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Nichino

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If you end up rolling in c-bills / chassis salvage after a long time of open-ended campaign play, and probably should have restarted already, what would be your ideal stable of 18 ready-to-deploy mechs? (We were told this is the maximum assembled chassis you can have after fully upgrading the Argo.) There was a thread like this on the old forum, but I reworked my answer a bit.

I assume I'll end up sticking with deploying heavy lances, and just rotate through them as they wait for repairs. Captain Garrett O'Moore Creagh's Kam Dakka Heavy Company:

Reinforced company of four 280 ton heavy lances
  • Atlas
  • Zeus
  • Enforcer
  • Centurion
  • King Crab
  • Cataphract
  • JagerMech
  • Blackjack
  • Highlander
  • Victor
  • Wolverine
  • Shadow Hawk
  • Banshee
  • Orion
  • Dragon
  • Hunchback
Extraction / scout mechs
  • Spider
  • Spider
 

Gronk311

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Green Key Company

Recon lance
Jenner
Raven
Panther
Shadow Hawk

Battle lance
Enforcer
Dragon
Wolverine
Vindicator

Assault lance
Black Knight
Marauder
Awesome
Atlas

Fire section
Catapult
Trebuchet

Command section
Orion
Battle master

Defender lance
Urbanmech
Hunchback
Warhammer
King Crab
 

Juodas Varnas

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Is 18 Atlases a viable composition? o_O

On a more serious note, i have no exact specifications, i'll just wing it as i usually do and try to make the best out of a terrible situation (and fail at it)
 

TaurianMerc

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Is 18 Atlases a viable composition? o_O

On a more serious note, i have no exact specifications, i'll just wing it as i usually do and try to make the best out of a terrible situation (and fail at it)
What he meant to say was the game will be modded to allow:

Scorpion
Scorpion
Scorpion
Scorpion
Scorpion
Scorpion
Scorpion
Scorpion
Goliath
Goliath
Goliath
Goliath
Xanthos (Hey! they can't be sure they were all destroyed :p )
Xanthos
Xanthos
Xanthos

Plus two Atlas, which will be painted up like He-Man and two of the Xanthos will be painted like Battle Cat - Mech Cavalry FTW!!!!!o_O:D
 

MeiSooHaityu

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So many Catapults and King Crabs. Plus a Commando and a Griffin for good measure. :p

Yeah, I need my lance of 3 Catapult K2s and 1 C1.

I need the C1 for LRMS, a K2 (stock), a K2 with LLasers in place of PPCs and SLasers in place of MGs and JJs, and lastly a K2 with dual A/C10s :eek:...if the hardpoint system will let me.

:)

As for the other 14 mechs....Catapults! :D
 

Tnarien

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I wonder if 4v4 is hard coded. Would be awesome if someone figures out how to get 12v12 (less or more) at a time for huge battles.

Short Answer: It's theoretically klugeable, but it won't be what you think.

Long Answer: While we could in theory get around the baseline unit cap of 4 mechs (CAVEAT: this is assuming we can do a lot of things that I'm not certain is actually possible with regards to force allocation and unit selection) on the player half of the table, the interface won't be able to support it and stuff would break really, really badly.
 

Zythen1975

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Given enough time we will be able to have any 18 mechs we want, but I am going to do a set up of what I think might be reasonable when we are able to have 18 mechs.

Lights
#1 Urbanmech
#2 Panther
#3 Firestarter
#4 Spider

Mediums
#1 Cicadia
#2 Blackjack
#3 Centurian
#4 Hunchback
#5 Trebuchet
#6 Shadowhawk

Heavy
#1 Quickdraw
#2 Catapult
#3 Thunderbolt
#4 Orion

Assault
#1 Zeus
#2 Battlemaster
#3 Stalker
#4 Kingcrab
 

GenTask

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Short Answer: It's theoretically klugeable, but it won't be what you think.

Long Answer: While we could in theory get around the baseline unit cap of 4 mechs (CAVEAT: this is assuming we can do a lot of things that I'm not certain is actually possible with regards to force allocation and unit selection) on the player half of the table, the interface won't be able to support it and stuff would break really, really badly.

In other words the UI would need to modified (if it can be at all)
 

KhazadDhum

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Short Answer: It's theoretically klugeable, but it won't be what you think.

Long Answer: While we could in theory get around the baseline unit cap of 4 mechs (CAVEAT: this is assuming we can do a lot of things that I'm not certain is actually possible with regards to force allocation and unit selection) on the player half of the table, the interface won't be able to support it and stuff would break really, really badly.
After talking to Dunsail at one point, I doubt it would really be possible to do, as the only real modding we're going to be able to do will be with the Json files. More than likely there isn't going to be any sort of setting in them to force the engine to allow more than 4 at a time. It's possible that the modding community will be able to do some interesting and amazing things with the Jsons alone, but I doubt that is going to be possible. Far in the future when/if Unity releases its source code, and if HBS releases its source, then stuff like that would be possible. But without permission with the source code like that, we're never going to be allowed into the game engine to do things like changing base game UI and mechanics.
Simpler things like global heat/damage mech loadouts and stats are all things that can be tweaked in JSon files, but don't get your hopes up for a lot more than that.
 

Tnarien

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After talking to Dunsail at one point, I doubt it would really be possible to do, as the only real modding we're going to be able to do will be with the Json files.

This is inaccurate. We got very deep into the Unity asset bundles with both Beta v1 and Beta v2. Pretty much anything in there we can futz with (with varying degrees of safety and success depending on what is hardcoded elsewhere). For example, that's how the custom MechWarriors and audio sets were created for various mod packs during the Beta.

The open question is how much is going to be walled off in the executeable and other non-exposed code bits.

By and large additional functionalities (IE: making things that do things that they don't do already) will be out, but bending existing functionality to do unplanned things is not off the table. There's angles I very much want to explore with the skirmish module and non-standard OpFors (IE: non 4x mech).
 
Last edited:

Tnarien

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In other words the UI would need to modified (if it can be at all)

It's more than just the UI. We'd very likely have to break the way the skirmish module compiles forces, which would have all manner of unintended downstream consequences and likely manually edit every map.
 
Last edited:

ronhatch

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This is inaccurate. We got very deep into the Unity asset bundles with both Beta v1 and Beta v2. Pretty much anything in there we can futz with (with varying degrees of safety and success depending on what is hardcoded elsewhere). For example, that's how the custom MechWarriors and audio sets were created for various mod packs during the Beta.

The open question is how much is going to be walled off in the executeable and other non-exposed code bits.

By and large additional functionalities (IE: making things that do things that they don't do already) will be out, but bending existing functionality to do unplanned things is not off the table. There's angles I very much want to explore with the skirmish module and non-standard OpFors (IE: non 4x mech).
Well, to be more precise... we got into assets in the asset bundles. Which is data and not code. To the best of my knowledge, nobody has rewritten any code whatsoever.

Going beyond 4v4 would require a LOT of rewritten code.
 

Tnarien

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Well, to be more precise... we got into assets in the asset bundles. Which is data and not code. To the best of my knowledge, nobody has rewritten any code whatsoever.

I was generalizing so as to try to not have this particular conversation. Oh well.

Going beyond 4v4 would require a LOT of rewritten code.

Very likely, but there are two specific ways that I can think of to potentially get around that. Unfortunately because Vees were not part of Betas v1/v2 I wasn't able to get very far with either approach.
 

CarpeMortis

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Plus two Atlas, which will be painted up like He-Man and two of the Xanthos will be painted like Battle Cat - Mech Cavalry FTW!!!!!o_O:D

I know it's highly unlikely (though more likely than quads) but I hope at some point we get Chargers. With the addition of Support points, they become even more effective in physical combat. I will name them Batman and Robin.
 

AncientRaig

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My end game main lance is probably going to consist of a "Flashman" (Okay, it's going to be a Black Knight with a Flashman's loadout but whatever! It's close enough!), a Stalker 3F, a Battlemaster 1G, and a Thunderbolt 5S. Then I'd have a medium jump lance with a Grasshopper 5H, a Shadow Hawk 2H, Griffin 1N, and an Enforcer. And then I'd have a medium battle lance with a Centurion AL, Crab 20, Orion 1K, and a Vindicator. Then, lastly, I'd have Wolverine 6M, whatever 45 ton fast mediums we have in the game with the loss of the Phoenix Hawk, and a Commando or a Cicada or something like that.