I am going to mod myself as a Federated Suns entrepreneur who was in real estate and before my titled property was seized up I got a small loan of 10 mill C bills from my father.
jk.
jk.
Sorry, I'm an early backer and a player of BattleTech since the days it was called BattleDroids, but I have not been closely following the development of the game. How has jump jet heat changed in this game with respect to tabletop?
Yeah...no. I don't invest time and effort fiddling with a game I don't believe in or support.None, because true believers don't use mods
Oh dear. I've always built my mechs specifically to do exactly that, maximally jump and fire each turn without heat buildup. I was planning on kitting out 5/8/5 move, 55 tonners with a single PPC and 17 heat sinks (and max armor). I guess then that even that will not permit jumping and firing without heat buildup?It is substantially higher. I don't have the beta files in front of me at the moment, but I believe it is something on the order of 2.3-2.5x hotter per hex moved to take the jump action (i think it works out to 7.5 heat, which is the equivalent to 2.5 TT heat, but again I don't have the numbers in front of me to confirm)
Basically, in all but a handful of very specialized cases jumping and firing is a no-go as it will redline your heat.
Oh dear. I've always built my mechs specifically to do exactly that, maximally jump and fire each turn without heat buildup. I was planning on kitting out 5/8/5 move, 55 tonners with a single PPC and 17 heat sinks (and max armor). I guess then that even that will not permit jumping and firing without heat buildup?
I ran a table top game store back in the 80's and 90's, and not just any game store. The store had a virtual monopoly on games like BattleTech in a city of two million. I was both the purchaser, so I had to be intimately familiar with the games I was buying, as well as the floor manager, so I talked with a LOT of players. (I also played a lot of BattleTech back then.) EVERYONE modded their mechs if they didn't outright build them from scratch. NOBODY used stock mechs for anything other than opforce NPC enemies, and even NPCs were sometimes modded as well.Sunder, not a lot of people customize at all in a traditional game of BattleTech. It's not dishonest at all. HyperRPG has whole seasons of it to see how it is played. It is dependent on the GM and what the majority of players want to incorporate into a game (which usually can take hours, weeks, and months).
How data integrity is handled for PvP MP?
If Player A has modded data files to give him easier time while Player B is running default config will A and B play by different modifiers or will game somehow force developer intended modifiers?
YIKES!!!Disclaimer: the following calculation is based on Beta v2 values. It may not be accurate for the final build as we know at least some tweaking on the heat axis has been done for energy weapons.
A PPC will build 37 heat. the Jumpjets will build another 37 heat. With 17 sinks the unit will cool 51 heat per turn.
That gives you a net heat buildup of 23 heat per turn.
This means you'll hit the internal damage threshold (on a non-guts specialized pilot) in three turns, and the unit will shutdown in five.
Basically, if you're planning on shooting and scooting you're going to want to use autocannons.
YIKES!!!
Thank you Tnarien. I may be forced to downgrade my intentions to maybe a large laser, or as you say, see if I can squeeze an AC 10 in there instead. Nope, just checked, large laser it is with 19 heat sinks. I'm not sure how effective just a single large laser could be though.
Hmm... I may have to rethink this. Jumping was my goto movement strategy in tabletop. Being forced to rely on walking and running with the concurrent problems with facing, and pretty much thereby being forced rapidly into short range, will require a complete rethink, even a complete relearning of the game. I've never been a fan of the quick and dirty knife fight sort of play, it's not a thinking man's game. I too would seriously consider a day one mod that addressed this.
After the streams i dont think ill mod anything at the start. Still thinking about swapping my BJ1 against a Hunchback 4J. On the horizon, im thinking about a mod that will allow adding Small Laser to Energy Hard Points, MGs to Ballistic and as my biggest mod, i want a More Event Mod. But that will take time and will be my summer project![]()
Sunder, not a lot of people customize at all in a traditional game of BattleTech. It's not dishonest at all. HyperRPG has whole seasons of it to see how it is played. It is dependent on the GM and what the majority of players want to incorporate into a game (which usually can take hours, weeks, and months).
Not sure about day one, but my most wanna have mod is new mechs, especially the Marauder, the Phoenix Hawk and the WarhammerThe very first thing I do before I even start up the game is figure out how to mod in my own custom company logos.
The next thing will be to find the mechwarrior callsign list and add ones that I want to see, if they aren't already there.
What about yours?
I want a Madcat, but I can't wait fifty years, so I'll settle for a Marauder.Not sure about day one, but my most wanna have mod is new mechs, especially the Marauder, the Phoenix Hawk and the WarhammerDecision at Thinder Rift was my first Battletech Novel that I've bought in paper and read, 22 years ago. So...