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Ganimal

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We have discussed having called shot move to gunnery. It is hard to move skills, though.

Heat threshold on Tactics does make a lot of sense. Something to consider if it can be moved, which may be hard.

I kinda like that idea if you guys can implement it. Right now, I still tend to over use Bulwark, especially for my assault lance pilots. And then it's right back to vanilla tactics of stand there and wipe out 2 lances of assaults. Moving things like heat threshold to tactics will make me consider different tactics because it can be extremely useful depending on build.
 

don Zappo

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Completed several missions with the new pack tonight. Only issue I saw was one assault convoy mission where the enemy vehicles never moved. They would fire, but not move.
Yep, I just learned about that bug. It's from the base game. Seemed related to standing in their destination square and causing them to just drop their AI.
 

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BetterSorting seems bugged in v1.1: Sorting seems ok when you open list in Mech Lab for the fist time but goes weird as soon as you begin to drag and drop items from store to your mech and vice versa.
 

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BetterSorting seems bugged in v1.1: Sorting seems ok when you open list in Mech Lab for the fist time but goes weird as soon as you begin to drag and drop items from store to your mech and vice versa.
Can confirm from a Discord chat session earlier with ACCount12; BetterSorting only works as-intended on the Salvaging screen.

Doesn't work for shops (output_log.txt throws a long error message), and MechBay/Lab is unpredictable, just as you've indicated.
 

FrUnit7

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Completed several missions with the new pack tonight. Only issue I saw was one assault convoy mission where the enemy vehicles never moved. They would fire, but not move.

Yep, I just learned about that bug. It's from the base game. Seemed related to standing in their destination square and causing them to just drop their AI.
Just encountered this issue with an escort mission. Allied convoy vehicles fired but never moved from starting position. Mission could not be completed of course.
 

don Zappo

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don Zappo

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Can confirm from a Discord chat session earlier with ACCount12; BetterSorting only works as-intended on the Salvaging screen.

Doesn't work for shops (output_log.txt throws a long error message), and MechBay/Lab is unpredictable, just as you've indicated.
Okay. I'll make sure to disable it in a patch I push today.
 

don Zappo

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Working on a mod currently I just came across the area where I can swap around the bonuses for the skill trees. So, if we really want to move melee to tactics, for example, it should be doable. Not sure if we want to do things that are that big, but at least we now have the option to.
 

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This escort bug seems really strange. If you can, can you confirm that you are bugged in similar situations to what is listed here: https://www.reddit.com/r/Battletechgame/comments/8t4zvy/escort_missions_are_consistently_broken/

Just trying to make sure it is a base issue and not something with the AI that we've added.
Yes my issue is similar to the situation described. 4 allied APC spawned and then never move. Difficult to judge if one of my Mech was on their path to extraction zone (it was on a desert map without road) but I never had this issue before upgrade to 1.1.
 

Ganimal

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I also noticed an issue with evasive pips. I'm still on Planet Detroit, before the Grim Sybil / Argo mission. Enemy lights w/ recruit pilot tags does not loose evasive pips to weapon fire / melee, only to sensor lock. They are behaving as if they are piloted by ace pilots (3 perm evasion for lights). Is this intended for low level AI pilots or is this a bug?

EDIT: Ok I can confirm, perm evasion mod component is the issue. All lights, including my own does not loose evasive pips at 3 evasion. They do loose evasive pips above 3 to fire / melee. This is the 4th mission from a new campaign, so of course, none of my guys have ace pilot lol.
 
Last edited:

don Zappo

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I also noticed an issue with evasive pips. I'm still on Planet Detroit, before the Grim Sybil / Argo mission. Enemy lights w/ recruit pilot tags does not loose evasive pips to weapon fire / melee, only to sensor lock. They are behaving as if they are piloted by ace pilots (3 perm evasion for lights). Is this intended for low level AI pilots or is this a bug?

EDIT: Ok I can confirm, perm evasion mod component is the issue. All lights, including my own does not loose evasive pips at 3 evasion. They do loose evasive pips above 3 to fire / melee. This is the 4th mission from a new campaign, so of course, none of my guys have ace pilot lol.
That was a design change. It was in the patch, but isn't included in the main notes (yet). It's in the changelog. Right now permanent evasion gives 3/2/1/0 permanent evasion per weight class. Ace Pilot gives +1 permanent evasion on top of this.
 

FrUnit7

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Quoted from dZ_Company_Commander_Notes_v1_1_1vBETA:
- Permanent Evasion implemented per chassis class: 3/2/1/0 for Light/Medium/Heavy/Assault.

Note that if a light/medium/heavy mech doesn't move enough (or not at all) to get 3/2/1 evasive pips, its "permanent evasion" will equals to the evasive pips it generated. And "permanent" evasive pips can still be removed by sensor locks or becoming unsteady (or knocked down of course).
 

James Grimm

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So more feedback.

Not having a working medium mech really slowed down my early progression, I've now gotten the Centurion from doing the get the Argo from the moon pirates mission and it's my only medium mech still. I'd say I'm maybe 20 missions in now. It's gotten pretty grindy to the point that I broke down and spent 1.8 Mil C-bils on 2 more Shadowhawk parts from a Store to assemble a 2nd Medium - 150 Days repair time :(

I'm really tempted to rush the Weldry mission so that I get the Argo, but it seems like it would be a bit rough with a Centurion, Spider, Urbie, and a Panther 9R (my first real light upgrade to replace a Commando), so I'm going to have to wait out until that SH assembles at least.

As for the Evasions stuff I feel like I should revise my earlier assessment now that I have some Gunnery 5-7 pilots. Everything but Light Mechs is perfect where it is, but I'm still mostly forced to either Melee or use Support weapons to hit lights. Otherwise I hit a cap of about 35% accuracy trying to hit Lights even with good Gunnery Pilots, unless the AI screws up and only moves 2 pips worth (which happens sometimes at close engagement ranges). I was expecting that at Gunnery 2-4 but not so much on now on my more experienced Pilots and it gets frustrating after a while. I had a fight on a desert map against 4 Panthers where half my lance could not get into Melee range and that was kind of a slow, peeling chunks of armor off kind of a fight with a lot of misses for my Urbie and Centurion.

If it is possible to tweak Light mechs only, I would maybe suggest knocking them a single Acc notch towards being easier to hit. Either by lowering the To-hit Mech size penalty by 1, or better by moving a second evasion pip to Ace pilot just for Lights if that's possible.

I'm going to try it some more (I've got 150 days to go on that Shadowhawk still) so I'll let you know if I change my opinion again.
 

don Zappo

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Always good to here from you, Grimm. I have a patch that I am dropping tonight I've just been working on the skills mod. What I am going to do so far:

  1. I have added +1 morale per turn in combat to Tactics 7, and an additional +1 morale per turn to Tactics 10.
  2. Lowered repair costs from a value of 20 to 15. So, repair time will go faster.
  3. I updated the repair time algorithm. Now anything that is lighter than 60 tons will repair faster and everything higher than 60 tons will take longer.
  4. I will tweak the accuracy somehow. I'm leaning towards reverting to @me987654 's evasion values. Right now it is 5/15/30/45/60/75 % evasion per pip. The previous values were 5/15/25/40/55/70 %. This will be a small tweak to take the edge off the high evasion.
  5. Disabling BetterSort.
  6. By popular demand I will be including Basic Panic System: https://www.nexusmods.com/battletech/mods/137?tab=posts
  7. CBT head added to make overheating much more interesting: https://github.com/McFistyBuns/CBTHeat
  8. Updated AI added.
For the life of me I can't make Sensor Lock be able to be used without consuming moving and shooting. This should be easy but it is not. This is also on the Rogue Tech to-do list as they've had problems implementing it.

Right now is the good time to speak up while I work on integrating all these changes. Did I miss anything or are you vehemently opposed to any of these?
 

Ganimal

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Everything but Light Mechs is perfect where it is, but I'm still mostly forced to either Melee or use Support weapons to hit lights

Make sure to use sensor lock, I always have 1-2 pilots w/ sensor lock in my lance so as to diminish any evasive built up. This however does make lights significantly more useful in the late game. They can have a much higher chance of dodging enemy fire and also use their initiative + movement to employ some nasty flanking tactics.
 

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Right now is the good time to speak up while I work on integrating all these changes. Did I miss anything or are you vehemently opposed to any of these?

Will you have random campaign start, skip tutorial, etc. added back in as well? As far as the changes you've listed, I like. Also, what do you think about adding the AIM-attack improvement mod (it's on nexus, fixes the hit % / head shot % issues in 1.1)
 

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Always good to here from you, Grimm. I have a patch that I am dropping tonight I've just been working on the skills mod. What I am going to do so far:

  1. I have added +1 morale per turn in combat to Tactics 7, and an additional +1 morale per turn to Tactics 10.
  2. Lowered repair costs from a value of 20 to 15. So, repair time will go faster.
  3. I updated the repair time algorithm. Now anything that is lighter than 60 tons will repair faster and everything higher than 60 tons will take longer.
  4. I will tweak the accuracy somehow. I'm leaning towards reverting to @me987654 's evasion values. Right now it is 5/15/30/45/60/75 % evasion per pip. The previous values were 5/15/25/40/55/70 %. This will be a small tweak to take the edge off the high evasion.
  5. Disabling BetterSort.
  6. By popular demand I will be including Basic Panic System: https://www.nexusmods.com/battletech/mods/137?tab=posts
  7. CBT head added to make overheating much more interesting: https://github.com/McFistyBuns/CBTHeat
  8. Updated AI added.
For the life of me I can't make Sensor Lock be able to be used without consuming moving and shooting. This should be easy but it is not. This is also on the Rogue Tech to-do list as they've had problems implementing it.

Right now is the good time to speak up while I work on integrating all these changes. Did I miss anything or are you vehemently opposed to any of these?

Sounds exciting! I definitely like the look of the skill and repair changes. I think having Tactic interact with Morale makes a lot of sense. I am curious how many days off the Shadowhawk repair/assembly the changes would subtract.

#4 Sounds like it might take care of my frustration w/ Lights vs. Skilled Gun Pilots. That 3rd/4th pip seems to be the break point in the version I'm playing now where feels just a tiny bit too high on defense.