It is beta because I haven't thoroughly tested all of its functionality. So, it definitely works with the campaign, but I can't guarantee that every component of the Mod Pack is completely working.It says beta -- any reason to think it's not compatible with 1.1 release, or should it be all good?
(Speaking of changelogs, I wish the patches from HBS included a list of changed files...)
Exactly. Also, if you see anything that doesn't work, please let me know so that I can fix it!Beta - so far works, but not yet passed an exhaustive test.
Use with care.
Before you start, I have one suggestion for you. Random Campaign Start was flagged as "non-functional" in Reddit. I really like its functionality for new campaigns and am sad that it had to be removed. If you want this functionality it would be awesome if you could include it in your new start and let me know if it worked for you.I'm off to try it today with a new campaign, so I'll get to test the chassis based Evasion floors in the early game. I'm looking forward to it![]()
Before you start, I have one suggestion for you. Random Campaign Start was flagged as "non-functional" in Reddit
I like the broken mechs salvage process. I just find repair times too long, particularly when you only have the Leopard. You must maintain 4 functioning mechs to be able to go on missions and keep some economy running. That leave you with only 2 slots to rebuild your salvaged mechs and upgrade to better mechs. As theses salvaged mechs are often in very bad shape, it means very long repairs that you often postpone to repair combat damage from missions.Discussion time based upon my recent play time and feedback from Nexus Mods.
Regarding the repair times:
What do you guys think? Does broken mechs that you salvage actually add to the experience, or is it more of an annoyance? Does the crowding of the Leopard and early Argo need to be addressed somehow?
Thanks for this! We do have a curated list of available mechs for the random start when it is in the mod pack. Since you had to add it yourself that list was just the default for the mod ifslef. I personally like to try to make Cicadas work, but their value is very questionable.![]()
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So, the old version is no good. But on the 19th or 20th they updated it for 1.1. So I dropped it into the pack and reset the settings to how you have it above, well except I went with 2 Ronin & 2 Procedural and I did remove the Ancestral mech, so I rolled a 4th Light. Maybe I should have made it roll a 2nd Medium instead, but I'm gonna roll with it for now.
For my hard work RNG gods gave me a AC20 Urbie, a regular Jenner, a Commando 2D, one of the fancy Spider K? Variants with MGs in the arms and a Cicada 2A
I sold the Cicada for being useless, and refitted the spider to a 3 SL & 1 ML with a full set of 320 Armor (distributed over the Torso). It's done pretty good as a Melee Mech in the 3 missions I've played so far. I've had to travel systems twice for lack of contacts, but I suspect that is because I'm as I said only 3 missions in from start and none of the story missions have popped yet.
So far it's been pretty good, nothing feels broken and the light mechs are not unhittable to my starting pilots. About to go play some more.
I think the Cicada 2A should be pulled from the list of possible starting mechs tho, it's a total lemon for a medium.
So the Mod Pack does hit it's stride starting late early game. How to address the difficult early game is a core question. I somewhat favor an additional mech to start to take some of the heat off. Then we would also ha e one mech per pilot, too.I like the broken mechs salvage process. I just find repair times too long, particularly when you only have the Leopard. You must maintain 4 functioning mechs to be able to go on missions and keep some economy running. That leave you with only 2 slots to rebuild your salvaged mechs and upgrade to better mechs. As theses salvaged mechs are often in very bad shape, it means very long repairs that you often postpone to repair combat damage from missions.
So I reduced StructureRepairTechPoints to 10 and even with 2 bays in the Argo, I still had times where I couldn't field 4 mechs and had to wait for repair. I'm currently on the trip to Artru priority mission and my whole force consists of: Dragon, 2 Centurions, Blackjack, Vindicator (from random start), Enforcer (under repair), Shadow Hawk (under repair from salvage), 2 Firestarters (one from random start), Panther, Wolverine (under repair from salvage), Griffin. Not a very strong force when 3 skulls missions become aboundant.
As a side note: I role-play that each mech as a unique assigned pilot so sometimes even if a mech is available, its pilot may not due to injury. It's harder but in the spirit of BT universe
Did you read nject BTML?having issues with getting the latest version to work. Did fresh install, made sure mod folder was deleted. Added mod folder and modtek like last time. Down loaded new version and unzipped to mods folder. What am I missing?
What do you guys think? Does broken mechs that you salvage actually add to the experience, or is it more of an annoyance? Does the crowding of the Leopard and early Argo need to be addressed somehow?
The increased mech repair time per ton is actually a core component of this mod. Right now it is balanced around taking 10 days to repair 50 points of damage on a 50 ton mech to start. Heavier mechs take longerland lighter mechs are faster. It was 7 days per 50 points before repair bays.I haven't had a chance to play the v1.1 with your mod yet, but definitely played A LOT on the previous version. I like the broken mech salvage, but yes Leapord part of campaign = massively longer grinds to get things going. However I'm the kind of player that binge plays a lot, and enjoy some of the frustrating parts of the grind. I feel it adds to the experience. I'm sure others may feel opposite, especially if they don't have a lot of time to play.
Here's my ideas, don't know if it's good or not:
1). Although I like multiple mech repair @ same time concept, maybe remove it and speed up mech repairs? This way, early game isn't to punishing with repair times, and late game isn't just a breeze (or a combo of the two). Perhaps increase mechtech rating, and lessening the additive effects of mechbay modules to speed up repairs. So by end game, you aren't fixing fully broken mechs too fast, and not having 100+ days during early leapord days.
2). Is there a way to increase repair times based on mech tonnage? This way as I progress, and acquire heavier mechs, and also as my mechtech rating gets better, I'm not breezing through fixing heavies + assaults. And also allowing the starting lighter mechs to be fixed quicker during Leapord grind?
3). Perhaps increasing maintenance cost exponentially vs linear increase per ton? Kind of a financial wall, but heck, I was doing decent $ wise by mid game. Still can't ball out and buy every ++ / +++ weapon / mods, but definitely can go many weeks w/o bankruptcy in sight. With the readily available 1.5-3 star missions, this also makes me want to use lights and med's a lot more (also w/ the new ace pilot + perm evasion, makes them a lot more practical to field).
4). Then adding some kind of modifier so each player can adjust this to their liking?
Again, just me brainstorming based on previous experience with this mod, not sure if any of these are good / implementable in code.
Timely feedback as we work on the skills and think about what we want from them.Hello!
I'm sure you know this already, but just in case, I'd like to point out that HBS made some very reasonable changes to weapon stats, in particular the heat generation.
Are you going to rebalance the weapons in the mod taking those changes into account?
Anyway, for some time now I've wanted to present my outlook on the matter of skill points.
What struck me most was that some of the skills seem... misplaced. Completely.
1. I have no idea why the called shot bonuses are in tactics for example. Isn't it just the kind of thing that should be placed in the gunnery tree? Seems reasonable to me.
2. Why guts is responsible for recoil penalty reduction is beyond me as well. OK, you might be badass enough to not whimper from the AC/20 rocking a couple of meters from you, but that should make you better at aiming the gun back.
Again, it's something that should be in the Gunnery skill.
3. I understand why increased heat threshold would in the Guts, it would be perfectly reasonable... if not for how the said heat threshold works. It would make sense if the pilot took damage after his heat threshold is passed, but it's the mech that gets the damage instead.
OK, you can take the heat (literally), but why someone's dislike of saunas would make the heat take damage more easily?
I've seen someone in this thread (I apologize for not remembering the name) suggest that heat threshold be moved to tactics.
As much as that would f..k up my pilot building plans, I like the concept from logical point of view.
If we treat "tactics" as something more akin to "mech tech operation" or something like that (in other words a technical ability of sorts), then we could assume the heat threshold is about more complex, internal heat management in the mech rather than withstanding higher temperatures in the cockpit.
And then in turn it would a perfect sense to have a better indirect fire, sensor lock and heat threshold in tactics "tree".
4. Better melee hit chance increasing with piloting skill absolutely makes sense, but I would also like to see Guts fully responsible for melee, and leave piloting to evasion/sprinting.
This is what I would personally do with the skill tree if I was responsible for that.
Gunnery:
Put Called Shot Improvement/Mastery as well as Recoil Penalty reduction in here, maybe nerf the accuracy bonus per level to not make it OP
Piloting:
It works well as it is, especially with that perma evasion pips from Ace Pilot. Perhaps move melee hit chance to Guts if we go down that route.
Guts:
Juggernaut/Bulwark(activated in melee) + melee hit chance per level plus HP bonuses, together with increased post-battle survival odds do it for me. Perhaps heat threshold could stay, or perhaps not.
Tactics:
Min range is OK, indirect fire is OK, skills are ok, maybe put a heat management here to round up the "tech skill" theme.
Whoa, finished this. sorry for the banter. Didn't want to later regret that I haven't shared those ideas of mine. I would be happy if you at least thought about those points a little.
I could also change the algorithm to make mediums and lights much easier to repair and heavy and assaults significantly harder.