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Melee is gimped too right now. I can accept accuracy penalty (it was too good). But I cannot risk by my balance in melee. Casual miss gives you 20 instability (or even more). This means that you become very close to unsteady (what is certain knockdown and LOTS of damage). That's why melee becomes reasonable only for dedicated melee mechs. What is pity.
In comparison in TT hit chance for a kick was very high and piloting check was without mods. So easy to pass. Punch did not require piloting check. In most cases if you can make melee attack you should make it (if your mech is in good shape).
https://www.nexusmods.com/battletech/mods/136
Great compilation, with similar features (both authors use features from eachother's mod, btw)
Personal perception of it over RT:
-Feels more concise, being centered around 3025 tech (RT gives me a bit of a feature-creep feel, despite being awesome it just feels too much).
-Blends much better with the campaign, while having most features I feel are needed.
-Less prone to save problems since it rarely messes with items/mechs.
-Great AI tweaks, leading to less suicidal enemies.
-No .exe installer for anyone that doesn't like it. Makes it easier to download and see what's being updated since patches are their own package. The entire mod is less than 5mb, minus optionals (Big IS map, Marauder and Warhammer).
-If you want melee and non-3025-canon weapons/upgrades like MG variants, rockets and sensor-stuff you'd need to download other mods.
-Alters MechTech economy in a big way, scaling the numbers up because the game doesn't seem to deal well with fractional Tech income, so display looks weird. Relatively easy to tweak back to vanilla levels, at the cost of intended balance.
Still most of it is easy to switch off, tweak with a text editor or add from a standalone mod, so overall I like it more. If you're going to mod, might as well go all the way, right? :P
For melee weapons:
https://www.nexusmods.com/battletech/mods/193
For rockets:
https://www.nexusmods.com/battletech/mods/158
For other stuff (incl. mg's, rockets, and other tech) to choose from:
(just include wanted stuff in shop lists like the melee mod with a text editor)
https://www.nexusmods.com/battletech/mods/98
edit:
For some more... obscure... stuff:
https://www.nexusmods.com/battletech/mods/285
I've noticed that too, though I'm not going to go into specific details because I don't think she's worth wasting more thought energy on that usual.
Abrasive is an understatement.
I had installed Roguetech and everything was fine. Then the 1.1 patch was release, and obviously overwrote Roguetech, but something was wrong. Since 1.1 was released, I decided to start a vanilla ironman campaign, but immediately noticed that almost none of my precision strikes or other called shots hit their intended hit locations. The vast majority of called shots hit center torso, regardless of the location called. So I did an experiment, and played about 20-30 hours into the new campaign, just going slowly to try to get better mechs, etc, but ALL called shots I made were to the left leg of an enemy mech (the leg to the right on the enemy mech graphic). It ended up being a hit ratio of less than 1 out of 5 called shots to the leg ever hit, instead going to the center torso. And while statistically, the randomness of the hit roll generator makes my scenario a possibility, there is also programming in the game to keep things from being TOO random for situations like mine.
So discovering this issue, I headed over to the Battletech discord and asked a simple question, whether or not anything in Roguetech could have lingered past the 1.1 update.
At this point, LadyAlekto called me stupid, at one point re-t-a-r-d-e-d (which was quite shocking since she's supposed to be an SJW), she asked if I had a college degree, to which I replied. She then went on to say she's a PHD with some kind of Psychiatric degree (which leads be to think that was actually a lie and that she's actually some fat dude living in her parents basement who assembles mods for video games all day and has absolutely no social life outside of her inflatable love partner and ultra-vibe pleasure 2000). Anyway, she went on to try to further belittle me and call me names for asking such a "stupid question".
Now I'm the kind of person who treats everyone with respect as much as I possibly can, and I didn't even go off on her reaction toward me in a negative way at all. I simply asked why she/he was being so hostile toward me, which she just shrugged off and kept belittling me and the whole situation.
Honestly, it was enough for me to NEVER again recommend one of her mods or any mod she is associated with. LadyAlekto's behavior was simply disgusting, and I'm shocked that she is allowed to be a mod on the Battletech discord. She brings the entire community down, and that's something that shouldn't be acceptable in any gaming community.
While there's a lot of mech variants, it seems like ideally you want to go after the 'legendary' mechs. Since these give you the most flexibility in terms of hardpoints, they are the best platforms to min-max like crazy.
Been looking at the differences between Light, Standard, and Heavy Gauss Rifles. Light is interesting because of the extreme range, but its still a lot of weight for what it does. The regular one is solid, though it does feel a little obsolete when there's lots of weapons that are several tons lighter that do almost as well. Heavy seems TOO heavy, and for the weight investment you might as well just get an AC/20 and slap on plenty of ammo and jump jets.
steam://openurl/https://docs.google.com/spreadsheets/d/1yUqA1CJabsT1rtSRFsJxejjW4CkuEEHJqQcxkBJk6rM/edit?usp=sharing
QuirksI know of are melee/DFA accuracy/damage/instability modfiers, mech stability, vision, camo, sensorrage, signature size and structure/armor points that were unusual for their weightclass. There might be more and some have become obsolete with the latest patch, e.g.: Walking/sprinting distance, JJ, free weight.
Some are mehh and some are realy cool. Just look at the traits the Basilisk/Hwacha gets: +50% DFA dmg, -50% DFA selfdmg. This mean dishing out 240 dmg while only taking 80 in return, before you add actuators to the party.
A minor quirk would be the 10 extra damage for a Firestarter. As a 35t mech it's supposed to deal 35 damage per punch but does 45 instead, which is even shown in the mechlab.
I had started a new campaign with the updated mod, and it feels way harder. Repairing up salvaged mechs are super expensive; previously I would repair them and hock them at whatever backwater I was at. Now it's not even cost effective and it seems like you might as well scrap every dumpster mech you slap together before you so much as spit some polish on it.
Primitive armor and ICE engines seem like vendor trash. You'd have to be incredibly desperate to take them. Rifles aren't great but better than nothing and at least somewhat lighter than their autocannon cousins. I'm looking forward to fiddling around with different engines, either slowing the mech down to free up tonnage or upgrading it for more evasion and heat sinks.
One of my starting mechs is the 'Venom' variant of the Spider and it is probably the best light mech I've ever seen; 4 Medium Pulse Lasers and like 15 jump distance pretty much guarantee you can get flank shots on enemy mechs, and when you are fast enough you can literally catch the enemies flat footed with zero evasion making them easy targets.
The Venom can jump and dish pretty good damage but I think the Erinya still the better light mech due to better Hardpoints and better armor although it couldn't jump by default.
Anyway I started with Venom, the fugly standard blackjack, the fugly standard laser vomit hunchback and possibly the worst version of trebuchet that only has 3 laser Hardpoints and 1 missile Hardpoints with crap armor as bonus.
It's PITA to play with those mechs, the standard lasers way too often miss, the heat management is awful, the speed is awful, I had to save scum and withdraw several times to stay alive because even reconfiguring the mech was not an option in the beginning, mainly due to the way the armor repairing after battle works but also due to the high costs and literal no spare mech to use.
Overtime I salvaged some wolfhound and now I got a kayutska trebuchet which I configured to be a Melee brawler, with max armor, oversized engine (best new feature in the game), additional gears etc, I did this (turning a long ranger into a brawler) because I desparately need this kind of tank that can quickly destabilize (and outright disable/kill) enemy mechs so they can't overpower my puny mechs.
Besides the worst trebuchet I have here is so awful that I simply don't know how to configure it, just awful, need to be changed ASAP.
A funny thing about this is that Advanced Materials was way better on smaller mechs, because getting an extra ton or two on a light mech made a big impact while on heavier mechs it was competing for space with weapons and double heat sinks.
On my current start I lucked out on starting mechs. I decided to just manually pick the Thunderbolt to make the early game less frustrating. I also ended up with the flamer Blackjack, stock Firestarter, and Venom. The Blackjack and Firestarter work really well together, especially now that some flamers can do bonus damage vs overheated enemies.
Theres an AC/10 Hunchback which is probably one of the better variants since it has better range and more lasers than the Classic Hunchie.
But now you can crit engines and gyros, and like the tabletop you're often more likely to kill mechs via engine crits vs simply coring them. 100% crit chance is pretty spicy. On a Rotary AC/5 you could auger out their reactor in one Salvo. That's not counting the other equipment that instantly kills the mech when destroyed, like Superchargers.
Wait, does AP ammo can bypass armor or something? I never consider them because I don't like them having 50% less ammo.
Also doesn't ceaseless ammo give you nasty +2 recoil? I struggle to understand why is that even an option in this mod?
Caseless is good because it gives you 50% MORE ammo and it stacks with other special ammo types. So for example you take a ton of AP and a ton of Caseless and it makes up for the reduced ammo of the AP. While the recoil penalty is worse, it only applies if you shoot two consecutive turns in row. But since you have more ammo to work with and most autocannon are pretty heat efficient, you might as well just magdump into your targets regardless.
Also I tried out having a pair of RAC/2s with livefire training ammo and you can often completely fill up the stability bar with one burst. The damage penalty doesn't matter as much on very low damage weapons. But conversely it seems like a massive waste on a Gauss Rifle or AC/20.