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SomeoneSomewhere

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Lol! I just read that it was possible to get two medium mechs and thought ewww.

Now that I really had time to think about it. I guess if your second medium mech is a cicada, that's not too bad. I love the idea of getting rid of the 6th mech though :p

If we follow the lore on this merc outfit they could have anywhere from a lance to a lance + a couple of 'swap ins' for repair time.

They were operating out of a Leopard (http://www.sarna.net/wiki/Leopard) 6 would be a tight squeeze but doable.

Money wise they were getting crushed cuz of predatory loans and the like but they were keeping there head above water which is better than most after a few years.

Mechanics wise - If you say you have 200 tones spread across 6 mechs were talking about all lights. 5 mechs would give you a medium and lights, 4 would give you mediums. When your randomly re-rolling your entire lance 4/5/6 would be a style choice rather than a limitation of what, in my opinion, would would fit the lore/size of the dropship.

I would vote for flexibility over a hard limit on the number of mechs.

-SS
 

SomeoneSomewhere

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  • Check out the new version of the Panic System, then. I've always hated the word fatigued even before I had a fatigue system. Since I was helping to rewrite it, I changed it. :)
  • There is no difference between panicking between players and AI. Well, there *might* be one difference. I'm not sure if the AI gets the morale bonus - this is ambiguous to me. But, this at maxed morale would only make a 12.5% difference. I just assumed that it was a perception bias that our pilots seemed better at resisting. I will look at the morale thing, though. I honestly don't know what morale starts at for the AI. They could be starting at -12.5% to the Panic Check.

Note: I am mid / late game with the 'given' highlander

Just took a mixed lance on a mission - l / m / h / a - and got a bunch of light mechs (sighs at the skull rating) which made for some interesting panicking.

When a light mech got hit by an AC 20 and lost an arm/torso - it immediately ejected - even with 3/4 of its compatriots and 2 turrets remaining.

When another light mech was down to ~10 CT after a melee with 7 SM left to fire - it chose to try to gut it out and failed. That was the next kill so 2/4 + 1 turret remaining.

That did not quite seem logical but it certainly seems to emphasis 'big hit' I am outta here! idea.

Off to play another round

--SS
 

don Zappo

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BETA BUILD with the @KEVs77 update!

Same thing as before, but with the fix that will stop the game hanging in some real fringe cases. :)
 

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don Zappo

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- Fixed bug with AbilitiesAndSkillsOverhaul that would cause some missions to hang.

- New and improved Basic Panic System mod. RTBasicPanicSystem replaces BasicPanicSystem.

- AIM Mod - Disabled roll correcting (streak breaking still implemented). Functionally, from base game this makes low to-hit shots more likely to hit and high to-hit shots less likely to hit. True to-hit values will also be shown in the UI.
 

Ganimal

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- This one for Ganimal and Don. I don't see my own characters drop in their own panic levels as much as the npcs. Do they have different values than the player? Panic should be an obstacle to overcome for the player as well as the npc's. I want to make tactical decisions based on my own panic levels. For instance, the mission where I had to move Ganimals character to the backlines because he was stressed. It felt great that I had to change my plan of attack because of panic.

From the previous version (one i made edits to, the one you been streaming with), only diff between players vs AI was AI lights have chance to consider ejection early. I think your experience for player pilots comes down to the fact AI still isn’t able to properly focus fire, and min max builds as player can. This leads to your mechs not hit as often, not taking damage as much as an AI, which results in less rolls into panic state.

Although, i had plenty of my own pilots get into panic state, due to 4 v 8 or 12 in 4.5 / 5 skull missions.

From talking to 3dahs, our initial thoughts were that overheating was exploitable by the player at the time without the damage penalty in there. Now that the AI is much better at overheating, I think this should be removed again.

I agree, i loved that idea, but in implementation, i ended up min max abusing the bejeezue out of it. Example: my firestarter build for @3dahs, i will jump jet in and alpha strike 3 times in a row, and chance the override shutdown, to get 2-3 insta kills back CT. Lawlz

I think it would be nice to re-implement it, but make overheat penalties / % to shut down / ammo expl much higher. This way if I choose to “exploit the system” i will pay dearly for it.
 

Ganimal

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Ewwww.... Although, if you're going back down to 5 mechs, I'm happy about that. A tonnage that emphasizes that you're a broke merc company who just lost there biggest contract (Aurigan Reach) who are about to go bankrupt, are in dire straits, and going through mental hardship. I mean the bank is about to start sending bounty hunters after these guys. So, the tonnage should be something low that makes the early game a difficult breakthrough point.

Ya i totally agree, i converted it to “keep ancestral bj1”, and 3 lights 1 medium on top. Just for extra [Mod edit:Language] and gigs
 
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don Zappo

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3dahs beta update:

More time between missions.
 

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don Zappo

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ganimal beta patch
 

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don Zappo

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@Ganimal That patch is definitely working. If you cause internal damage or more than 10% armor damage they degrade their panic level 100% of the time. Now that that bug is squashed you can actually play with the numbers and make it work.
 

Ganimal

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@Ganimal That patch is definitely working. If you cause internal damage or more than 10% armor damage they degrade their panic level 100% of the time. Now that that bug is squashed you can actually play with the numbers and make it work.

Awesome, I'ma mess with it for a lil bit before bed, then tomorrow after work, I'll post back and let ya know what I come up with, then we'll let 3dahs have it to test on stream to until we find a feel good setting lol
 

don Zappo

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1.1.3.6-PATCH


  • Bug fix with RTBasicPanicSystem that caused decreased panic checks.
  • Flamer ammo set to 10 shots.
  • Random campaign start now set to have a tonnage requirement for the starting lance. Your lance will still be randomly selected using the following settings:
    • 2 medium mechs and 3 light mechs assigned (Ancestral mech given by default).
    • Tonnage limits: 165 tons minimum, 175 tons maximum.
  • Story mission spacing adjusted.
  • Gunnery increased to 2.5% to-hit bonus per level from 2.0%. This is due to recent changes with real to-hit values from previous patches.
 

Ganimal

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@don Zappo, aw this new fixed panic system is legit. Defintely a lot better control over panic states and ejection chances. Initial tests are great, i’ll refine settings and get it to yall tomorrow, hopefully in time for 3dahs to stream
 

don Zappo

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@don Zappo, aw this new fixed panic system is legit. Defintely a lot better control over panic states and ejection chances. Initial tests are great, i’ll refine settings and get it to yall tomorrow, hopefully in time for 3dahs to stream
I dropped one mission with those settings. First mission in a new campaign. It seemed to function extremely well! Glad you've observed the same thing late game. Look forward to your continued tests! :)
 

don Zappo

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Hi Mechwarriors, I have a question about this mod collection.... I have been reading on it and following here. After looking at the mods, Is not a mod to realign the planets more in accordance with BT Universe... I believe there is a mod that does that .... also, if I install this, can the campaign be replayed?