call the 4P one of the best mechs in 3025? Imagine that with a 0-gunnery warrior. Griffin can't get LOS on anything until it's within minimum range. Lose with an almost pristine Hunchback on the other side.
-3rd mission: Ok, Long Range seems to need work. Let's melee. Striker Lance (Commando, 2X Jenner, Hunchback) Vs the last Fire Lance. Change map from alpine river to Big Loch for extra cooling on the Jenners.
Try to duke it out between the two hunchbacks. Fucking NOPE, My hunchback dead in two rounds, and can't even land a single AC20 shot because of a "Reload" mechanic, as though AC's weren't gimped enough. Hunchback all but untouched. It also managed to fart off one of the Jenners' legs at long range at first exposure.
After 4 rounds of almost constant ML barrages, 'mech shuts down. GOTTA HEADCAP THAT SHIT. First jenner misses all the MLs, but they at least go into the side torso. Say "Fuckit" and blow off the torso instead with the other jenner.
Mission drones on. One injured Jenner vs badly damaged Hunchback.

Let's play keep-away in the water by jumping everywhere.
Hunchback NOPES, Water running the same speed as land. Nothing slows hunchback. Hunchbacks are the same speed as jenners. Fuck my shit.
Lose.

Mechanically, I'd say the game is pretty fun. It feels like a happy mix between what MWT would have been if it wasn't a buggy mess of bullshit, and the later Front Mission games. It'll be a fuckton of fun when they get a decent story mode going, and it's balanced...
>>
>>53572039
I don't know about A E S T E T I C S, but I tinkered with a Retrowave look. Decent Pinks/Magentas come in the Marik paints. Before that, the only pinks were faded reds.
>>
>>53572495
Is the pink thing a neon pink kind of like an 1980's neon look?
>>
>>53574245
Retrowave Magenta'ish, depending on the camo pattern, of course.
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>>53574382
I feel like watching mech episodes of Miami Vice all of a sudden. I kinda like that motif.
>>
So I played a bit of the beta, and my impressions are probably too negative. I'll list them in no real order.
1: I really, really dislike the UI. It tells you sweet fuck all, or places the data in places that feel odd. I want my pilot's skills displayed somewhere other than the drop screen, and I'd really like it if my to hit percentages weren't stuffed in the corner where it's not immediately visible.

2: Movement display. Apparently, XCOM 2 has spoiled me, and so I expect my movement to essentially be a one stop shop, where I've got one block of "move and shoot" and another of "move real far, but not shoot." Consolidating it all into one option would be highly preferable. As an addendum, making the possible moves I can take more than a fucking dot that blends into the terrain would be tops.

3: Talking about movement, I'd like to actually get my total move radius displayed as some sort of bubble.

4: Low "BV." If this is indicative of the average game size I can expect, functionally 1 assault, 2 crappy mediums and a light, get fucked. I don't build lances like it's 1986, I want to go full retard 1 assault, 3 heavy.

5: Unit variety. It's a beta, so I can't customize, but I'm gonna need more than "tons of lights, mediocre heavies and mediums, and beatstick assaults" for chassis. I need my Atlas RS guys.

6: Heat needs to be numbers, not a bar. For that matter, I know the Battlemaster's dissipation, and it can dissipate more heat than that.

>cont.
>>
>>53575439
7: Back to BV, since it suddenly struck me. The Awesome has a lower BV/points value than the Battlemaster, despite being much more heat efficient with more ranged firepower and more armor.

8: The HTAL display is crap as is. Gray for full armor, dark gray for internals and orange for damaged internals is a bizarre choice, and should be punished through a trial of equals, with a warrior on foot versus a mech. Green for full, yellow for damaged armor, red for critical damage. Success, it's 2001.

9: Pilots as currently in are pretty dull, both skill wise and personality wise. None of the ones I got had the personality of any of the ones from previous entries in MechCommander or MechWarrior 4, and I find myself missing Rooster for chrissakes. Hopefully we get more exciting ones in the full game.
>>
>>53575439
>1: I really, really dislike the UI.
I actually disagree. It is *different* but not bad. The only thing I agree with you here is that I want pilot skills shown somewhere.

>2: Movement display.
This isn't a real issue. The dots are basically fine. The game could use a tutorial to brief the player, but they explicitly mentioned the beta wouldn't have one, so that's a wash.

>3: Talking about movement, I'd like to actually get my total move radius displayed as some sort of bubble.
This would be nice.

>4: Low "BV."
This is probably a balancing thing for skirmish play, but I can agree with you. I'd like it to be more open than it is.

>5: Unit variety.
The entire mech list is available online: https://community.battletechgame.com/forums/threads/3926

>6: Heat needs to be numbers, not a bar.
Agreed. I don't dislike the bar, but I'd prefer numbers.

>7: Back to BV, since it suddenly struck me.
And yet BV can be like that on tabletop, so that's not a big deal. They probably do it by tonnage, which is silly, but whatever. Every game has its quirks.

>8: The HTAL display is crap as is.
I would prefer the colors you mentioned, but I can understand why they chose the ones they did, and they do function fine. Again, just takes a little getting used to.

>9: Pilots as currently in are pretty dull, both skill wise and personality wise.
It's a beta, they hammered out whatever they could in time for it. Let's not crucify them just yet.

I do think you should go throw a few of these at them on the forum, especially the heat being numbers and the low lance BV limit, since those could both stand to be opened up a bunch.
>>
>>53575696
The main issue I have with the dots is I was playing on a bare minimum spec machine and since you can't turn the effects off for this, the dots were lost while the effects were going, plus any tundra missions would have them blend in. As for the BV, sure it can be like that, but they'll figure it out I guess.

>Again, just takes a little getting used to.
I'm talking about on the armor display during shooting, not the bar over the mech otherwise. It's really hard to tell what's damaged and what's not by grayscale.

>It's a beta, they hammered out whatever they could in time for it.
Attitudes like that are why EA and Ubisoft make money. I want bombastic memorable pilots, not "I'm named Hunter and make 0 hunting jokes."
>>
>>53575881
>Attitudes like that are why EA and Ubisoft make money.
Since you don't seem be aware of the SDLC:
Alpha: Bare-bones release, almost never external, basic engine functionality and some assets introduced.
Beta: Nearly a finished product, all or almost all assets finished. Polish may be needed, along with debugging and fixing to meet the quality of a finished product.
Release: The actual released product. Should be free of any major bugs, all assets included and finished, polish done.

This is a public beta, not a beta released as a final product. This isn't a cockup by Ubisoft, EA, etc. released as a final product when it hasn't properly passed QA.
>>
>>53575881
>The main issue I have with the dots is I was playing on a bare minimum spec machine and since you can't turn the effects off for this, the dots were lost while the effects were going, plus any tundra missions would have them blend in. As for the BV, sure it can be like that, but they'll figure it out I guess.
I'm playing on a decent rig and the dots are fine. Also, literally just did a tundra mission and the dots are very visible. I do understand the "I'm on a craptop" issue though, my sympathies.

>I'm talking about on the armor display during shooting, not the bar over the mech otherwise. It's really hard to tell what's damaged and what's not by grayscale.
I was too. I don't have any issue telling what's damaged or what isn't. Perhaps this is again a minimum specs issue? Also, you can mouse over each section and see a points breakdown of its status.

>Attitudes like that are why EA and Ubisoft make money. I want bombastic memorable pilots, not "I'm named Hunter and make 0 hunting jokes."
Betas are under no obligation to be excellent. They're glorified proof of concept. I do want to see more interesting pilots but for the beta I'm just glad they have dialogue at all. Hopefully, the characters in the single-player will be much better fleshed out and more detailed.

Also, notably, they did alright with at least one pilot, a dude named Paradise, who I hate for being a smarmy shit. Listen to the fuck's lines, he's annoying.
>>
>>53576249
>Since you don't seem be aware of the SDLC:
Man, I work in IT and follow video games. I see betas getting pushed all the time. It's cost cutting laziness more than anything and going "it's just a beta" is a sure way to give devs license to under deliver. But I'm bitter and don't trust any promises from anyone.

>>53576286
>I do understand the "I'm on a craptop" issue though, my sympathies.
It's not a craptop, it's a friend's machine running my old GTX 700 series card. My laptop can't even launch the game. 2gb of RAM saw to that.

>Also, you can mouse over each section and see a points breakdown of its status.
Time to piss and moan for an option for it being there all the time then.

>Paradise
I was playing with Sumo and someone else, they just didn't sound unique enough.
>>
Is it cheaper to buy the game now than at release?
>>
>>53576383
>I'm mad this doesn't run good on my friend's ancient machine that I had to use because I don't even have one that good to run a modern game on
>this beta isn't a full game
>i will hate the full game too
>time to piss and moan
This, as the dominant/loudest mentality of btech fans, is a big part of what keeps anyone competent enough to make content and fix the game line, from giving a shit about any of you.
>>
>>53576571
Anon, I posted my opinion, you're welcome to act as if I killed your family and fed them to you over it though. The mindless sheep mentality is why nothing ever gets better, and mediocre crap is everywhere.
>>
>>53576383
>Man, I work in IT
In over 10 years of actual IT work, I've never spent a day as a developer. Yet I seem to have a better understanding of the SLDC than you do. I have no idea if your work in IT is as a member of Geek Squad or as a CTO, but you really should understand the various stages of SLDC if you claim to be an IT worker.

They've never said it's anything more than a beta. So get down off that high horse of yours and pitch your suggestions at them. That's the point of a public beta.
>>
>>53576677
Bah, meant SDLC. Too busy trying to research and mitigate the latest sudo bug.
>>
>>53576383
>It's not a craptop, it's a friend's machine running my old GTX 700 series card. My laptop can't even launch the game. 2gb of RAM saw to that.
That's even worse. Do you plan to run this on a real machine at some point? It may alleviate some of your issues.

>Time to piss and moan for an option for it being there all the time then.
Given your general nature, I assume this is sarcasm. I wouldn't mind seeing the points there constantly, though it definitely works fine as-is.

>I was playing with Sumo and someone else, they just didn't sound unique enough.
Sumo is pretty lame. Most of them are pretty lame actually. Paradise is the only one I can really peg as being unique-ish. Also, there's a Russian/Eastern European dude who is pretty alright. Blockade, maybe?
>>
Is there a torrent or mega yet?
>>
>>53576926
>That's even worse. Do you plan to run this on a real machine at some point? It may alleviate some of your issues.
As soon as I can get the money together to get a new motherboard, yeah. Having components crap out is the worst.

>Given your general nature, I assume this is sarcasm.
I'll post a feedback about it, but yes, sarcasm.

>Blockade, maybe?
BATTLETECH!ed. First round of fire, headcapped by a Hunchback in an Atlas.
>>
>>53576658
Opinions are like assholes, and yours is content spewing mediocre crap everywhere about other people's work.
>>
For some reason, I have found that you cannot turn in place. You must move at least one 'grid' before you can turn your mech. I will mention it in my next survey to HBS.
>>
>>53577041
>As soon as I can get the money together to get a new motherboard, yeah. Having components crap out is the worst.
No kidding man, that's awful. Good luck.

>I'll post a feedback about it, but yes, sarcasm.
Complaining here is all well and good (I'm guilty of that too) but posting it on the HBS forums is the best thing we can do.

>BATTLETECH!ed. First round of fire, headcapped by a Hunchback in an Atlas.
Bummer. I haven't yet had a mech headcapped in like 15 games. I actually had a Shad with 4 points left in the head, but he lived the entire match (and got two kills!). Most BATTLETECH moment I've had so far is when I had a pilot killed via injuries (it's 5, by the way) in two turns of fire (missiles man, they're bastards).

>>53577471
>For some reason, I have found that you cannot turn in place.
This would be nice. Also easier selection of the square in which you make melee attacks from would be nice too.
>>
How much if a gamechanger would it be lorewise if something like a scopedog design for mechs? Tracked movement beyond what Clan Hell Horses do already
>>
>>53577730
Ok, just had an epic battle that deserves a little bit of a recap here, so you can see that HBSBT does in fact preserve the BATTLETECH experience.

I take a lance of Victor, Quickdraw, Kintaro, and Jenner against a random force on Big Loch, a large lake map with little islands and high cliffs. I decide to keep to the right edge and climb the cliffs, baiting the unknown opfor in then jumping down and using the 3 SRM6s on the Kintaro and the 6 Meds on the Quickdraw, not to mention the AC/20 on the Victor, to crush them. This works, sort of.

The OpFor reveals itself to be two 30t, a 50t, and a 55t. I recognize this as two Urbies, a Hunchback, and a Kintaro, as it was the very first lance I used. I laugh, thinking this will be easy. The Hunchie and Kintaro move in towards my cliff (which has a patch of woods at the base) and I spring the trap, moving the Jenner down first (jump into cover) and opening fire. The enemy mechs decide to shoot the Jenner, hitting with everything (AC/20 included), blowing half the mech off. My Quickdraw and Victor reply in kind, but mostly whiff. My Kintaro, meanwhile, is up on the cliff slowly coming down, shooting at the Urbies who are on the other side of the lake taking potshots at it and doing nothing relevant.

Next turn, I jump the Jenner into woods with no LoS to enemies, thinking they'll leave it alone and shoot the threatening mechs. This is wrong, as the Kintaro charges up the woods and opens fire into it, coring it instantly. Now a mech now, I decide to get frisky and shove the Quickdraw (6 meds, SRM 6) into melee range with the Hunchback, so I can bring everything to bear. This proves a mistake as well, as though I hit well, the Hunchback replies with a AC/20 to the head, insta-gibbing the pristine Quickdraw. Now down two mechs to their four, my will is flagging.

>con't
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>>53578810
The following turn goes well, as my Kintaro and Victor do savage damage to the enemy Kintaro (which does little in return), and the enemy Urbies don't do anything at all, thanks to an impassibly deep lake between me and them.

After another turn of brutal fighting, my Victor/Kintaro team manages to core out the enemy Kintaro through the rear armor, evening the fight. However, the Victor has taken serious damage from the enemy Kintaro and the occasional AC/10 from the Urbies. Still, I breathe a sigh of relief, thinking that this is easy sailing now. Sadly, I am wrong.

I move the Victor and Kintaro to engage the Urbies across the lake, using the water to keep me cool as I alpha every turn. The Urbies though score several solid hits against the Victor, destroying its right leg and scoring a pilot hit as well. I stand the Victor and struggle over to the other side of the lake, where I take a defiant AC/20 shot to the lead Urbie, doing serious but non-relevant damage. In return, the Urbies casually blow off the other leg, destroying the mech by HBSBT rules.

Now down to a Kintaro vs. the world's most brutal Urbanmechs, I'm a little scared. However, thanks to good maneuvering and some lucky alpha strikes, the Kintaro manages to core out both Urbies (pic related, it's the attack that cored the second one and won the match).

tl;dr: I got BATTLETECH'd multiple times and almost lost to a shitty urbanmech lance with a heavy cavalry lance.
>>
>>53578806
Battletech nerfs wheels.

Wheeled vehicles are much slower than legged stuff and really, you're not getting much faster on wheels than the speed ranged battlemechs achieve.
>>
>>53578806
It'd be better if the mech had some sort of WiGE mode, allowing to be used as a fast responder to threats
>>
>>53576286
>Also, you can mouse over each section and see a points breakdown of its status.

Green/Yellow/Red just reads much faster. Don't know why they went greyscale, unless it's a colourblind issue. And even then there should be an option.

>>53577471
>For some reason, I have found that you cannot turn in place.

You just have to click between the mech's legs. I'll admit it is something they need to implement better/make clearer.

>>53576286
>dude named Paradise, who I hate for being a smarmy shit.

He's the only person packing Evasive Move, I'd be a smarmy shit in that scenario too.
>>
>>53579603
That's literally LAM's.
>>
>>53568654
how are you doing that, friend?
>>
>>53579761
>Green/Yellow/Red just reads much faster. Don't know why they went greyscale, unless it's a colourblind issue. And even then there should be an option.

It might well be a colorblind issue, actually. I know CGL took a tremendous shitton of crap for using colors to denote stuff on the Leviathans ship sheets. While HBS isn't CGL, there's obviously carryover given the shared fanbase.
>>
>>53580225
Not him but you can edit the JSON files to manually change the load out of any mech
>>
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Hey all,
I've been kicking around some lvl1/3025/introtech designs and I'd like your thoughts and input on them. The basic premise between all of them is that a fusion engine manufacturer was trying to the Star League and/or house armies to buy the designs so that the company could use up surplus 300 rated engines.

First up is a Not-Blackhawk medium scout meant to outrun heavier mechs while either outlasting or outgunning bugs. Also makes an evil backstabber.
>>
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>>53581023

This is meant as a general mook mech with more ability to can-open then other cannon 60t mechs. Arms are freed up to encourage brawling and punching.
>>
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>>53581055
This is supposed to be a command mech with more swing then an Orion. Basically a cheaper Not-Atlas.
>>
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>>53581082
I am least sure of this mech. It doesn't have the raw firepower of other 100t assaults of the era but it can jump. Its very forgiving one its heat curve but it lacks dedicated long range firepower.
>>
>>53581117
Can you make something small with the 300-engine too? A light scout?
>>
>>53581172
That ends up being a 30t chassis with only 2t to use towards armor OR weapons. On the plus side it can move 10/15.
>>
>>53581023
Small time manufacturers wouldn't be making their own weapon lines, they'd be buying up surplus or licensing stuff like Holly missile launchers. Also, I'm not sure why you're loading up ammo in the head, most pilots would refuse to drive these out of principle.
As for the designs themselves, the first might get traction, though I'd prefer more medium lasers over a lot of smalls. The second feels more like a Thunderbolt configuration, despite the placement. The third is just eh. It's an Archer on crack to my mind. The last is a Pillager with SRMs almost.
>>
>>53581327
I figure the LRMS and autocannon would be licensed stuff they slapped their name on. The SL, ML, and SRMs seem like they'd be in the scope of possibility.

Ammo in the head is simply because I didn't want it in the CT and was trying to put it in the statistically least likely place to get hit. Could fluff pilots hating the ammo placement as being one of the reasons the designs were allowed to go extinct.
>>
>>53581424
>I figure the LRMS and autocannon would be licensed stuff they slapped their name on. The SL, ML, and SRMs seem like they'd be in the scope of possibility.
You have that reversed. Missiles and ACs would be easier to produce, but still licensing is cheaper, though if your guys are already making custom chassis, fuck it go nuts.

>Ammo in the head is simply because I didn't want it in the CT and was trying to put it in the statistically least likely place to get hit.
That's power gamey, and you'd be more likely to just store the ammo in the adjacent torso or the same location. But as I said, go nuts mate.
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>>53581513
RE:weapons > I wonder if it would be feasible to have the mech plans be released as modifications to existing chassis or as semi-standardized franken-mech plans. Maybe advance the timeline up to 2nd or 3rd succession war and make them available through publications aimed at mercenaries or small mech garages.

< Potentially more viable usage of the 300 engines?
>>
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>>53581023
This looks like something someone would play in MWO or any of the older MW games for online ladder matches. If you're just using two mapsheets, it might be able to do some work, but there is a good chance it'd get torn apart on larger maps. It'd be better off if it had another Medium Laser or two myself.

>>53581055
This I like. It's like a fat 55t trio 'Mech, without the jumping. Would make a good mook, but would also have decent throw in standard SW-era play. Outshone by the Enforcer though. Consider swapping the AC/10 for a PPC, another SRM4, some SHS, and a second Medium Laser?

>>53581082
This has promise, but it doesn't have enough AC/20 ammo for a prolonged engagement. You'd have to be too selective with your shots.

>>53581117
Literally a fat Hammerhands and would play as such. Though, I do give you props for making a jumpy 100-tonner. I tried making one that could slag an Atlas a long way back. I still like it. Pic related.
>>
>>53581633
I actually have a mech that is pretty much spot on for yours if you took the JJ and rear lasers and spent the tonnage on more SHS instead. Its a fun mech but even in 3025 it feels like it lacks can-openers.
>>
>>53581710
Yeah the AC/20 is just inordinately amazing in 3025 play. Nothing comes close in terms of raw hitting power. In later eras you have some 15 damage weapons so the gap seems less glaring but when the jump is from 10 to 20, it's a big deal.
>>
>>53514632
The max free weights for standard IS are at:
100 tons for 3/5
75 tons for 4/6
55 tons for 5/8
You need to stick close to that.
Maybe keep the HST-1 Hastati down at 55 for cheap jump jets and the PRC-1 Principe near 75 tons.
TRI-1 Triarii near 100 tons.
>>
What's the biggest gun you can fit in the crotch position of a mech? I tried...
I ask for FedSun reasons.
>>
>>53582089
>The max free weights for standard IS are at:
>100 tons for 3/5
>75 tons for 4/6
>55 tons for 5/8


So then why aren't all Mechs at the top of their weight class ranges all the time? It's strictly more inefficient to build them any lighter in each weight class.

It's not like you need to be notably faster than 5/8 when two mapsheets together are only 30 hexes wide.
>>
>>53583818
Logistics and bureaucracy. If you have certain manufacturing already in place, it's easier to use stuff you already have to make new stuff than to start completely from scratch. Some things are built around weapon systems because of this. They didn't build the A-10 first then say "oh sweet we can cram a GAU-8 into it!" they built it around the gun. I imagine the Panther and other smaller chassis built on bigger guns are like this. You work with what you have, what your government says you can have, what you can spend, what they say you can spend, and all the crazy red tape and nepotism and whatnot that's rife in the defense industry now, and will continue to be so in the future.
>>
Been playing the beta. Have to say I'm really disappointed in the graphical load. I can run Pillars of Eternity at medium to high quality with minimum slow down. I have to run the beta at low resolution and low quality. Also can't set the mood to anything other than sunset.

Have to agree with CA about the lance composition. It's stupid that I can't field whatever Lance I want. Also the AI seems very quick to jump into melee.
>>
>>53583908
IIRC, performance optimization is pretty much one of the last things done before a game ships. And then it gets further tweaked via patches. So I wouldn't worry about this.
>>
>>53574479
This is the sort of look I'd like to see introtech try to adopt, Partly this, partly a Guns and Roses / Hair metal feel.

Battletech's introductory level is rooted in the 80s. Rather than trying to update it, better to acknowledge it unabashedly. Let the Dark Age stuff be the super-modern aesthetic. Bring back the 80s Holograms, big hair, Leather Flight Jackets, and wireframe displays for 3025.
>>
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>>53584263
I can fucking sign that. It's not that I particularly like the 80s either; it's just that being unashamed of the game's roots and aesthetic would be a refreshing change of pace. It's not hard to play it off as "no, things didn't look this way because 80s; things just looked this way".
>>
>>53584263
I think we should go for the darkwave look for the Clan Invasion era IS, personally. Then we can slap in some Carpenter Brut and go full retard with the 80s references.
>>
>>53584556
Clan invasion was 89-91. Introtech owns the 80's. Clan invasion is mostly early 90's type stuff. Keep in mind Bulldog was 1995.
>>
>>53584582
Yeah but thematically Succession Wars BT is a heavy mixing of hair metal and Blue Oyster Cult. The Clan Invasion is a total paradigm shift with higher tech (thus the synth).
>>
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https://mwomercs.com/civil-war-escalation
Osiris sure
Arctic Wolf, ehhh. I guess it was in MW4.
Everyone knew the Nova Cat was coming eventually.
Nightstar came out of fucking nowhere
>>
Where are the aliens in Battletech?
>>
>>53584755
This also means a non-shit Nightstar miniature will be available at some point.

Now that's something I've wanted forever and a day.
>>
>>53584869
There ain't any. Shitloads of other SF properties have aliens galore, but BT makes being a humans-only setting part of its defining aesthetic. Bug-eyed monsters are automatically the Other, so shooting them is simple and easy; shooting at other humans takes away that excuse and introduces a dimension of moral complexity to having a war.
As has been said on the OF, BT shows us a society a thousand years more technologically and socially advanced from today, and exactly what we'd do with all that progress: turn it into new forms of weapons and new justifications for killing each other.
>>
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>>53584869
Fucking everywhere, but none above stone age level tech. Double so for average alien animal wildlife.

The Davions alone have been at war with them for the better part of a millennium on no less than three worlds including the Bigfoots of Stein's Folly and the Molemen of Hobbs.

Spacefaring aliens are decidedly unbattletech though, and thank god for that. Makes the place more unique.
>>
>>53585213
This is one of the many reasons why I like BT. I got bored with Star Trek and Star Wars and such with the strange-forehead-ridge-design of the week races. People are interesting and weird enough.

Also nobody except pervs wants to romance the sentient slug in RPGs.
>>
>>53584755
I love MWO deep cuts. Can't wait to see what they will do when they catch up with Jihad eventually. Celestials will look amazing
>>
>>53585766
I would legitimately suck FD off for WoB mechs.
>>
I'll start playing MWO when they release the Mackie and not a damn day sooner
>>
>>53586154
Amen anon, though I still won't even then. But it would be nice to see.
>>
>>53584755
How's the gameplay? Still a grind for new mechs/mastery? Do objects still have weird invisible walls protruding an inch from the actual surface?
>>
>>53586226
Yes, though they've very recently changed up the mastery system to what I'd say is a better form. Rather than those buying weapon things, you get skill trees to work up through in various ways, can't get all upgrades for each mech but lets you tweak mechs in some fine tuning ways so there's more to it.

It still needs work but overall it's cheaper, doesn't need you to get 3 mechs of the same type up to get masteries, and if you had prior experience sunk into masteries then that transfers over so you can dump points into things.
>>
>>53586287
Sounds neat but that invisible texture bullshit is what got me to quit. Fuck not being able to pinpoint lasers through the gaps in their control points or people's arms on the sides of ridges
>>
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>>53586322
I think it's mostly an engine thing, the hitbox is bigger than the object to account for stuff like people with potato computers running on minimum detail rather than having all the fancy bump mapping and things.

I think.
>>
>>53584755
>https://mwomercs.com/civil-war-escalation
Oh good lord that Osiris looks crazy. I'm not surprised we're getting it though.
>>
>>53586448
Shame, the game's fantastic and the customization is bretty gud. I miss my 3 ERPPC TDR and alpha striking 2 AC20 JM6
>>
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>>53586706
I wouldn't say fantastic but it's good enough.
And the devs have really stepped up over the last year to address a lot of issues I had with it.
>>53586448
The engine is definitely janky, but that comes with CryEngine
>>
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>>53584869
>Where are the aliens in Battletech?

On Aleph-4. Humanity learned very quickly not to shoot at them, though.
>>
>>53586448
butter my butt and call me a biscuit.

If bt had nicer minis I bet people would play it irl more.
>>
>>53587171
What
telepaths?
Since when?
Is this a thing?
>>
>>53587272
Since forever, really. Phantom Mech is functionally a psionic ability, they've just downplayed it to hell and back.
>>
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>>53587272
>What
>telepaths?
>Since when?
>Is this a thing?

No, it's a page from Marvano's excellent GN adaption of Joe Haldeman's The Forever War. I was illustrating that none of the aliens in Battletech rise to the level of a spacefaring race, like >>53585380 and >>53585405 said.
>>
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>>53587047
>The engine is definitely janky, but that comes with CryEngine

Dude, CryEngine is the best engine there is, technologically well above Unity and UE.
The problem is that those two are retard-proof (you can literlly put children behind them and they will be able to make something playable) and CryEngine is not.

Of course, as fate would have it, PGI is one of those companies stuck on the retard end of the spectrum so they inadvertly produce bad-looking and even worse looking garbage.
>>
>>53584755
They look good but that Osiris looks worse than in MW4. The lego weapons absolutely ruin the mech's design.

The lasers stick out like a sore thumb and the unfitting missile launcher just rubs salt in the wound.
>>
>>53588174
Now that I'm looking at that Osiris again, are we sure that's FD's work? It looks like someone aping his style.
>>
>>53584755
There was quite a big thread on the MWO forums wanting the Nightstar. more exciting then the Marauder II desu
>>
http://fuzzyarabic.herokuapp.com/

Go there and search for Tukayyid.

I'll wait.
>>
What are some good examples of dedicated melee mechs?
>>
>>53588524
Hatchetman, Scarab, Axman, Neanderthal, Berzerker, Shiro, Roku, a shit ton of Solaris mechs, a shit ton of modified industrials

And I'm probably missing a few others. Not counting the punchstab Celestials though.
>>
>>53588075
>Dude, CryEngine is the best engine there is, technologically well above Unity and UE.
Not really. Its the best looking one, sure, but no way is it the best overall.
>>
>>53586322
Oh, that works just fine now. Ossues with ghost terrain have been greatly reduced.
>>
>>53547427
>Joyce Tkaram is already dead
>>
New Thread
>>53588993
>>
>>53587175
Iron Wind Metals has some pretty fucking good minis...
Almost all of them are outside 3025 and clan invasion era so most people aren't even aware of said models.

But yeah you are right. They ought to redesign the mechs people actually use.
If they made a starter box with higher quality minis, a couple scenarios, and regular classic and alpha all in the box I can see this game being back stronger than ever as soon the game hits.
But the reality is a much harsher place, we are getting squat for the tabletop game.
Thread posts: 319
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