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BattleTech


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11 replies to this topic

#1
ShadySands

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Do any of you guys use any mods? I'm thinking of starting another run since I can't wait for DLC


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#2
Chilloutman

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I don't as I still didn't finished main campaign. I think I am before last mission but i still don't have full lance of assaults and I found only 1 lostech from story mission, can someone confirm there is no more lostech... tech?



#3
213374U

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Do any of you guys use any mods? I'm thinking of starting another run since I can't wait for DLC

 

Here's what I'm running:

 

Add Year to Timeline — self-explanatory

Adjusted Mech Assembly — salvaged mechs are assembled with random parts damaged

Basic Panic System — pilots, both yours and the AI's, can panic when missions go pear shaped, get penalties for it, and can ultimately eject

Better AI — hurr, me no move, me fire (no longer)

Better Juggernaut — brace after punching, the "fire all weapons after punching" variant is cheat-tier IMO, but I won't judge

Commander Portrait Loader — allows you to use custom portraits for your commander and a voice set different from the default onboard AI

Drop Cost per Mech — simulate fuel costs for your DropShip, configurable to be either per ton or fraction of chassis cost (I go raw tons)

Exclusive Filters — QoL UI stuff

Ain't Got Time to Bleed — pilots can drop even when injured, best used in combination with

Injuries Hurt — MechWarriors receive penalties per injury

Jack's Star League Era Markets — adds a chance to find LosTech in relevant planets, it's highway robbery though

Jack's View Distance Increase — view/sensor distances are now based on mech chassis and Tactics skill

Monthly Morale Reset — to justify investing on recreation upgrades and make exploiting morale abilities a bit harder

Unlock Full Map After Obtaining the Argo — self-explanatory, the vanilla travel restriction is dumb

Permanent Evasion — shooting at a target no longer removes evasion pips; optionally configurable to work for Ace Pilots only and/or mech category

Removed Story Difficulty Boosts, Planet Difficulty Variety and Contract Tweaks — the difficulty of contracts offered depends on where you are, not at what point in the campaign

Repair Tonnage — repair costs and times are dependent on tonnage; for example repairing a fully destroyed Atlas takes 60+ days and costs about 3 mil, max upgraded mechbay

Real Hit Chance — don't ****ing tell me I have a 45% shot at getting the HB10's number if it's actually a 33%. My ego can only take so much punishment

Less Head Injuries — random MG rounds chipping your windshield no longer cause a concussion, doesn't affect the chances of AC/20 "BOOM! headshot" ruining your day

 

Most, if not all of those are configurable to hit your personal sweet spot. They also all require BTML/ModTek. Those are trivial to install, though.

 

edit: I also changed a handful of lines in CombatGameConstants to have each evasion pip increase hit difficulty by 10% instead of 5%. Speed is life and so on and so forth.

 


Edited by 213374U, 24 June 2018 - 04:53 AM.

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#4
213374U

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I don't as I still didn't finished main campaign. I think I am before last mission but i still don't have full lance of assaults and I found only 1 lostech from story mission, can someone confirm there is no more lostech... tech?

 

There isn't.



#5
Chilloutman

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I don't as I still didn't finished main campaign. I think I am before last mission but i still don't have full lance of assaults and I found only 1 lostech from story mission, can someone confirm there is no more lostech... tech?

 

There isn't.

 

 

oh crap :/ I guess its time to finish it then



#6
Lexx

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Well, there is some more lostech after finishing the campaign.



#7
ShadySands

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Does anyone use RogueTech mod? 



#8
Leferd

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I'm curious about RogueTech as well. 

 

I hope for future expansions, Harebrained will work on eliminating the need of assault mechs. I really hated having to drop with a lance consisting of Highlanders, Atlases, and King Crabs against similar assault mechs.

 

By far, I had the most fun playing with medium mechs. 


Edited by Leferd, 30 October 2018 - 09:36 PM.


#9
Lexx

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I'm a bit annoyed how there is no news about the upcoming(?) DLC except for some screenshots from months ago. Based on what they released so far it didn't seems to be that big in scope, so what's taking so long? Don't want to start up the game again before the new content hits release.



#10
Oner

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I'm a bit annoyed how there is no news about the upcoming(?) DLC except for some screenshots from months ago. Based on what they released so far it didn't seems to be that big in scope, so what's taking so long? Don't want to start up the game again before the new content hits release.

I don't know where you've been looking, we know the contents and they made at least one preview video about it.

 

 


Edited by Oner, 31 October 2018 - 05:22 AM.


#11
Lexx

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Ok, haven't seen that yet. Last time I checked, there was nothing to be found about it, except the original announcement and a couple screenshots. I'm also blaming you people for not posting it in here. :>


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#12
213374U

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Does anyone use RogueTech mod? 

 

I kept checking the thread on r/battletechmods a few months ago. They went for ultra-hardcore gameplay and were happy to break lore if they thought gameplay may benefit. Not my cup of tea. They did add a ton of stuff, but from what I understand, beyond the pure roguelike core element, most of it is third party mods, which are available standalone. I'm not sure if they have the ability to add new mission structures, but considering that one of Flashpoint's selling points is a new mission type (not just biome), I'm leaning towards no.

 

As for DLC, there's Flashpoint (which is underwhelming in scope to me), and there's also the second "Urban Warfare" expansion planned, and an unannounced third pack.

 

 

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I don't know, I'm not very happy with how they are going about this. It's not just the lame Season Pass thing, it's that they still haven't added all the stuff from the Kickstarter.


Edited by 213374U, 31 October 2018 - 06:07 AM.

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