Battletech heavy metal mod
- #Battletech heavy metal mod mod
- #Battletech heavy metal mod update
- #Battletech heavy metal mod upgrade
- #Battletech heavy metal mod free
In particular, elevation differences can make a big difference in how things go: you really don't want your supposedly-unhittable light to be caught at the bottom of a hill, with 2 lances of enemies at the top. Heavies do the worst: not evasive enough to avoid damage, and not quite powerful enough to kill reliably (Marauder excepted). Lights and assaults seem to do the best: the former are still impossible to hit even with no evasion pips, and the latter have enough firepower to delete anything with one alpha. Because of this I've actually gone off boating LRMs. Since it requires a minimum of 3 mechs (one to destabilise, one to KD, one to finish off), it just doesn't kill fast enough compared to direct damage not to mention that various patches since 2018 have made KD in general less reliable. Even if you manage to stay out of LOS from most of the opfor, all those LRM pinpricks add up. You have to eliminate as many enemies as possible each round, or you'll get overwhelmed. Time-to-kill is paramount in this scenario. On a 4 skull battle mission, this means I'll usually have a mixed heavy/medium lance, with no more than 1 assault, while being outnumbered 12 or 16 to 4. I also limit my lance to no more than the contract's nominal skull rating. I've enabled random starting locations, and added 2 medium lances to every fight (3 for 5-skull contracts).
#Battletech heavy metal mod mod
So, I've been playing around with the Mission Control mod to make things more interesting for my endgame squad. You could question whether it's still an "Atlas" then, though. In fact, the best loadout is probably to ditch all the short-range stuff and go 4x SPPC and 2x UAC/5. I think an LRM would actually be better the UAC/20 provides plenty of close-in firepower already and there have been plenty of times it's been out of range. I've already maxed out all the energy slots, and support is of limited use on a slow assault. Well, in the case of the Atlas it's more about what to do with those missile slots. One of the things I find interesting is that in a world of snub-PPCs and UACs and ERMLs, the SRMs we've always had are still viable. just buying mech chassis and seeing what stupidly OP builds are possible. That's why missiles have a 20% damage penalty right off the top in this game-they don't have the damage penalty of the missile table.Īt this point, I'm not really even playing the game. This game doesn't have a missile table, each missile instead rolls an individual to-hit check, and with to-hit values often hitting 95% it's kind of like having streak missiles all the time.
#Battletech heavy metal mod free
It weighs a ton, but generates no heat and needs no ammo so it's basically free extra damage. So a LRM20 goes from 12 missiles hitting on average to more like 14.5. A Streak SRM-6 always lands 6 missiles on a hit.Īrtemis just adds 2 to the missile table roll. So a normal SRM-6 lands 4 missiles on a hit on average.
The missile table in TT means that on average only around 50-60% of the missiles actually land on a hit. I don't even think they got any bonus to the number of missiles that hit, but it's been a while. Mostly, Streaks worked the same as non-streak, except you didn't waste ammo/heat if the shot didn't hit.
n.1112335/Īs always, if you experience further issues please contact Customer Support at: For more platform specific information go to our forums at. It is possible to revert to past versions of our game in case you have trouble. Under certain circumstances the game does not exit cleanly after saving The debug console, build number widget, and combat debug options cannot be evoked when using their corresponding shortcut combinations +/++ variants of machine guns are now availableįixed an issue that prevented some players from being able to delete their GOG saves= Half-ton machine gun ammo is now available Killing the entire OpFor now auto-completes escort missionsĪ new ammo tab is now in stores and the ‘Mech Bay The mod installation folder is now configurableįixed many other mod support related bugsĪdded several mod support quality of life improvementsįixed some long-range and short-range pathfinding issuesĮscort vehicles can now move through the player’s ‘Mechs and each other
#Battletech heavy metal mod upgrade
The main areas of improvement are: ‘Mech and vehicle variants, gameplay options, Convoy AI, and mod support.Īdded a Career Mode Difficulty Setting that allows players to reduce Argo upgrade costsĪdded a Settings option that allows players to speed up the real-world time it takes for an in-game day to passĪdded a Settings option to assist those with color blindness allowing them to select alternate LOS lines and indirect fire colors Thank you for playing BATTLETECH! Release 1.9 is now available on Steam, GOG, Humble, and Paradox Plaza.
#Battletech heavy metal mod update
LIVE - BATTLETECH 1.9 Update Release Notes