Game changes seen on Twitch stream

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stjobe

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I've just adjusted the SRM ammo box to be in the torso. Thanks for catching that.
Good thing there's a Mech Lab - I'd rather have the ammo in the arm since losing a side torso means automatic pilot injury. And the SRM ammo going off in the side torso would almost certainly destroy it.
 

Cyttorak001

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Arctic2.jpg


Not sure what those + icons are. They don't represent movement, as they don't change here when units move.
 

Juodas Varnas

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The one thing i hated the most about the stream is the fact that the Wolverine is not using the Round chin-turret geometry and uses the boring default chin turret that looks like a baby pacifier.
65sBbQp.jpg

What do you mean i'm being unnecessarily pedantic about it?
 

Gauntlet

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Why are the mech ARMOR / STRUCTURE values different comparing the setup screens to the in battle screens?

EXAMPLE:

Spider in setup screens has S: 376 A: 380
Spider in battle screens has S: 256 A: 280

Battle damage maybe?

Or is the discrepancy noticed right after deployment?
 

MotoPsycho

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Battle damage maybe?

Or is the discrepancy noticed right after deployment?

Before contact..and on ALL mechs ( spider was just the example)
 

MotoPsycho

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View attachment 349840

Not sure what those + icons are. They don't represent movement, as they don't change here when units move.

I would suspect that they denote the target as an objective mech. If you look at Objectives, the same plus is shown there.

Perhaps some mechs ( not on your team) will show up, but without the "+" indicating they wouldn't count toward the objective.
 

Cyttorak001

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View attachment 349846

Why are the mech ARMOR / STRUCTURE values different comparing the setup screens to the in battle screens?

EXAMPLE:

Spider in setup screens has S: 376 A: 380
Spider in battle screens has S: 256 A: 280
Values in the battle screen are correct: 255 (+1 to stop the headcapping AC/10!) Internal, 280 armor. I guess they haven't worked all the bugs out of the UI load screen yet.
*edit* The spider isn't the only 'Mech either. Every one of them is wrong.
 

Gauntlet

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Before contact..and on ALL mechs ( spider was just the example)

Ah. okay. Then not sure what could be going on. Only that maybe Cyttorak001 could be correct in that they haven't squished all the UI bugs yet.
 

Cyttorak001

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Weapons.jpg


Expanded weapon info on mouse-over. Now includes all stats, including bonuses for manufacturer and lists the manufacturer too. The AC/5 got its instability increased from 7.5 to 10, while having its heat generated increased from 6 to 10, compared to the beta v2.0. The SRMs now do 8 damage instead of 10 per missile, as others here noted.
 

Nichino

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The opfor's initiate turns are now hidden if you have no information about them, yet.
You can also see which phase an enemy mech moves/moved in. This marker is grayed out for mechs that have already moved.
Not having initiative information for unknown opfor units was something I expressed hope for early on. Glad it made the cut for inclusion!
 

Jack Ryan

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Omg those action cams. I liked the more subtle cams in the beta better. In fact I hope we can disable the action cams completely...

Other than that the UI changes look good. Lots of info is presented in a tidy way, I like it.

I like how the effects of each weapon fired are shown ( heat buildup, potential damage, future aim modifiers for the AC, and so on)

AI seems a little dumb. Doesn't give a fuck about staying in formation, instead the lights seam to storm ahead. they might get obliterated by a skilled player, before the heavier units can engage. Didn't see to many turns played in this stream. We will hopefully see more of it in the upcoming stream though.

Cannot disagree. The AI was downright dumb. It's one thing to move with a Lance, but when your fastest mechs aren't using their speed before bracing... That's plain dumb. I saw 3/4 of it before I had to attend a meeting. In that time I didn't see the AI use sensor lock once. Single player, from an early observation , will have very limited replayability with weak AI.
 

HBS_Eck

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View attachment 349846

Why are the mech ARMOR / STRUCTURE values different comparing the setup screens to the in battle screens?

EXAMPLE:

Spider in setup screens has S: 376 A: 380
Spider in battle screens has S: 256 A: 280

Looks like a bug. I'll log it now. :) Thanks @MotoPsycho

Edit: Looks like it's already logged and fixed. Good eye though!

- Eck
 

Amechwarrior

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Cannot disagree. The AI was downright dumb. It's one thing to move with a Lance, but when your fastest mechs aren't using their speed before bracing... That's plain dumb. I saw 3/4 of it before I had to attend a meeting. In that time I didn't see the AI use sensor lock once. Single player, from an early observation , will have very limited replayability with weak AI.
I think the skirmish AI can't be too hard by default so the kind of player this stream was intended for won't get wiped 5-10 times in a row before giving up. I do want a much harder AI that can reserve and Lock with the best of them, but adding levels of AI difficulty selection would be more features they don't have time for. I can only hope the campaign will feature some smarter opponents.

On the up side, the Lance stayed together and the JR7's chose to brace their way in instead of sprinting out in the open like stock beta 2. Big downside is that they picked some odd places to park, didn't use their lone SLock and didn't really build any evasion when they could have easily done so in addition to bracing. The KTO and STK used multi-target a bit much, but not super bad. I'm more saddened none of the AI used reserve at all. It's a powerful yet easily learned tool I've seen people pick up inside of PvP matches once they see it used against them for a round or two.
 

Jack Ryan

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I think the skirmish AI can't be too hard by default so the kind of player this stream was intended for won't get wiped 5-10 times in a row before giving up. I do want a much harder AI that can reserve and Lock with the best of them, but adding levels of AI difficulty selection would be more features they don't have time for. I can only hope the campaign will feature some smarter opponents.

On the up side, the Lance stayed together and the JR7's chose to brace their way in instead of sprinting out in the open like stock beta 2. Big downside is that they picked some odd places to park, didn't use their lone SLock and didn't really build any evasion when they could have easily done so in addition to bracing. The KTO and STK used multi-target a bit much, but not super bad. I'm more saddened none of the AI used reserve at all. It's a powerful yet easily learned tool I've seen people pick up inside of PvP matches once they see it used against them for a round or two.

I appreciate you filling me in. The Jenner's bracing after taking a 1-3 pip move just struck me as odd. The way I interpreted it was that they didn't have LoS and don't want to break Lance cohesion, however, if you're in a 7/11/7 mech in 3025... You don't move at half your walk speed unless you want to die.

I will be looking forward to your enhanced AI work after launch. I know you did a helluva job on it before.
 

Amechwarrior

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I appreciate you filling me in. The Jenner's bracing after taking a 1-3 pip move just struck me as odd. The way I interpreted it was that they didn't have LoS and don't want to break Lance cohesion, however, if you're in a 7/11/7 mech in 3025... You don't move at half your walk speed unless you want to die.

I will be looking forward to your enhanced AI work after launch. I know you did a helluva job on it before.
Yea, it was a bit odd. Thing is, player Lance walked in with 3/4 scouter pilots to the AI's one. That's the kind of movement I'd expect the AI to make when they can't see anything unless moving to a very bad location. Really, the JR7's should have Jump/Braced or Jump/Locked but I can't get the AI to do that reliably either.
 

Prussian Havoc

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I appreciate you filling me in. The Jenner's bracing after taking a 1-3 pip move just struck me as odd. The way I interpreted it was that they didn't have LoS and don't want to break Lance cohesion...
"Don't want to break Lance cohesion" ~ if this is indeed an AI consideraton I would call such a "Lance Commander" like consideration a MAJOR improvement for the AI.

Because if you recall, during HBS's AI Q&A, Mitch and Dave (aka @HBS_dlecompte) confirmed that there were no "Lance-level" considerations, but instead each Mech independently chose its path and actions.

I would really, really celebrate even the thinnest skein of a "Lance Commander" like functionality.