Sharpe
2886
As to skipping the tutorial, there’s a pretty easy work around if you are willing to tinker with .json files.
From Kirsala on Reddit
Sharpe
2887
Although I typically don’t love PPCs, a Gauss/PPC/Jump Jet long range sniper build is extremely strong (the no heat of the Gauss nicely offsets the high heat of the PPCs) and tends not to get hit much. Or AC5s if you prefer. LRMs also optional.
Sharpe
2888
From the beta patch notes: “The Called Shot bonus for multiple-hit weapons (SRMs, MGs) now diminishes by half with each successive shot.” Assuming that includes LRMs, that’s huge. It’s a nerf to LRMs but that’s OK given some of the offsetting buffs to other weapons.
I think it’s more a SRM nerf. LRMs were always pretty scattery even in a called shot.
A 4-LRM 20 Highlander is my missile boat. I find that the computer fields enough PPCs and LRMs that you can’t keep a low armor mech out of harm’s way if it has to have line of site to deal damage. Staying hidden behind hills and lobbing indirect fire is the only safe bet.
I find that LRMs seem to already have a called shot penalty of some kind. LRM damage is much more distributed than what the percentages shown at called shot targeting would indicate.
EDIT: what Tortilla said.
Cool! I’d been waiting for this patch before continuing the campaign, now I know what to do when I get tired of my annual attempt at PoE.
Tim_N
2893
Wow, reading the notes it seems they really addressed every single complaint I have ever heard of the original game. Gameplay too slow, not enough options, lasers being underpowered, slow mechlab speed in the late game, stability damage too OP, called shot issues, contract difficulty ratings too unreliable, no ultrawide monitor support, and no ironman mode.
All apparently addressed in the first patch of the game!
https://cdn.discordapp.com/attachments/418098901892202498/458449597531160576/Battletech_weapons.xlsx
An updated excel sheet for you all to use. It has a sheet for base game and a sheet updated with the beta stats.
I guess I’m your typical cranky gamer that hates nerfs because I’m not sure what joy I was missing by blowing the shit out of a center torso with a couple racks of SRMs. Oh well.
Sharpe
2896
It’s a modest nerf, but LLs got a solid buff, and PPCs got a small buff - that creates more viable build options which is good IMO
I wonder about the PPCs. I really like the PPC++
Damage per ton, the LL is now between the AC/2 and AC/10 in cost. Still not as good as the AC 5, a fan favorite of mine.
I think this will make the Rifleman a better mech, if it ever appears.
Both the MLs and SRMs needed a serious nerf. You shouldn’t be able to take out assault mechs in a single alpha strike in Battletech, but that’s what was going on in the late game. My end game mechs were just SRM and ML boats, other than the one gauss rifle and my LRM boat. Simply buffing the other weapons wouldn’t solve that problem.
By my math the LL+++ is now Superior to the AC5++ in straight damage / ton, though the AC5 is still Superior due to range/heat.
If there was more incentive to use light and medium mechs, the LL would have a significant advantage due to the “free” 30 heat/turn that comes with each mech. You could mount a couple of LLs without needing a single extra heatsink.
I don’t think so. Without double heat sinks, the AC/5 ++ deals about 5.1 damage per ton, while the LL +++ deals about 4.5 damage per ton.
Keep in mind, the AC 5 only needs 2.6 tons of heat sinks, and only 1 ton of ammo to make it to 15 shots, while the Large Laser, though 3 tons lighter, needs 6 tons of heatsinks, although does not need ammo.
The AC 5 also has longer range and deals stability damage. On the other hand, you do have more accuracy with the large laser, with should not be discounted.
That all being said, the lack of stability damage is a real kick, and I love my AC 5 +++ even if it will deal less damage.
Anyway, the above spreadsheet doesn’t have the ++ or +++ numbers, but it’s easy enough to update.
Ahhh, you were factoring the necessary heatsinks to drop to zero heat side effect into your dmg/ton ratings? I was looking at just the weapon weights.
With the changes to stability damage, it sounds like knockdowns are going to be reserved for loadouts/strategies that are built to do it and it won’t be a common occurrence like the current patch. So I’m not sure the stability damage of an AC/5 is going to be significant, but I’ll need to wait to see how it plays out. I’m just theorizing right now.
I agree that the LL is definitely going to be a more attractive weapon now in the medium mech phase of a campaign game. On my last playthrough I basically just had 4 medium mechs loaded up with medium lasers and SRMs committing short range murder. Now I may actually have some LLs or PPCs in the mix since the lighter mechs have more opportunity to be heat efficient.
Holy patchnotes batman! I’m gonna get my mech on!
Sharpe
2904
Initial impressions of new patch: excellent. The speed up improvements are what I was asking for, the new difficulty settings are nice, and the balance changes are, if not perfect, very solid steps towards more variety of viable mech layouts.
RichVR
2905
I’m enjoying the PPC and LL changes. It’s nice to play with new builds. I still wish that the travel cutscenes were skippable. Also the switch from buy to sell in the store still takes way too long.