What will your day one mods of choice be?

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Legatus87

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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.
 

Tnarien

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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?

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.
 

Lardaltef

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None, because true believers don't use mods (At least on the first playthrough). Though if It's just a cosmetic thing like a logo maybe. Nothing beyond cosmetics though. Not even variants that are appropriate for the time but not in. Just because I wouldn't know anymore what is a vanilla variant and a added variant. Noth8ng wrong with mods just first time playing I want it as vanilla as possible for myself.
 

GenTask

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Not sure why people are disagreeing with @Delta Assault or @degrath. If someone wants to mod their game on an individual basis to have TT values for things, then that is their choice. That's the point of modding.

In the Beta people actually were doing just that for their own individual amusement, as in changing armor, heat, and weapons all back to TT values.

I'm going to hazard a guess that as time goes on over the life time of this game, someone or a group will probably create a 'MegaMek-Lite' for this game.
 

Panpiper

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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?
 

Tnarien

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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?

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.
 

Panpiper

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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).
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.
 

Tovarisc

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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?
 

Tnarien

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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?

Short answer: if the data between two players isn't identical then the PvP match can't be started. If they have the same mods they can* play together.

* - Additional verification checks were added near the end of Beta v2 that made it so that players not only had to have identical data within their files, but actually identical time stamp versions of those files as well. We don't yet know if any more verifications were added between Beta v2 and the final build. it's something we'll have to suss out after launch.
 

Panpiper

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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.
 

Jaidenhaze

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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 :)
 

Tnarien

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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.

I would recommend looking at the AC/5 instead. It has had its damage increased to 9 TT damage (45 HBS:BT damage) and will build only 9 heat (3TT heat). Its ammo has been downgraded to 15 shots per ton.

One of my preferred units in the beta was an Enforcer modified to a PPC + AC/5 loadout. It could jump and fire the AC/5 with minimal heat buildup, or stand and blast with both barrels for roughly the equivalent damage of a Warhammer. Combine with a Bulwark pilot (automatic Brace if it didn't move for a 50% reduction in all incoming damage from the forward and side arcs) and it was a very economical unit.
 

MeiSooHaityu

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I think I am going to play the game all the way through vanilla first before considering mods. After that, I'd be open to trying some unique community made content :).
 

Lardaltef

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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 :)

I would like a mod that allows the support weapons to be used in the normal slots if that is possible. Though I wouldn't be surprised if their use in a melee attack would not be allowed then (if a support weapon is in a energy or ballistic slot). Because I am guessing it (use in a melee attack) is tied to the support slot identifier not the specific weapon.

If It's tied to specific weapon then no problem but if use in melee is tied to hard point type that might be harder (or break the game balance). Because then it might allow an AC 20 to be used in melee...
 
Last edited:

sunder77

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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).

I think you misunderstand. I don't care if people use stock mechs, home-built mechs, or mod their game to use only Jenners. The problem I have is when people infer (snd that's exactly what he did) that the original tabletop game itself only used certain mech loadouts. Which is 100% false and dishonest.
 

SnzKGB

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The 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?
Not sure about day one, but my most wanna have mod is new mechs, especially the Marauder, the Phoenix Hawk and the Warhammer :) Decision at Thinder Rift was my first Battletech Novel that I've bought in paper and read, 22 years ago. So...
 

Panpiper

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I suppose in the absence of a formal mod, a relatively simple hack could be to go into the Mechdef file for say, the Griffin, and hack it to have an XL engine with double heat sinks (and imagine them to be 'Super' Griffins). Then the game would involve a hunt for Griffins, knowing that they would be very dangerous foes, but if salvaged, would permit the design I outlined above. It would be a cheat though, as once gained, you'd have an advantage the opposition would not.
 

Calantyr

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Feb 12, 2003
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I think we're all missing the most important question:
How easy will it be to import new MechWarriors?
For reasons.

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