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Seductivpancakes

user requested ban
Banned
Oct 25, 2017
7,790
Brooklyn
I kind of wish enemy mechs would eject if they're taking a ton of damage, but that would mean your pilots would also have be affected by the same mechanic.

I've had enough of troops running away like in X-Com.
 
OP
OP

Deleted member 2507

User requested account closure
Banned
Oct 25, 2017
3,188
Amusing. An enemy actually did a DFA on my JagerMech... but didn't even go through my armor. The next turn another of my 'Mechs kicked the Spider in the back, and then another alpha striked it to oblivion (didn't have any more important targets nearby).
 
OP
OP

Deleted member 2507

User requested account closure
Banned
Oct 25, 2017
3,188
How do you folks negotiate contracts?

I've been sticking to "max salvage" basically constantly.
Partially this is because having salvage rights has been canonically extremely important for 'Mercs, much more so than hard cash. The other part is that i figured that salvage is likely much more valuable. Up-rated weapons are a big deal (though so far i've only bought some), and extra 'Mechs can be sold for cash as needed, or used as needed, having much more flexibility.

I should do "reputation only" contract to get an achievement but i need to find an easy mission for that. Hell, currently reputation doesn't seem to be terribly useful anyway, probably a late game thing really.
 
Oct 27, 2017
3,888
London
Game runs kind of poorly and the AI seems underwhelming so far. Had a convoy of vehicles drive straight into my firing line. Haven't had much real mech combat yet so, is the AI going to be more of a challenge or is this going to be it? Reaching the end of my refund eligibility period so I might just wait a bit before buying for real.
 

Shake Appeal

Member
Oct 27, 2017
3,883
It's crazy to take three Trebuchet parts in salvage over three Jagermech parts, right? Only the Trebuchet fits better into my lance (moves faster, missile hardpoints), and it's just plain cooler.
 

Avitus

Member
Oct 25, 2017
12,925
How do you folks negotiate contracts?

I've been sticking to "max salvage" basically constantly.
Partially this is because having salvage rights has been canonically extremely important for 'Mercs, much more so than hard cash. The other part is that i figured that salvage is likely much more valuable. Up-rated weapons are a big deal (though so far i've only bought some), and extra 'Mechs can be sold for cash as needed, or used as needed, having much more flexibility.

I should do "reputation only" contract to get an achievement but i need to find an easy mission for that. Hell, currently reputation doesn't seem to be terribly useful anyway, probably a late game thing really.

A medium mech is still only worth like 350-400k from what I've seen, so I do the maximum cash payout you can get with at least 2 salvage. The 'salvage value' is a lie, seeing as how you can only really sell for 1/10th or so of that.
 

Hella

Member
Oct 27, 2017
23,409
Game runs kind of poorly and the AI seems underwhelming so far. Had a convoy of vehicles drive straight into my firing line. Haven't had much real mech combat yet so, is the AI going to be more of a challenge or is this going to be it? Reaching the end of my refund eligibility period so I might just wait a bit before buying for real.
All of the 'Mechs you fight early on have an armour penalty and are in general kinda garbo. I think it's supposed to get you used to the gameplay, and the whole "hit the weakspot" thing while giving you some leeway for mistakes.

Things get a lot more interesting once you start getting outgunned or straight-up outclassed. After the first, like, three priority missions (once you start accepting 1-star difficulty missions) you'll start to be tested a lot more, I think. Instead of taking out 'Mechs one on one, you'll find yourself facing a lot of approaching threats, and need to decide how to juggle them while still completing your objective with minimal losses.

The battles are only getting bigger though, so performance might become a larger bugbear for you if it's already struggling early on.
How do you folks negotiate contracts?

I've been sticking to "max salvage" basically constantly.
Partially this is because having salvage rights has been canonically extremely important for 'Mercs, much more so than hard cash. The other part is that i figured that salvage is likely much more valuable. Up-rated weapons are a big deal (though so far i've only bought some), and extra 'Mechs can be sold for cash as needed, or used as needed, having much more flexibility.

I should do "reputation only" contract to get an achievement but i need to find an easy mission for that. Hell, currently reputation doesn't seem to be terribly useful anyway, probably a late game thing really.
Reputation ties into what you pay at stores and what you're offered, so yeah it seems later-game. Darius even mentions that raising reputation is a potential long-term benefit. Haven't reached any rep thresholds yet myself, but I'll take a minor cbill or salvage loss here and there to boost it, all the same.

In terms of negotiation, I just weigh what I think I'll get. If it pays a lot of cbills up front, I'll push for more of those; but if it seems like a salvage-heavy (or valuable salvage) mission, I go heavier on salvage. Of course this has backfired and I've gone for 12 slots of salvage in a mission that ended with like 6, so yeah. And now that I think of it, I should go heavier on salvage overall just for free replacement/refit gear... Hrm.


The thing I'm having most difficulty managing is morale right now. It's only been going down which is worrying, long-term. And paying an extra 100k to boost it by one just doesn't seem economical in the long run. If a run ever goes bad, my wealth of cbills will evaporate too quickly.
 

kvetcha

Banned
Oct 27, 2017
7,835
A medium mech is still only worth like 350-400k from what I've seen, so I do the maximum cash payout you can get with at least 2 salvage. The 'salvage value' is a lie, seeing as how you can only really sell for 1/10th or so of that.

'Salvage value' is basically just 'here's what you'd have to pay in a store.'
 

wrongway

Member
Oct 27, 2017
939
New Nvidia drivers seem nice. I'm replaying the intro FOR SCIENCE! and it seems smoother the whole way around. Still got a big drop when certain buildings came down, but otherwise framerate seems more stable and I'm not getting those hard hangs.

Bonus -- Proper borderless windowed mode
 

Deleted member 2317

User-requested account closure
Banned
Oct 25, 2017
7,072
Man, this game is really fucking righteous! Uuuugh the mech combat and movement is so satisfying! They really did this so idea and concept so much justice. (Campaign impressions, haven't skirmished yet.)

I feel the new Nvidia drivers specifically for the game made it a lot smoother for me.
I feel blessed for downloading and installing them before playing.
 

golem

Member
Oct 25, 2017
2,878
Yeah pretty unrealistic that these merc and pirate companies are the most loyal mech pilots in the galaxy. Would like to see an enemy morale mechanic
 

Kvik

Banned
Oct 25, 2017
889
Downunder.
Are you guys reading pilots' backstories? Behemoth's is pretty grimdark.

Also, a question: is it worth it to recruit new pilot in the early game? 26 downtime days is a long time.
 

Steel

The Fallen
Oct 25, 2017
18,220
Game runs kind of poorly and the AI seems underwhelming so far. Had a convoy of vehicles drive straight into my firing line. Haven't had much real mech combat yet so, is the AI going to be more of a challenge or is this going to be it? Reaching the end of my refund eligibility period so I might just wait a bit before buying for real.

It gets A LOT harder. In fact I just hit the end of my current playthrough because I've had too many dead pilots and I've all but run out of ways to make ends meet cash-wise(Well, technically I've been kinda managing and probably could keep going, but I've learned so much from this playthrough that a fresh start seems like a good plan).

Are you guys reading pilots' backstories? Behemoth's is pretty grimdark.

Also, a question: is it worth it to recruit new pilot in the early game? 26 downtime days is a long time.

Early in the game is the best time to recruit new pilots because you can get a cheap one that's not too much lower level than your current ones easily.

Also, they may have tags that are useful for random crew event pop-ups.
 

Avitus

Member
Oct 25, 2017
12,925
Are you guys reading pilots' backstories? Behemoth's is pretty grimdark.

Also, a question: is it worth it to recruit new pilot in the early game? 26 downtime days is a long time.

As long as you manage your cash, you should have a spare pilot or two and rotate them in. You don't want to be far along with only 4 leveled up mechwarriors (even though there's a training mechanic later...)
 

Hella

Member
Oct 27, 2017
23,409
Yeah pretty unrealistic that these merc and pirate companies are the most loyal mech pilots in the galaxy. Would like to see an enemy morale mechanic
I had the same thought. But it'd probably just be annoying having an enemy 'Mech running away from combat or ejecting.

I'm sure there's some great in-canon explanation.
e.g.
You think they install escape pods? They aren't even upkeeping them right!

This here is a loyalty chip. If a 'Mech with one of 'em tries to leave the combat zone, it electrifies the cockpit and fries the pilot. It keeps pilots very loyal to the cause... Oh, and don't worry Commander, removing the loyalty chip is always the first thing we do when we get these scrap heaps.

Part of the expense is the safety refit, Commander. While us mercs look after ourselves, the lowlives running these 'Mechs see the 'Mech as more valuable than the pilot inside. No escape pod, no emergency evacs, and no support. I'm sure you've noticed how they never run--it's... well, not allowed.
 

texhnolyze

Member
Oct 25, 2017
23,195
Indonesia
In terms of negotiation, I just weigh what I think I'll get. If it pays a lot of cbills up front, I'll push for more of those; but if it seems like a salvage-heavy (or valuable salvage) mission, I go heavier on salvage. Of course this has backfired and I've gone for 12 slots of salvage in a mission that ended with like 6, so yeah. And now that I think of it, I should go heavier on salvage overall just for free replacement/refit gear... Hrm.

I've been thinking about this. Is there a clue to find out whether a mission is good for salvaging or not? So far, I always prioritize salvage in negotiations, but in some missions, the salvaged parts were underwhelming. Like no mech parts at all. Is it based on the mission or completely random?
 

Avitus

Member
Oct 25, 2017
12,925
I've been thinking about this. Is there a clue to find out whether a mission is good for salvaging or not? So far, I always prioritize salvage in negotiations, but in some missions, the salvaged parts were underwhelming. Like no mech parts at all. Is it based on the mission or completely random?

The available mech salvage is based on how you destroyed the enemy mech. If you leg them out or incap the pilot without shredding the rest, I believe all 3 pieces will drop in the same mission. Early on, you'll be against a lot of vehicles, but later on pretty much every mission has at least a lance of mechs if not more.
 

texhnolyze

Member
Oct 25, 2017
23,195
Indonesia
The available mech salvage is based on how you destroyed the enemy mech. If you leg them out or incap the pilot without shredding the rest, I believe all 3 pieces will drop in the same mission. Early on, you'll be against a lot of vehicles, but later on pretty much every mission has at least a lance of mechs if not more.
I see. So for maximum salvage, I should focus on the center torso from the beginning?

Got it, thanks.

No.
Head, then legs are the ideal targets. A 'Mech that dies from CT destruction leaves one salvage. A 'Mech that loses its head (or the pilot dies for some other reason) leaves three salvage. A 'Mech that loses both legs leaves two salvage.
Ah, I see.
 
OP
OP

Deleted member 2507

User requested account closure
Banned
Oct 25, 2017
3,188
Not sure but i figure supply convoy ambushes should offer you a large selection of salvage on paper. Of course it could be those aren't sparepart transports but food transports...

Ah, either way, i get way too many Jenners. Not a big fan of the 'Mech, or any light in the game for that matter, speed is poor substitute for armor and firepower.

I see. So for maximum salvage, I should focus on the center torso from the beginning?

Got it, thanks.
No.
Head, then legs are the ideal targets. A 'Mech that dies from CT destruction leaves one salvage. A 'Mech that loses its head (or the pilot dies for some other reason) leaves three salvage. A 'Mech that loses both legs leaves two salvage.
 

Kin5290

Member
Oct 26, 2017
3,390
I see. So for maximum salvage, I should focus on the center torso from the beginning?

Got it, thanks.
Killing the center torso gets you one piece IIRC. The only benefit to focusing on the CT is that you might leave the limbs and periphery, which may be carrying useful weapons, intact.

Of course, it is almost never worth taking weapons rather than mech parts as priority salvage. The mechs are worth so much more.
 

FroMonk

Member
Oct 25, 2017
475
The available mech salvage is based on how you destroyed the enemy mech. If you leg them out or incap the pilot without shredding the rest, I believe all 3 pieces will drop in the same mission. Early on, you'll be against a lot of vehicles, but later on pretty much every mission has at least a lance of mechs if not more.
Yep. There's a reason the OT subtitle is what it is. Killing the pilot while keeping most of the mech intact is rewarded generously when you get to the salvage screen.
 

Kin5290

Member
Oct 26, 2017
3,390
Is running light mechs the best way to avoid being destroyed by LRM spam?
What's shooting the LRMs? If it's turrets then that's a hard no. Nothing kills a squishy evasion tank faster than LRM turrets with sensor lock.

A light mech with sensor lock can act as a spotter for your own LRM platforms.

Otherwise just close into range and fuck them up.
 

Shake Appeal

Member
Oct 27, 2017
3,883
I see. So for maximum salvage, I should focus on the center torso from the beginning?
The optimal way is incapping the pilot while keeping the CT and at least one leg intact. That means either destroying the head (extremely unlikely) or racking up pilot wounds. Pilots get one wound each from: LT destruction, RT destruction, knockdowns, ammo explosions, and any hit to the head (even if it doesn't destroy the location). Usually, 3-4 of these will be enough to do the trick, at least in the early game where no one you're facing has Guts 7 (where they unlock a fifth health bar).
 

Hella

Member
Oct 27, 2017
23,409
Is running light mechs the best way to avoid being destroyed by LRM spam?
A mixture of evasion, cover, and bracing would work best. Gives you time to approach and damage should be minimal. Or you could just break line of sight, or destroy the spotting 'Mech. If you can sensor lock the target, that will open them up to return fire.

I think light 'Mechs would actually be the most vulnerable because their armour is weakest. Every hit would be that much closer to structure damage. They'd be able to close in very quickly, but if they're alone that will just focus all the close-range fire on them. I wouldn't advise it, personally.
 

Seductivpancakes

user requested ban
Banned
Oct 25, 2017
7,790
Brooklyn
What's shooting the LRMs? If it's turrets then that's a hard no. Nothing kills a squishy evasion tank faster than LRM turrets with sensor lock.

A light mech with sensor lock can act as a spotter for your own LRM platforms.

Otherwise just close into range and fuck them up.
A mixture of evasion, cover, and bracing would work best. Gives you time to approach and damage should be minimal. Or you could just break line of sight, or destroy the spotting 'Mech. If you can sensor lock the target, that will open them up to return fire.

I think light 'Mechs would actually be the most vulnerable because their armour is weakest. Every hit would be that much closer to structure damage. They'd be able to close in very quickly, but if they're alone that will just focus all the close-range fire on them. I wouldn't advise it, personally.
Yea I haven't been running with light mechs in a long time. Mostly mediums.

I was getting jacked up by LRM towrers, and vehicles as I was engaging mechs.
 

MistaTwo

SNK Gaming Division Studio 1
Verified
Oct 24, 2017
2,456
Without stuff like ECM, I feel like once you get further in the game with more mechs, lights will be phased out of lances outside of specific missions that may call for them.

Still too early in the game to really tell though.
 

Tim

Member
Oct 25, 2017
441
Qh0nhm8.jpg

Dat purp.
 

Hella

Member
Oct 27, 2017
23,409
Without stuff like ECM, I feel like once you get further in the game with more mechs, lights will be phased out of lances outside of specific missions that may call for them.

Still too early in the game to really tell though.
The Waypoint review (and I think some comments here) have confirmed this. And personally, early game I couldn't wait to switch out the Spider with something better.

The game kinda encourages it since lance tonnage = difficulty rating. They know you want that Assault 'Mech.
 

texhnolyze

Member
Oct 25, 2017
23,195
Indonesia
Killing the center torso gets you one piece IIRC. The only benefit to focusing on the CT is that you might leave the limbs and periphery, which may be carrying useful weapons, intact.

Of course, it is almost never worth taking weapons rather than mech parts as priority salvage. The mechs are worth so much more.

The optimal way is incapping the pilot while keeping the CT and at least one leg intact. That means either destroying the head (extremely unlikely) or racking up pilot wounds. Pilots get one wound each from: LT destruction, RT destruction, knockdowns, ammo explosions, and any hit to the head (even if it doesn't destroy the location). Usually, 3-4 of these will be enough to do the trick, at least in the early game where no one you're facing has Guts 7 (where they unlock a fifth health bar).
Thanks for the tips. I'll keep them in mind.

Without stuff like ECM, I feel like once you get further in the game with more mechs, lights will be phased out of lances outside of specific missions that may call for them.

Still too early in the game to really tell though.
Yeah, this seems to be the case. I've just got my 4th medium mech and I'm replacing my Spider with it instantly. In most cases where the main objective is killing the enemies, heavier mechs are always more useful. My Spider could barely do anything in combat so far, it's even hard to deal with turrets and/or vehicles with it. I've read that there will be escort missions and I believe that's where the light mechs will be useful.
 

Kin5290

Member
Oct 26, 2017
3,390
Thanks for the tips. I'll keep them in mind.


Yeah, this seems to be the case. I've just got my 4th medium mech and I'm replacing my Spider with it instantly. In most cases where the main objective is killing the enemies, heavier mechs are always more useful. My Spider could barely do anything in combat so far, it's even hard to deal with turrets and/or vehicles with it. I've read that there will be escort missions and I believe that's where the light mechs will be useful.
I mean, as far as light mechs go the only thing more useless than the Spider is the Locust-1V. Even the Locust-1M is more useful, since you can sensor lock spot or rain down LRMs from a safe distance while your mediums brawl. And if you want a mech that fits the same tactical role as a Spider but is actually good then that's the Jenner.
 

texhnolyze

Member
Oct 25, 2017
23,195
Indonesia
I mean, as far as light mechs go the only thing more useless than the Spider is the Locust-1V. Even the Locust-1M is more useful, since you can sensor lock spot or rain down LRMs from a safe distance while your mediums brawl. And if you want a mech that fits the same tactical role as a Spider but is actually good then that's the Jenner.
Ah, that reminds me. I've just assembled a Jenner earlier. Yeah, looks like it has more room for weaponry compared to other light mechs.
 
OP
OP

Deleted member 2507

User requested account closure
Banned
Oct 25, 2017
3,188
The Jenner is by default a bit mixed bag. It doesn't possess full jump capability nor armor, instead opting for so much firepower it can't really make use of it all due to overheating.
Evidently, the idea is to use it for hit and run attacks. But unless you can reserve a Light 'Mech down to final Phase, pulling this off is difficult, and reserving has its own drawbacks...

I am currently in the process of refitting a couple to JR7-F-like configuration, that is an older, rarer Jenner variant (in the canon) that doesn't have SRM launcher but more armor instead.
speed is not substitute for armor. So, maybe extra armor combined with speed makes them somewhat usable. I doubt it though...
 

Landford

Attempted to circumvent ban with alt account
Banned
Oct 25, 2017
4,678
Something amazing happend while I was doing a low level pirate mission. On the first shot, Behemot hit the enemy mech in the head with a L Laser. It tore the head clean off, dealing fatal pilot damage. The mech just tilted backwards and fell off.
 

Avitus

Member
Oct 25, 2017
12,925
Something amazing happend while I was doing a low level pirate mission. On the first shot, Behemot hit the enemy mech in the head with a L Laser. It tore the head clean off, dealing fatal pilot damage. The mech just tilted backwards and fell off.

Trolly crits can go both ways. You can do a precision strike with a heavy alpha/PPC and kill most light mechs instantly if you aim for the CT. Good for cleaning up the trash when some missions get crazy.
 

golem

Member
Oct 25, 2017
2,878
I had the same thought. But it'd probably just be annoying having an enemy 'Mech running away from combat or ejecting.
I guess the salvage game would be too easy if everyone was ejecting all over the place. Would be nice to turn pilots to your side or ransom nobles though.
 

Zealuu

Member
Feb 13, 2018
1,189
This is ... kind of a bug? Not really a bug.

Basically, wherever you take structural damage, it strips off the remainder of the armor in the after-action report (and it then automatically refills in the mechlab). I think it's to highlight to the player where there is damage to be fixed, but it makes it look like all your armor got blown off and you just barely limped through. Now, that can happen too, of course, but the after-action report can be misleading, basically.

Anyway, I have a Firestarter now.

Not quite sure I understand what you mean. The armor bar (almost empty) and the displayed mech paperdoll with most of its armor missing in the AAR seem congruent with one another - most of the armor was stripped off in battle, but very little structural damage was sustained. It looks much worse when you actually take structural damage.
 

Banderdash

Chicken Chaser
Member
Nov 16, 2017
2,469
Australia
Can i add points to a skill, without buying the special ability?
I'd like to keep increasing gunnery and piloting on all my pilots... even if i don't want them to have those specialisations.
 

Hella

Member
Oct 27, 2017
23,409
Can i add points to a skill, without buying the special ability?
I'd like to keep increasing gunnery and piloting on all my pilots... even if i don't want them to have those specialisations.
Once you get your first two specialisations, the unselected ones vanish from the skill tree. So you're good.
 

Zealuu

Member
Feb 13, 2018
1,189
Thoughts on this Centurion build? It's designed mainly to shoot things at distance with reasonable heat efficiency, but with some short-range weaponry just in case. It's big enough that maybe I should kit it out as a close-range brawler, but I'm not sure.

BlYmmcR.jpg
 

Steel

The Fallen
Oct 25, 2017
18,220
Can i add points to a skill, without buying the special ability?
I'd like to keep increasing gunnery and piloting on all my pilots... even if i don't want them to have those specialisations.
Get two other specs before you put those points in and the abilities will disappear from the other tree. Basically you get 2 level 1 abilities and then you can get one level two.
 

Joeku

Member
Oct 26, 2017
23,478
Oh my lord. I just got to the metagame. It's XCOM. Sweet Jesus, it's XCOM. Someone help me before I fall into the BattleTech pit.
 

Banderdash

Chicken Chaser
Member
Nov 16, 2017
2,469
Australia
Get two other specs before you put those points in and the abilities will disappear from the other tree. Basically you get 2 level 1 abilities and then you can get one level two.
Once you get your first two specialisations, the unselected ones vanish from the skill tree. So you're good.

So i have to specialise first... then i can max out my gunnery & piloting afterwards.

Got it. Not exactly how i wanted it to work, but it'll do.
 

Avitus

Member
Oct 25, 2017
12,925
Thoughts on this Centurion build? It's designed mainly to shoot things at distance with reasonable heat efficiency, but with some short-range weaponry just in case. It's big enough that maybe I should kit it out as a close-range brawler, but I'm not sure.

Centurion is a bit slower than other mediums, even with a good pilot. But if you max the armor, it can take a beating and be your tank. I run AC5, 2 ML, 2 SRM6s.

I also put ammo in the legs but I'm not sure if that matters in this particular game.
 

langgi

Member
Oct 27, 2017
335
Southeast Asia
Finished 5 optional contracts and now my financial report just projected bankruptcy. This is too close to real life :(
Not sure I ought to be this suck early in the game but yeah I'm starting to get the hang of C-Bill management now. Wasn't aware of the HUGE additional cost from experimenting with loadouts previously. I changed weapons, equipments & armor for every single mission just to see how it is, but I guess they're costly in the long run.

Also, base defense mission is pure torture.
 

bobnowhere

Member
Oct 26, 2017
2,528
Elsewhere for 8 minutes
Been holding off on using DFA as I thought I read that it damages you mech but I just one shot a Commando with my Shadowhawk with a DFA. Maybe as I was using a medium on a light, you'd probably do some damage if you tried it on medium /heavy or above.

I also finally have enough time set aside to fix up my Blackjack, been sitting armless in a bay looking sad for months.

Finally how do you upgrade mechbay bays and medbay (Points etc...)? Can't find the option. Now I was watching the ACG review and it did show that you
eventually move to the Argo. So do I need to wait till then for the extra space to open up?