Battletech

It's based on distance.

As for jumping I have no idea I went through the entire game without using them.

So far, same. The first thing I did was to strip off the JJs and use the weight savings on armour.
Having said that, I'm now considering putting them onto my Grasshopper, which I'm currently using at the front of my lance to spot, get pumelled and then conduct close combat.
 
So far, same. The first thing I did was to strip off the JJs and use the weight savings on armour.
Having said that, I'm now considering putting them onto my Grasshopper, which I'm currently using at the front of my lance to spot, get pumelled and then conduct close combat.

As anyone who has ever had a mech deploy onto a plateau will tell you, Jump Jets are the best thing in the game. They always give maximum evasion; they let you get to - and from - inaccessible places and to take shortcuts; they let you perform DFA attacks; they make rear attacks much easier to perform; and they allow you to freely orient your mech, which is important for both attack and defence. Not every mech needs to have them - LRM boats can happily manage without - but once you start using them properly you won't want to stop.
 
As anyone who has ever had a mech deploy onto a plateau will tell you, Jump Jets are the best thing in the game. They always give maximum evasion; they let you get to - and from - inaccessible places and to take shortcuts; they let you perform DFA attacks; they make rear attacks much easier to perform; and they allow you to freely orient your mech, which is important for both attack and defence. Not every mech needs to have them - LRM boats can happily manage without - but once you start using them properly you won't want to stop.

I'd better go get testing then.
Right now, I have a couple of lighter heavies upfront to find, maybe sensor lock, and soak damage, potentially with bulwark. Behind them, I have an LRM unit and a sniper with an AC5, PPC and Gauss rifle.
Arming the front guys with JJs is probably a good plan.
 
The JJs very much worked, thanks for that. That's very much helped my front guys close distance, whilst having the optimum evasion.
I've also been playing around with a sniper build using the gauss cannon and a PPC++, having a pilot with called shot mastery, then using all morale on just this mech for precision strikes against the head. That results in an 18% chance to HS a target and with those weapons, unless the target is using bulwark, it's a single hit kill if you're lucky. Most certainly NOT reliable. However, in one single game it was effective enough to take down 2 Orions with HSs (no more for the rest of the evening).

Here's a question, does anyone have a link to a hit location table for DFA attacks?
I've seen comments that the locations attacked at the CT, LT, RT and Head. Others have mentioned the rear.
My typical way to play is to take down the easy kills first, as they can be done fastest, then work over the tough enemies.
I'd love to understand the viability of using a DFA attack against the big target, with a view to maximising salvage.
 
I'm in the process of downloading this, are there any recommended mods to add before settling in?

I looked at the mods available via Nexus. Having looked through them, decided not to bother.
Of the ones I saw:
- There were some that allowed you to jump to tutorials. Once you've played through the tutorial once, you can simply load from the first mission after the tutorial, so seemed a bit pointless
- There were some to make the game easier, e.g. reduce your running costs. Most of these felt like cheats, so I didn't bother
- The only real useful one I looked at was a more accurate "to hit" representation. Apparently the calculated hits are NOT quite what happens in game. The designers added a pyschological normaliser to the calculations.
In short, they believe that if people see a to hit % below 50%, they expect to to miss more than the actual value, and vice versa for values above 50%. So they built in a curve to the to hit rolls. As such, if your to hit is a calculated 25%, chances are that it's closer to 20%. At 75% to hit, you're probably looking closer to 80%.

In short, having researched it for a couple of hours, none seemed to really be worth the effort and potential to introduce instability in the game.


A question for the more knowledgeable of us, anyone seen a chart detailing structure values by mech?
I'm still looking at the value of fielding a "sniper" mech. Most weapons (particularly missiles) sandblast the enemy fairly randomly. Sure, you can work around that by moving to the side of a mech, but that's not always that safe. All mechs have a Head armour of 45. I'm still trying to understand how much structure mech heads have. I've read comments of 15, but I'm not sure how accurate that is. If it is, then clearly the weapons require to ensure a HS would be a gauss cannon, AC20, or PPC++/AC10++ with appropriate levels of damage bonuses.
 
I'd love to understand the viability of using a DFA attack against the big target, with a view to maximising salvage.

Not very good. DFA on a heavy generally puts you in point blank range next to a heavily armed mech you haven't taken down, and you have stability issues and damaged leg armour. It's a really good way to court an alpha strike, knockdown or legging. If you are going to do it, do it on LRM-boats or snipers that at least won't be able to fire back effectively.

You need a weapon dealing at least 61 damage to OHKO a mech with a headshot.
 
Thanks for clarifying on the level of damage required to HS a target.
Apparently DFA attacks a random location on a mech, depending upon where you land. The implications being that it has no better chance to HS a target than any other attack type.
 
I believe that 1.2 (beta) is now available. From a quick read around, you need to update the "Betas" tab in the Battletech properties to enable to update.
Clearly there's the usual question mark of whether you're happy conducting product testing...
 
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Expansion announcement at Gamescon: Flashpoint will be out in November, and will include three new Mechs (including one that wasn't used in MWO, so all new assets), melee weapons, and the titular flashpoints. These are procedurally generated mini campaigns which will not have downtime for repair and recovery.
 
Expansion announcement at Gamescon: Flashpoint will be out in November, and will include three new Mechs (including one that wasn't used in MWO, so all new assets), melee weapons, and the titular flashpoints. These are procedurally generated mini campaigns which will not have downtime for repair and recovery.

Just not to worry anyone they can have No down time but some will basically your be going from mission in to the next with the same mech and damage.

From Announcement

Flashpoints are high-stakes branching short stories, comprised of procedural mercenary missions linked together with new crew conversations, special events, critical choices, and valuable rewards. To ramp up the intensity, some Flashpoint stories will feature “Consecutive Deployments” in which players won’t be able to repair their ‘Mechs between missions.
FLASHPOINT Announcement Trailer

Key Features:

  • Flashpoints - Test your command skills in a series of action-packed short stories, completing extended contracts to earn big bonuses.
  • New Biome - Navigate a lush tropical beach environment, with sunny shores and just a pinch of alien flare, for good measure. Sunscreen optional.
  • New BattleMechs - Get your ‘Mech on with the armor-chopping power of the Hatchetman, the speed and versatility of the Crab, and the multi-range firepower of the Cyclops.
  • New Encounter - In “Target Acquisition”, you’ll put your light and medium ‘Mechs to good use by taking control of three territories on the map to prevail!


    I wish there was a bit more to it but we will see how much and what sort of content it releases with
 
Just not to worry anyone they can have No down time but some will basically your be going from mission in to the next with the same mech and damage.

From Announcement

Flashpoints are high-stakes branching short stories, comprised of procedural mercenary missions linked together with new crew conversations, special events, critical choices, and valuable rewards. To ramp up the intensity, some Flashpoint stories will feature “Consecutive Deployments” in which players won’t be able to repair their ‘Mechs between missions.
FLASHPOINT Announcement Trailer

Key Features:

  • Flashpoints - Test your command skills in a series of action-packed short stories, completing extended contracts to earn big bonuses.
  • New Biome - Navigate a lush tropical beach environment, with sunny shores and just a pinch of alien flare, for good measure. Sunscreen optional.
  • New BattleMechs - Get your ‘Mech on with the armor-chopping power of the Hatchetman, the speed and versatility of the Crab, and the multi-range firepower of the Cyclops.
  • New Encounter - In “Target Acquisition”, you’ll put your light and medium ‘Mechs to good use by taking control of three territories on the map to prevail!


    I wish there was a bit more to it but we will see how much and what sort of content it releases with

Whilst I do love BT, and really enjoyed playing through it, that DLC really doesn't look very big.
We were given a new game, 58 mechs, a story, game mechanics with the main game.

Looks like we're getting story style missions, 3 new mechs and 1 new map type. In comparison, FAR less content.
 
Whilst I do love BT, and really enjoyed playing through it, that DLC really doesn't look very big.
We were given a new game, 58 mechs, a story, game mechanics with the main game.

Looks like we're getting story style missions, 3 new mechs and 1 new map type. In comparison, FAR less content.

58 mechs including variants. We're likely to be getting at least two and probably three variants for each of the new chassis.
 
I'm in the process of downloading this, are there any recommended mods to add before settling in?

Try the following basically look at the top files and they are on the first page.

Don't try RogueTech until you've played the original as it may spoil your opinion of it as RT adds quite a few new "systems" plus it's very hard to start with.

TURBINE for faster loads
Firing Line Improvements
BT Sound Replacement (personal preference)
Real Hit Chance (I wanna see it as it is)
Pilot Health Popup
Crystal Clear for some more graphical control
Melee Mover (AI can do it so why not me)
Extended Information

Maybe also add explosive ammo (from heat build up) for a bit more tension.

Panic System - This is the controversial one as I think it's essential and hugely increases my enjoyment. Pressure a MW enough and they punch out. Implements stress levels and it works both ways. Also stops fights becoming a wreck fest when one side is out numbered or a single Mech is cornered.

There's also several equipment addons but honestly I would play through and then play RogueTech or you will be overwhelmed with the choices and new systems

Watch MoltenMetal on YT for tips.
 
Well as I said we will see also depends on the price.

If it's a typical Paradox DLC it'll be about £14 but get heavily discounted quite quickly. Their standard model is to release frequent smaller packs at what amounts to a subscription price to stay cutting edge, but not make it too expensive for new players to catch up.
 
I'm tempted to pick it up myself. I enjoyed the main campaign and did start a 2nd run through doing the missions as soon as they came up with the mechs i had but never quite finished it.
 
Been playing BT for 3 months :)

Sounds like a lot but I only get an hour or so every other night. Think I'm on 57 hours or so.

Haven't gone past Best Served Cold yet. Was waiting for some bigger mechs and getting my drivers up to 10 across the board.

Will probably progress the main campaign shortly.
 
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