Battletech by Harebrained Schemes (Shadowrun Returns)

Finally decided to bite on the season pass with the E3 discount at GMG.

So does anyone have a “best mods” list they’d like to offer which works with all the DLC? If it helps, I’m single-player only, not looking for a hardcore-Dark-Souls-in-a-mech experience, and … haven’t finished the campaign (despite well over 100 hours spent in-game; I’ll probably restart now that I have the DLC unless people think that’s a waste of time).

I haven’t played around much with mods. I tried consolidated company commander the other day, but it was kicking my butt pretty badly. I’ve also been interested in checking out roguetech.

I’m not a huge fan of 3050 technology, so I’ve stuck with 3025 Extended (https://www.nexusmods.com/battletech/mods/387?tab=description). It’s a bit of a slog to install due to the size of the assets and the limited download speeds, but it’s a great mod that works well and adds a lot more 3025’ness to the game.

If it doesn’t have my trustee LB 10X AC with cluster ammunition, then what’s the point?

I would love to play 3025 Extended with the map that they have in roguetech which adds a ton of systems.

I tried the extended mod but then they patched it and I haven’t been motivated to go through the install again.

I just picked up the Mercenary edition on the Paradox sale ($30 for base game + Season Pass) yesterday. Seems like a crazy good deal to me.

Gosh, this game is fun.

I played the first mission in the campaign last night and lost. A friend came over tonight who has played the game a lot and he tutored as I went through the first mission again. This time things went much better. I’m now about four missions into the campaign and really enjoying things. It was tough to stop playing.

That first mission in the campaign was definitely a rough one. Enjoy the game, it is a fun one.

I’m finally starting to play this and an in the first campaign mission - coronation day. I don’t know if I’m just missing something in the UI but is there anything to give you an idea to probable damage? So far the tutorial stuff didn’t tell me what a lot of the options are - targeting parts manually, doing scanning, etc… Do they explain that stuff later and for now I’m just expected to move and attack?

That is a good deal, thanks! I will definitely bite.

[ed]

Aaaaaaaaaand I bit!

The game somewhat relies upon base understanding of the tabletop game (how facing matters, the value and danger of “death from above” attacks, etc.). The damage itself is flat based on weapon type and then modified by coverage/special abilities. It doesn’t give you a pop-up for how much to expect overall, however. The total becomes less important than in most other games, as damage location is king and some shots will miss while others hit.

I’ve never played the tabletop game. Some concepts are pretty universal, like attacking from behind or higher elevation is good. I wish they could have been bothered to cover all of the concepts though. I’m pretty anal about wanting to make informed decisions.

Is picking specific attack target locations something that I’m expected to do most of the time or is it situational?

Is there a decent short guide on this stuff? I never played BT tabletop.

Good question. Focus-firing on spots is always beneficial, but you can burn up your points pretty quickly if you use the special abilities to do so. With that in mind, positioning your mechs to attack from the sides or the rears to limit the potential spots you’ll connect with can be an efficient way of pulling this off. An attack from the left, for instance, will hit the head, left arm, left torso, or left leg. So if you’ve already weakened one of those with opening salvos, run around to that side to take better advantage. Of note, you also want to shield your own wounds via such positioning.

  • Knock off a leg? The enemy mech falls over, losing an initiative stage for their next turn and causing an injury to the pilot (they can only take so much). Mechs which fall down can then have their parts specifically targeted at no penalty/use of special abilities. If you take out the second leg, the mech is disabled. If the mech is still going, its movement speed is greatly impeded with a wrecked leg.
  • Knock off an arm? Most mechs have weapons mounted on arms, so this takes those weapons out of the fight (mild warning note: if you destroy a weapon, it becomes unavailable for salvage). Subsequent hits from that side which would have hit the arm will hit that side’s torso, which often has ammo (this goes boom on a critical hit after the base armor is gone and can wipe out the mech) and heat sinks.
  • Head shots are awesome … but hard. If you hit the head, the pilot is injured. If you destroy the head, the mech is disabled but otherwise perfectly intact and ripe for salvage. This is where “death from above” comes in handy. This maneuver requires a mech with jump jets to physically attack the enemy by landing on them. It damages your own legs, but the chances of hitting the head are much better than standard shots, and the amount of damage can be quite significant.

This one’s decent, although I believe the summary of mechwarrior stats at the bottom are slightly out of date (they got tweaked a bit).

Mechs are “dead” when one of the following occurs:

  • head destroyed
  • both legs destroyed
  • center torso destroyed (note: this is the most common yet leaves less salvage than the other two)

If you see a red hex on the map, something is going to land there, soon. That’s a warning; DO NOT GO THERE, as any mech is instantly lost if it shares the space when whatever arrives…

Chance to hit
When targeting an enemy, you’ll see the percent chance each weapon has to hit. Note that missiles fly in a cluster; launch 20 with a 70% chance to hit, and you’ll likely have 14 land somewhere on your target.

Heat
All weapons generate some heat. When you are aiming at an enemy, those weapons which can fire will contribute a specific amount of heat and this is shown via a horizontal bar on the left side of the screen. If your heat is going to get too high, you’ll have minor internal damage and potentially shut down until the mech has a chance to cool. You can choose to disable weapons which will cause too much heat (or to preserve ammo) by clicking on the circles by each. Note you can use flamers (sadly quite short-range and limited ammo) to add to your enemy’s heat and potentially shut down their mechs.

Attacks from behind
Rear armor on all mechs is MUCH less than front armor. As such, make sure to not put your back to the enemy if you can help it. On the flip side, if you can hit your enemy from the rear, light 'em up!

Eck’s (that Dan linked) is excellent, but a bit outdated. I’ve been making a lot of use of Shymer’s lately, which is also very good:

Steam Community :: Guide :: Shymer’s Guide to Battletech (Flashpoint update 1.4)

Thanks for the info Dan. So if I’m planning a move and it shows a red line between my mech an an enemy I’m assuming that it has direct line of sight. Will any weapon within range have some % hit displayed? So if the weapon card doesn’t have any % hit filled in the weapon is out of range from that spot?

Edit; Never mind, after I click to select the spot the to hit info fills in.

Yep! You got it.

Edit - oh, if you’re targeting a knocked-over mech, it’s a little weird; you’ll still have the same indications of chances to hit with your weapons, but you’ll also see new percentages when picking the body part you’re aiming for. These are the chances those specific parts will get struck IF the first “die roll” to hit the mech is successful. A success on the first but a miss on this second roll just means another body part gets hit.

Yeah, I’ve never played the tabletop version of the game. I had no idea what I was doing in the first mission. I assumed I couldn’t move and fire in the same turn, or that moving and firing in the same turn would give you an accuracy disadvantage. And then when I saw the enemy moving and firing in the same turn, I figured I could too. So I tried sprinting and firing, which didn’t work at all. Needless to say, things didn’t go well.

A friend who has played the game a lot came over and helped explain the key concepts to me when I replayed the first mission. That was incredibly helpful. No problems digging in after that.

That doesn’t help as much as you’d think, since certain significant elements of the game are not direct translations from tabletop. For example, there are no hardpoints in tabletop.

Well, except for the clan OmniMechs.

Many of the features seem to be ripped from the table top, at least at first glance. The mech design and slot system seems to exactly like that used by table top system, although the hit points and heat are a bit different (I think heat is multiplied by 3, and the hit points by 8 or something).

The initiative system is different, as are the perks, but the one thing I didn’t like was how you can’t run and shoot at the same time. In the table top, you can run (move 50% faster) at the cost of heat and attack penalty. This change has meant that jump jets are much more effective, since you can jump and shot at the same time.