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Ganimal

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For the couple of missions I played with it, I really liked it! I agree with removing tactics variable and lowering the ejection resistance. I'll keep playing with it and see if they tend to eject too much or if you got it just right. Funny you mention that it was your master plan to keep Ganimal alive. He was the one that was freaking out because his back armor was stripped off, so I kept him in the back lines to prevent him from ejecting! haha

LOL. Yo 3dahs, so on lights, only enemy lights are allowed to roll for ejections early. I had their threshold lowered as well. However, player pilots are kept as normal. I can adjust it accordingly, but let me know if you notice enemy lights ejecting too often, or not enough.

Also, if you see anything wierd, or doesn't feel right let me know too. I'm sure there will be outliers and it ain't perfect.

@don Zappo, now I'm waiting on your new BPS system so I can fudge with it too haha.
 

don Zappo

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LOL. Yo 3dahs, so on lights, only enemy lights are allowed to roll for ejections early. I had their threshold lowered as well. However, player pilots are kept as normal. I can adjust it accordingly, but let me know if you notice enemy lights ejecting too often, or not enough.

Also, if you see anything wierd, or doesn't feel right let me know too. I'm sure there will be outliers and it ain't perfect.

@don Zappo, now I'm waiting on your new BPS system so I can fudge with it too haha.
What, you want this Alpha build that works right now and you can change all the numbers to whatever you want?
 

don Zappo

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Okay. Disable Pasic Panic System when you import this. Also note that these values appear to be way too low right now. So, play with some numbers if you like. I've bundled the excel as well.
 

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don Zappo

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I've been working with @gnivler on a new Panic System. The old code had a lot of issues and non-functional bits. We have cleaned it up and corrected all of the bad so it is fully functional now. Because of this, though, the old numbers in it aren't exactly valid. Here is a beta release of the new Panic System if you would like to test it and provide feedback. Included is an Excel file that you can use to see how changing the JSON values can impact real battle situations.
 

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Ganimal

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I've been working with @gnivler on a new Panic System. The old code had a lot of issues and non-functional bits. We have cleaned it up and corrected all of the bad so it is fully functional now. Because of this, though, the old numbers in it aren't exactly valid. Here is a beta release of the new Panic System if you would like to test it and provide feedback. Included is an Excel file that you can use to see how changing the JSON values can impact real battle situations.

Yo in the zip file, you had "BasicPanicSystem" and "RTBasicPanicSystem", I'm guess use the "RTBasicPanicSystem" right?
 

don Zappo

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New beta build up. Tweaked the numbers up slightly by 5% each.
 

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don Zappo

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I was thinking about to-hit bonuses a bit while playing today. Currently we have doled out an awful lot of negatives to-hit, which is fine since the to-hits in vanilla were out of control. We've also made the skill trees significantly competitive with each other. Anyways, since things have changed so much I was considering giving gunnery back it's full bonus per level. Right now it is 2% per bonus to-hit per level. Vanilla is 2.5%. Any thoughts on this, the gunnery tree, or to-hit in general?
 

Ganimal

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I was thinking about to-hit bonuses a bit while playing today. Currently we have doled out an awful lot of negatives to-hit, which is fine since the to-hits in vanilla were out of control. We've also made the skill trees significantly competitive with each other. Anyways, since things have changed so much I was considering giving gunnery back it's full bonus per level. Right now it is 2% per bonus to-hit per level. Vanilla is 2.5%. Any thoughts on this, the gunnery tree, or to-hit in general?

In early game i would totally agree with you, but by late game, i’m not so sure.

Some things to consider regarding my thoughts:
  • I have enabled “real hit chance” from improved aiming mod that’s part of this Mod pack.
  • I always put sensor lock to good use every drop
  • I now have A LOT of ++ / +++ weapons and TTS that improves accuracy (+ 1-4 accuracy on weapons).
  • My long range pilots have 9 gunnery, my brawler / scouts have 6 - 7 gunnery, but usually have high tactics, removes movement / jump penalties.

My 8 / 9 gunnery pilots can shoot through 2-3 evasion on mediums and up w/ 70-90% hit chance. Example: 9 gunnery pilot in orion w/ ppc, ac5, and lrm15.

She still has hard time w/ 4-6 evasion lights (so good job on perm evasion).

My 6 gunnery, 9 tactics pilot in victor ac20 build: no move/jump penalties, able to get ok to decent % on ac20++ (+ 2 acc) w/ 2pip heavies (60 - 75%)

Verdict: Unsure, i’m hitting most of my shots now in late game, but thats due to high gunnery, good use of sensor lock, and ++ / +++ weapons / mods for accuracy. I would definitely say yes for early game, as it’s a struggle to hit anything then lol

@don Zappo, tomorrow after work, i can upload some screenies so you can see for yourself, my hit % on diff situations
 

RyuKazuha

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To-hit is in a strange spot right now. With rookie pilots (4,4,4,4 or below) and against light mechs it's about diving in and punching things, wich at first is fun, but can quickly become frustrating if you are swarmed.

I think giving gunnery it's 2.5% back would be fine, especially considering the impact of BPS on to hit chances.
 

3dahs

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Let's not forget that the early game is supposed to be rough. You don't want to be gliding through the whole game. The easier you make the early game the easier it is to get better weapons, better mechs, and more money. If the early game to be too easy it can snowball out of control. I'm using rare mech warriors right now so I have rookies that are 2/2/2/3 or something very close to barebones. Let's not forget you also already nerfed evasion by a good amount as well. Not just that, but you got rid of perm-evasion which allows you to actually strip evasive pips quite easily with multi-target or just regular shooting. I agree with Ganimal, as a player you must put sensor lock to good use, it is a very important skill to hit small mechs early game.
 

KEVs77

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UPDATE:

I deleted everything in the mod folder and tried to play vanilla. Loaded pre mission save but when I go to the prelaunch/mech select screen I get the loading wheel. Mut be something to do with mods and the save. So, I guess this play through is broken as I can't complete the Locura mission. I cannot access the mechbay either before the mission even though I deleted everything in the mod folder.
 

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Did you clear out any modded inventory from your mech-bay, before deleting the modded files themselves?
 

KEVs77

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I don't think I had any modded items in the mechbay. Just the highlander with guass and DHS. Some battle computers, gyros, etc. I am assuming those are in vanilla as I remember seeing them when playing vanilla.
 

don Zappo

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I don't think I had any modded items in the mechbay. Just the highlander with guass and DHS. Some battle computers, gyros, etc. I am assuming those are in vanilla as I remember seeing them when playing vanilla.
This is the tricky part of loading saves when you strip the mods - it is doable, but you have to be careful. A number of things will break the mech load screen so you might want to try a minimal mod load.

  1. The game hates it when you have variants that don't exist anymore. Make sure you have JK_CampaignVariants in place. If you collected any Crabs, Marauders, or Warhammers make sure that the two folders for those mechs are installed as well.
  2. If you had JJs removed, make sure that that is installed.
  3. We changed the weight/size of a number of upgrades. Since you have those, you'll need to have the Battletech overhaul folder installed with everything removed but the upgrades folder.
That should get your mechbay loading.

As for the mission, I don't know the specifics of it, but you can enable the debugger and use it to kill mechs, force mission complete, etc. Google for enable Battletech debugger as I'm pretty sure I'm not allowed to post it here. It is simple to do and might work really well for you.
 

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@don Zappo

I'm the guy with the APC stuck on allied turn in the Locura mission, unable to proceed. I will try #2 and #3 when I get a chance. I didn't have the extra variants installed. Just plain mod with the JJ removed. I will let you know how it goes.