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Ganimal

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Side note: anyone have any mods or ideas how to make the "missed shots" appear more realistic? I mean, at 200 meters, sometimes I see my ppc go 30 degrees past the mech lol. I'd rather see more near misses vs missing that widely.
 

3dahs

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Side note: anyone have any mods or ideas how to make the "missed shots" appear more realistic? I mean, at 200 meters, sometimes I see my ppc go 30 degrees past the mech lol. I'd rather see more near misses vs missing that widely.

LoL, I've been quite annoyed by this as well. I'd love to see a fix for this. It got even worse in the 1.1 patch. I think it's something HBS will fix in the near future. There are some bugs with 1.1. So hopefully they hop on it soon.
 

Ganimal

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99 bugs in the code
Fix 1 good
113 bugs left in the code
Sing along yall!

Seriously though, shoots ppc and 2 medium lasers in panther, mlas hits, ppc goes perpendicular off to la la land. Last time i witness aim this bad was when i tried to take a piss drunk.
 

don Zappo

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v1.1.1v6_Patch

- Tweaked Basic Panic Mod. This was another pretty major tweak and should see significantly improved functionality.

- Extended Information re-added.

- Bug Fixes.



***To install the patch***

1) If you have version 1.1.1v(ANY) of the mod installed, simply copy the folders in this zip file to your BATTLETECH\Mods folder and overwrite all files when prompted.

2) If you have a previous version of the Mod you must do the full installation of 1.1.1 and update it with this patch!

3) This patch will not invalidate your save game files for campaigns played with 1.1.1v(ANY).
 

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RyuKazuha

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I'll give the new version a spin, while I try to figure out how to fix my contract payments...
 

Forefall

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There are 4 reasons I can think of to not have pips valued at 5, 10, 10, 15, 15, and 15 evasion.

1. It's unintuitive. There is no UI support for this and players are expected to remember an arbitrary sequence when playing the game.

2. It's too much evasion. With light mechs getting 20% naturally, adding an additional 70 makes them invulnerable except to melee and sensor lock. That's bad gameplay.

3. Pips were already exponentially more valuable as you gain more so that the 6th was approximately 3 times as good as the 1st. With this now the 6th is 10 times as good as the 1st. That seems like too much.

4. There is no need to vary the pip levels. Since they are based upon distance traveled, just make the later distance closer if you really want to reward far movement.

I strongly think it should be brought back to 10 per pip and the distances should be the only thing adjusted. Additionally, other factors should be looked as so the total amount of relatively permanent evasion acquirable is no more than 70%.
 

RyuKazuha

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I've never really utilized them, but I know I'm afraid if I see a fire starter...
 

AlanEsh

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I think you are underestimating the impact of sandpapering (esp once you start reducing armor some).... but it's certainly possible we need to nerf clustering even further.
Wat? My LRM boat currently just feels right. He deals significant but not OP damage, and it's all over the location map. Mechs fall down about a third as often as vanilla for me now, maybe even less, so I'm not sure why LRM nerfs are being looked at. If anything, boost ACs instead to get rid of the re-fire penalty. I don't use ACs, still, because they hit for shit.
 

Max_Killjoy

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May 1, 2018
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I wouldn't be horribly disappointed to see the recoil/refire penalty go completely, to me it doesn't seem to accomplish anything interesting.
 

Forefall

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Jun 21, 2018
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I think another problem that is tied into this is that long range weapons are outperformed significantly by close range, specifically the M laser.

As to why LRMs are looked at being nerfed, is because in a long range engagement, LRMs are superior to EVERY other weapon - ACs, LL, PPC, gauss. Not just in damage, but also in stability and the ability to indirect fire and they no refire penalty. In addition, sandpapering is misunderstood at range because it happens to basically all long range weapons.

This is also confusing because LRMs "feel" like they do less when you play with them, because you see a bunch of misses and a bunch of measly 3 or 4s pop up. But if you actually run the math, you'll see they kill faster, knock over faster and do it without penalty and possibly indirectly.
 

Forefall

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Jun 21, 2018
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The refire penalty makes ACs not ideal against high evasive targets. Against an assault with a 90% hit chance, dropping to 80% on refires is about a 12% loss. Against a fast moving assaut iwth a 30% hit chance, dropping to 20% reduces damage by 33%. So it makes ACs more effective against easier to hit targets while lasers do better against harder to hit targets. If the rest of stats on weapons are balanced, this creates an interesting dynamic for how you choose your tactics.
 

don Zappo

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Also, I will point out that the gunnery tree will remove the refire penalty.
 

Max_Killjoy

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It is not my experience that LRMs kill faster, and it is definitely my experience that they are inferior at crippling enemy mechs (as in, I can knock the AC20 off a mech before it gets in range far easier with ACs, PPCs, and LLs, than I can with LRM spam).
 

me987654

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There are 4 reasons I can think of to not have pips valued at 5, 10, 10, 15, 15, and 15 evasion.

1. It's unintuitive. There is no UI support for this and players are expected to remember an arbitrary sequence when playing the game.

2. It's too much evasion. With light mechs getting 20% naturally, adding an additional 70 makes them invulnerable except to melee and sensor lock. That's bad gameplay.

3. Pips were already exponentially more valuable as you gain more so that the 6th was approximately 3 times as good as the 1st. With this now the 6th is 10 times as good as the 1st. That seems like too much.

4. There is no need to vary the pip levels. Since they are based upon distance traveled, just make the later distance closer if you really want to reward far movement.

I strongly think it should be brought back to 10 per pip and the distances should be the only thing adjusted. Additionally, other factors should be looked as so the total amount of relatively permanent evasion acquirable is no more than 70%.

We've already tried the settings you are suggesting (extensively) and it made for worse/less interesting gameplay. These settings were settled on after extensive tweaking, testing and discussion (you can go back in this thread and see the discussions).

I honestly think you need to play more with these settings - some of the things you are worrying about (lights being basically invulnerable) just aren't (IMO) borne out in game.


However - I do really appreciate the feedback....... especially because you always use sound reasoning and numbers (even if I end up not agreeing!). You've made me think about somethings we haven't changed in a long time and that's a good thing :)
 
Last edited:

me987654

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It is not my experience that LRMs kill faster, and it is definitely my experience that they are inferior at crippling enemy mechs (as in, I can knock the AC20 off a mech before it gets in range far easier with ACs, PPCs, and LLs, than I can with LRM spam).

Appreciate the feedback... I personally have not noticed LRMs being OP myself, but I'm only one person and wanted to get more opinions. For now I'm hesitant to change anything wrt LRMs as theorycrafting doesn't always match reality.
 

Max_Killjoy

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May 1, 2018
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Appreciate the feedback... I personally have not noticed LRMs being OP myself, but I'm only one person and wanted to get more opinions. For now I'm hesitant to change anything wrt LRMs as theorycrafting doesn't always match reality.

And note that my comments are in large part based on play with vanilla LRMs -- so I can't see how they'd ever be OP with the reduced damage/instability bonuses on the + versions that are implemented in some mods. (I'm actually feeling really under the weather right now so I'm kinda fuzzy and don't want to accidentally get mods mixed up.)