Just found out an AI behavior from Reddit that really changes the game if true. Apparently, all AI mech weapon groups need to be set longest range to group 1 and go shorter each group.
That's... interesting. So I'd have to set up 'Mechs specifically for the AI if that's true.Just found out an AI behavior from Reddit that really changes the game if true. Apparently, all AI mech weapon groups need to be set longest range to group 1 and go shorter each group.
That's... interesting. So I'd have to set up 'Mechs specifically for the AI if that's true.
As for Rise of Rasalhague, I completed Predlitz with no losses, got the reward 'Mech, and bought a STK-3F from the 'Mech Market. I thought about upgrading weapons during the trip to Ginzburg, but decided against it due to refit cost in the millions. I'll take care of that after this campaign, when I'm not concerned about being able to buy new 'Mechs as needed (assuming I can buy from Ginzburg, I haven't checked).
I'm having fun with it! I think that the "Stop the Dropship" mission (whatever that was called) was the toughest fight so far, but mostly because of the lance dropped right on top of us.
It's weird that the weapon groups need to be set that way. Do we know how that changes what the AI does? Does chain fire change anything for them besides only firing one at a time?You can simply configure all mechs in that fashion and use them accordingly or reconfigure the ones you use at mission start. You can rebind the controls at any point in mission in the system menu.
-edit: RoR also lets you switch mechs in mission with the Y button.
I'll be checking what I can buy there, but I'm hoping I have enough heavy metal at this point.Gunzburg is actually industrial so you can buy, but RNG availability can leave you screwed if it decides not to leave you a bunch of good mechs.
I didn't get a chance to scramble because by time I turned around, the 'Mechs were dropping. That said, I agree it was a lot of fun; I liked the map layout and there was lots of cover for friendlies and enemies. Once the final lance dropped, it became a straight up firefight, at a range where that AC/20 is a paste-maker. When we finished off that lance, I discovered there was still an Assassin and a Locust atop the ridge by the immobile DropShip. It was funny lumbering four Heavies/Assaults over to finish off a Light and a Medium.That particular mission was a lot of fun. I scrambled my lance away from the pad as soon as Reyna said another ship was inbound. I remember running into most of my difficulty in Gunzburg but that was probably just my ignorance about the mission in particular.
The earlier planets didn't snag me, but the difficulty was higher given the repair timelines and having to fill out ranks with "less than ideal" heavies and assaults.
It's weird that the weapon groups need to be set that way. Do we know how that changes what the AI does? Does chain fire change anything for them besides only firing one at a time?
I have never used Chemical Lasers. This prioritization is based on having 4 buttons available on my mouse for firing, and having to hit 5 and 6 on the keyboard for those groups. My big reason for the order is that I hardly use small lasers, LRMs have their minimum range, and I occasionally accidentally click and fire group 1 or 2, and don't want to waste ammunition.
For every group with more than one weapon (except machine guns), I set them to chain fire.
I'll be checking what I can buy there, but I'm hoping I have enough heavy metal at this point.
I didn't get a chance to scramble because by time I turned around, the 'Mechs were dropping. That said, I agree it was a lot of fun; I liked the map layout and there was lots of cover for friendlies and enemies. Once the final lance dropped, it became a straight up firefight, at a range where that AC/20 is a paste-maker. When we finished off that lance, I discovered there was still an Assassin and a Locust atop the ridge by the immobile DropShip. It was funny lumbering four Heavies/Assaults over to finish off a Light and a Medium.
Yeah, but the problems become obvious when you put in more units.
RogueTek lets you have up to I think 18, 24 units under your control for some drops (with the setting that you control convoys, maybe more.)
Single drops can be an hour or more to complete with that, at times.
MegaMek also slows to a fucking crawl if you are doing anything more than 8 on 8.
Thanks for the info on that! I do have TTRulez_AIMod2, which allows for assigning roles to 'Mechs. That should mitigate that issue as well. But it's good to know, if I do go back to running vanilla.According to the reddit posts I saw, the AI basically checks each weapon group in sequence for "in range" followed by "enough heat capacity when choosing to fire. If you take a stock AS7-D and put the 1-4 groups as AC/20, SRM, ML, LRM, the Atlas would rush headlong into every fight and never bother softening a target with LRMs.
I think I have only moved melee from five to six once, and that might have been for a very custom Atlas or something. I actually like high-tier Heavy Rifles. Not because they're good, but at one point I lost the Gauss Rifles on the RFL-DNA. I outfitted it with two T4/T5 Heavy Rifles, craptons of ammo, and two MLs, and had fun with it.The only "alt weapon" I enjoy so far is the BF ACs. I also have only four mouse buttons available so I tend to avoid fisticuff five and I don't have much point to group six.
I forgot about Flamers, that's how often I use them... And I actually rarely end up with 'Mechs that utilize AC/2 or LB 10-X either.My groupings have tended as follows: ML/MPL always fire together, multi LL chain fire, multi PPC may be one per group or chain fire, LRMs fire together, SRMs fire together, MG/SL/SPL fire together, Flamers fire together, and multi AC2 (MAL-MX90)/UAC-5 (KGC-CAR)/LB10X (AN-1-X) are two paired groups, each in chain fire.
Thanks for the info on that! I do have TTRulez_AIMod2, which allows for assigning roles to 'Mechs. That should mitigate that issue as well. But it's good to know, if I do go back to running vanilla.
I think I have only moved melee from five to six once, and that might have been for a very custom Atlas or something. I actually like high-tier Heavy Rifles. Not because they're good, but at one point I lost the Gauss Rifles on the RFL-DNA. I outfitted it with two T4/T5 Heavy Rifles, craptons of ammo, and two MLs, and had fun with it.
I forgot about Flamers, that's how often I use them... And I actually rarely end up with 'Mechs that utilize AC/2 or LB 10-X either.
I do buy high-tier Short Burst Small and Medium Lasers, and I'll throw those on a 1E Locust, or on the Pirates' Bane Hero Locust. I'll take either of those out for when I want to solo a Demolition or Raid drop. I don't typically use them anywhere else.
Yes, AI prioritizes DPS and range. And by that, they prefer the target that is in their most optimal range bracket.
Kind of "meta" to have all your mechs with the same fit, as they'll all be in the same range and DPS, more or less.
Using all of the above, Max tonnage makes all missions max 400 tons, makes things easier, especially with miserly which cuts costs, but hey, more fun; less grinding! I'll likely try career without it, thinking for DLC also will disable it.. Didn't want to mod too much until I've experienced the original game (maybe for a re-visit / career mode). But yeah, overall, it's a blast!(gameVersion 1.1.338)
MaxTonnage
RemoveJumpShipAnimation
Miserly
Lore_Armor_Repair
dhsbasecoolingratefixv2
UWD_21x9_UI_Fix-1.3
Brighter_Laser
TTRulez_LanceMateOrderz
TTRulez_AIMod2
x - IncrWZRewards (crashes game with DLC missions; normally fix salvage for lore head/leg kills)
Finally installed the AI mod after getting a bit fed up with the AI... Almost always felt like you were always the tip of the spear and your lance-mates just hung back and let you get blown up... ("Let's GO!!! ... Where the hell are you guys?!")
Few gameplay questions;
1) Why do SSRM (short range guided missiles) seem so rare?!And no rail gun!!?Still remember in MW2 Mercs, lance of Daikis and others spreading Rail gun death! None in this game though? I'm seeing Gauss in a spreadsheet though, ha!! "Gauss, and lostech in general, is incredibly rare until around 3030 I believe. After that they will start appearing more often, but are still rather uncommon without mods."
3) Found 2 hero mechs (Kintaro & Javelin), are the different mech variants somehow logically balanced? Seems like some variants are underweight for the available slots, while maybe Hero or somehow allow more tonnage than others? Are the Hero mechs 'good' vs others or are better variants of normal mechs just better?
4) Does AC, AC-burst, laser, PPC, etc., damage vary with range? If I recall, in previous titles, lasers could damage over their max limit; but large damage reduction. Is AC more damaging close range?
5) Is PPC 'point' weapon and damages the part that's hit by its 'tip' or does it get spread out like normal lasers? Any tips about them? On a Marauder, 2xPPC, not entirely sure yet if it's better to always fire both at the same time, or always as a pair.. 2 buttons = more flexibility, but so many weapons/buttons!
Damn this indeed is baking my noodle... So only issue if you swap mech mid-mission? (also have a few extra buttons on mouse, but besides left and right click, the side button tends to break my aim as I have to let go mouse with thumb button to click.. So tend not to use..)What will really bake your noodle is that AI mechs must take fire group setups into consideration and that's a concern if you swap mech control mid-mission. The recommendation for AI mechs is 1 weapon category per-fire group (if you put a PPC in 1 and the other in 2, the AI will treat it like chain-fire), then sort non-LRMs longest range-to-shortest (priority of fire), then LRMs, then melee if it remains (but really try to keep AI mechs out of melee). If you put LRMs on priority 1, then the AI mech will constantly try to move away from the enemy to try firing the LRMs again.
Ah ok so they'd fire, just that their maneuvers would try to put them in LRM range, which is what you'd want with a missile boat, so basically, if I used by above typical config, they'd 'break' as missile boats and try to get in M.Laser range because '1' is medium laser?! Damn.. Really hope this would be fixed with the above roles! (Or not issue without switching mechs.. Which I rarely do, just to setup firing groups if I forgot for new mechs, and repair bays for rare missions that have them)If you put LRMs on priority 1, then the AI mech will constantly try to move away from the enemy to try firing the LRMs again.
Welcome, MechWarrior!Picked this up in the weekend and have put plenty hours on it! Good info in this thread!
I like Yet Another MechLab (YAML), if you're up for dealing with even more variants and options. The hardpoint size requirements are replaced with maximums of each weapon type for each location. So instead of having, for example, one large energy and two medium ballistic hardpoints in the right torso, you would have one energy and two ballistic, and they can be any size. I'm pretty sure that's how I was able to make my Marauder II a 5 ERPPC death machine.Modded a bit;
I have not tried the realistic weapon velocities mod, but it definitely takes some practice to get used to how each weapon responds. My primary weapons are lasers, PPCs, and SRMs. I've gotten pretty good at leading with both PPCs and SRMs against 'Mechs and VTOLs.2) anyone tried the more realistic weapon velocities mod? PPC and others do feel like exceptionally slow, but ... I'm afraid it would severely skew game balance.. Maybe I'll try it in career mode later, when done with campaign... (with Battle FX; if version compatible). I'm having a bit of aiming issues with PPC, hard to lead properly given range, and not always entirely clear if/where it hit given other weapon fire and explosions everywhere..
I've never looked this up. I personally say, use what is fun for you. Sure, some 'Mechs might underarmored, undergunned, or underengined, but why not run a four Urbie lance?[edit8] 6) Anyone has a good (complete) Mech tier list? With Variants if possible? Found some but not up to date with 2 expansions, plus no variants... And seems to me like variants make a huge difference!
I switch regularly. For me, it depends on where my weapons are, and if I need the weapons in my arms to align with the torso. Against a 'Mech that's strafing, leading with arm-mounted SRMs while firing torso lasers (or vice versa) works well. If they turn and come straight at me, I'll arm lock so I can be as accurate as possible with all my weapons. Or maybe I have torso weapons only and arm lock doesn't matter until they get close for melee.[edit9] 7) Are you guys using arm lock and why? I had it off, but turned it on, since during close quarters seemed to prevent looking where you can't shoot and wasting shots, but... With slow mechs that turn slow, bit of a pain, not sure which is better.. Can you get used to using both and switching?
Woa thanks! Yeah fixed AI also rotates torsos for defense apparently, skill which I have yet to learn! Heh, but cool the concept of protecting weapons, spreading damage, etc., with torso rotation!
Added 2 bonus questions to previous post!
6) Anyone has a good (complete) Mech tier list? With Variants if possible? Found some but not up to date with 2 expansions, plus no variants... And seems to me like variants make a huge difference!
7) Are you guys using arm lock and why? I had it off, but turned it on, since during close quarters seemed to prevent looking where you can't shoot and wasting shots, but... With slow mechs that turn slow, bit of a pain, not sure which is better.. Can you get used to using both and switching?
Damn this indeed is baking my noodle... So only issue if you swap mech mid-mission? (also have a few extra buttons on mouse, but besides left and right click, the side button tends to break my aim as I have to let go mouse with thumb button to click.. So tend not to use..)
My typical setup:
1 = main med damage weapon (ex; M.Laser)
2 = small spam weapon (ex; AC/2/5, SRM/2, S.Laser, MachineGun, etc.)
3 = Single hard hitter (PPC, AC10, Heavy Rifle, SRM/6, LRM/15, etc.) or chainfire for huge mechs (ex; 2xPPC)
4 = typically fist if nothing left, or #3 without chain fire
5 = alpha strike / nothing
(4/5/6 tend not to be used, but grouped for AI ex; 4x M.Laser if I split to 2 groups of ML on #1 & #2..)
But I was just setting something so AC/2 is in many groups as to make it always fire;
1 = 2x M.Laser + AC/2
2 = 2x M.Laser + AC/2
3 = LRM10/15/20
4 = PPC
So this would be no good? Shucks.. Think maybe this is fixed with the AI mod roles?
Ah ok so they'd fire, just that their maneuvers would try to put them in LRM range, which is what you'd want with a missile boat, so basically, if I used by above typical config, they'd 'break' as missile boats and try to get in M.Laser range because '1' is medium laser?! Damn.. Really hope this would be fixed with the above roles! (Or not issue without switching mechs.. Which I rarely do, just to setup firing groups if I forgot for new mechs, and repair bays for rare missions that have them)
Yes!! I remember sniping off limbs with Gauss and stuff in MW2M! LOL Very satisfying!Despite its relatively lackluster performance, I really like to use the RFL-DNA. Dual Gauss is just fun for me, but if I only have low tier Gauss Rifles, I'll replace them with Tier 4/5 Heavy Rifles. If you've used the Rifles before, you might have noticed that they move slowly, and they have a decent arc to them. I got pretty good at sniping with the Heavy Rifles, whether it was at the leg of a Light 'Mech, or the wing of an Igor. I probably couldn't now, though, since it has been a bit.
Interesting that they chose the Draconis Combine as the employer, considering their stance on mercenaries by 3028. Of course, missions for leaving their employ may be in the cards...Another DLC! I was kind of surprised we got the last one, so this is positive.
Interesting that they chose the Draconis Combine as the employer, considering their stance on mercenaries by 3028. Of course, missions for leaving their employ may be in the cards...
Set settings for 7-year-old!MW5 gets Parental Settings, I see.
They’re doing a Kurita DLC before ClansSome new info out about the latest DLC, showing off the Otomo variants, and that there will be "an enhanced Difficulty Settings section" where you can select Easy, Normal, Hard, or Custom. Options for Custom include:
Seems like they've been taking a page from some of the mods that make similar changes. Hopefully if they do one more DLC before the release of MW5: Clans, they'll add even more mod niceties.Custom Difficulty Options:
- Unlimited Ammo: "Shooting no longer consumes ammo. At least one ammo still required to shoot."
- Extra Heat Dissipation: "Dramatically increases cooling for player and lancemate 'Mechs."
- Enemy Accuracy: "Multiplier for enemy Accuracy. Stacks with co-op and skill bonuses. Values less than one reduce enemy accuracy."
- Enemy Lethality: "Adjusts the frequency of enemies targeting weaker components. Values less than one reduce the chance."
- Enemy Artillery Fire Rate: "Adjusts how frequently enemy artillery fires on the player. Higher values result in more frequent volleys."
- Repair Time: "Multiplier for number of days required for repairs. Setting to zero makes repairs instant."
- Repair Cost: "Multiplier for the C-bill cost of repairs. Values less than one reduce the cost."'
- 'Mech Upkeep: "Multiplier for quarterly 'Mech upkeep costs. Values less than one reduce the cost."
- Storage Cost: "Multiplier for quarterly storage cost of additional 'Mechbays. Values less than one reduce the cost."
- Over Tonnage Salvage Penalty: "Multiplier for the salvage penalty for exceeding a mission's max tonnage. Setting to zero removes the penalty."
- Over Tonnage C-Bill Penalty: "Multiplier for the C-bill penalty for exceeding a mission's max tonnage. Setting to zero removes the penalty."
Am I looking forward to my mods breaking again? No. Especially because fewer mods get updated each time. Alas, I don't have time to make mods myself, so I stomp with what is available.
Right, The Dragon's Gambit.They’re doing a Kurita DLC before Clans