Now all we need is a "deploy 2 lances" mod so there's a point to keeping so many mechs in your bays. Pretty immersion breaking when you're outnumbered 3 to 1 and you have 14 mechs and pilots sitting on the ship playing cards.
they said something about finding a way to use the entire company off screen. but they are firm on only letting you command a single lance. and I think it would be great to let you use the second and third lance do some low profile missions for you to get some extra cash without forcing you to do easier missions. either way. one of the problems is that you only have a leopard dropship, that means you can only drop a lance at a time. maybe they could reinforce after a few turns while the dropship go back to the argo to get the next lance. but then you probably would have finished the mission by them.
Then let me buy a second leopard? Or get a bigger dropship like one of the spherical ones? If the Argos isn't big enough, let me get a bigger ship? There are loads of merc outfits in the battletech universe that can field more than one lance, seems dumb that we're restricted.
as Alexander said, its hard for a merc unit to get its own dropship and easy to get more than a lance of mechs. the problem is after that, very few merc units manage to pass the one dropship barrier, specially because there is a chance they will be paying for that single dropship for their entire life. I wouldn't be surprised to find out that most merc units were created around a owned dropship instead of around a lance of mechs. either way, getting a new not-space-station-but-also-not-dropship like the Argo is a ridiculous idea, I'm pretty sure that if the game let you sell the Argo for one of the great houses you would be able to buy your own planet and be settled for life. for comparison the heaviest military dropship, a 20,000 tons Colossus costs 716,030,000 C-Bills. I'm not sure if there is a pricetag for a the heaviest civilian dropship, the Behemoth, that weights the same as the Argo, but I don't think the price is much higher since it doesn't have any weaponry or military grade equipment. and then there is the argo, that is the only dropship with gravity pods and only 2 of them were build... can you imagine how much it costs ?
While these mods make the game more realistic, which does have value, all they accomplish in practical terms is add filler-type length to the game as you do additional generic missions to compensate for increased costs. It doesn't even add challenge since you can simply do easier missions with little to no risk. It all comes down to, "you need more money so you have to grind more".
Yes, in terms of game mechanic and enjoyment these mods are more annoying than good. It should be a moment of happiness to get a new mech, not a moment of "oh crap, now I have to repair it utterly and get decent weapons from somewhere".
I very much agree. With the way how the whole campaign progression (bills vs travel times vs repair times) and economy is (not)balanced, these mods will do more harm than fun.
Yep, basicly turns into one of those grindy "do you like a burning cactus for toiletpaper?" games you get in japan. Whatever floats your boat i guess, but that stuff aint for me, i allready got a job i dont particulary like, no need to turn my game into another.
You can't do "easier mission" The difficulty is based on milestones (like getting the argo) and the Contract difficulty variance is set to 1 which means you can only get missions 1 skull easier or 1 harder. But yeah, those mods are just a filler for a sadly kinda short game
Hmm. One of the main complaints about the stores is that they buy things for about 5% of their market price. If you just increase that value to say, 25%, in conjunction with this mudpack it might make the economy more sensible across the board.
I'd love to see a mod that gave your pilots a "proficiancy" rating with certain 'mechs. It's really weird to me- especially with them all being basically Lostech, to put together a super rare mech and everybody is suddenly just as good at piloting it, along with the same 1 mech they've taken on 87 drops. It makes your pilots feel less like people and more like just another component.
Excellent idea. One benefit would be to give the pilot a morale boost for piloting mechs he/she is more familiar with. It would also make using some lighter weight mechs from time to time more plausible since you could have a pilot that excels with certain classes of mechs. I also agree that this would give your mechwarriors more of a "personality" since you could have a pilot turn up their nose when asked to pilot that new King Crab assault mech because they would rather stay in their trusted battle worn Jenner. I would also like to see the game introduce missions to encourage using lighter weight mechs. Perhaps a bonus payout for meeting a lance tonnage restriction for the mission. The mod that increases your costs for maintaining the larger mechs provides some incentive for not always fielding an entire lance of heavy to assault class mechs.
I really like these sort of Mod overviews. I didn't really use many mods at all for games until I saw your mod video to Rimworld which opened up a new world to me. Would like more of this stuff. I have no idea of Frostpunk have any mod community but that is a game I would guess would be fun to have some mods to.
I don't understand the having to repair salvaged mechs thing. Isn't that the WHOLE POINT of having to salvage three "pieces" of each mech to represent that you are usually cobbling together a single mech from the random pieces left over from multiple different mechs already? If you're piecing together a thunderbolt jigsaw why would you have to "replace" everything once you're done? I can see having to still run a repair cycle to shore up the structure and replace missing armor chunks (and maybe having the salvaged mech missing one or two pieces of equipment) , but that's about it.
While the first and the third mod certainly can add some more difficulty to the game itself, i really can not bring myself to agree with the second one completely. Having your mechs fully destroyed could certainly be a thing, but them showing up as salvage does not make any sense at all. The salvage you get after a mission is the amount of salvage that your employer allows you to drag with you after the battle, and i highly doubt any employer would be dumb enough to ask a mercenary group to "pay" for their own fallen mechs.
yeah, it makes sense for your mech to turn into savage, since replacing the mech core is not far from buying a new mech, and good luck finding a replacement reactor and CT lying around on the periphery. but you should get them as savage for free.
I think he means you do, since everything that survived show on the list no matter what. what he means for lottery is the itens you get but can't choose.
I would have no issue with the empty shell situation of salvaged mechs. In reality you most probably destroyed its equipment in order to be able to knock it out. Company salvage doesnt make sense, the wrecked mech is still yours. In the Lore salvage refers equipment taken from the losing side. And in the Lore a fusion plant explosion would destroy a mech, the head can be replaced. Many mechs have been handed down for generations.
I actually disagree. I'd bet that if you were careful enough to keep any salvage value at all in an enemy mech, a lot of the weapons would still be functional. How many mechs in this game have weapons in the legs? Why would blasting away 2 legs destroy any of the weapons. Imo the best option would be some kind of probability function that would adjust your chance of keeping the equipment based on how much damage was done to the structure it wss in.
My favourite mod is a very simple mod. All it does, is remove a triggered reminder from a particular asshat in your crew. No more "mechwarriors need your guidance" ... the final straw was when every single MechWarrior had 10/10/10/10 skills and he wouldn't shut up.
Thank you for this, Quill. My thanks to Morphyum, as well. The mods are very cool for me. I feel like I actually run a merc company with them. The configuration options make them fit just about anyone's liking.
Wow seriously all three are exactly what I wanted added in there!!! One more difficulty Spike I would like is that if a arm and side torso or a leg got blown off you would have to use a piece of Salvage not from that mech but from that weight class to repair it.. I feel like it would make sense if it got damaged you can repair it if it got destroyed you must replace it..
I'll have to check these out for my second playthrough...been taking it slow and savoring the experience. I'm about 75% through the campaign and sitting at 20mil cbills and full lance of assaults so next run I really want a challenge.
It won't make it more of a challenge, it will just make it take longer. If you want a greater challenge then increase the amount of salvage it takes to get a new mech. That will make it a more complex task to get a lance of assaults.
Morphyum has produced a bunch of nice little tweaks, the BrokenMech mod is probably my favorite so far. Not for the beginner though, you have to dedicate a bay to the 'Mech and since you only have six bays at the start you might not have space for it and you can't store broken 'Mechs.
I almost like the 1st one. Seems a little silly getting a fully loaded Stalker from piecing 3 parts together. However, I don't like the broken mech, thing. It should just be a stripped chassis that I fill with whatever is in stock. The 2nd one is going to be a built in option in a future update. HBS is going to add several ways to tune your game for your preferred difficulty, and perma-death for mechs is 1 of them. The 3rd.... no. The maintenance isn't for the mech itself. It's for all the power that the "Mech Cubicle" takes, and, yes, that is what the space is called in the Lore. The space is 1 cubicle for 1 mech, whether it's a Locust or an Atlas. They get locked in and that's it. I could see a bit of variance based on tonnage, but it shouldn't be much.
As much as I like more difficulty. I do not agree with, when your mech loses 1 or 2 side torso (Not Destroyed, still moving) to show up as Salvage. Plus even if your mech does get disabled. destroyed or not, your mech or your components that survived. should return in your mech bay with out counting as salvage. Since it belongs to you in the begin with.
Ok so basically my mod does exactly all you say, side torsos don't count for anything, only real disabled mechs count and you get the parts for free, without having to salvage them. What do you not agree in then?
I've been playing around with the files pretty extensively...stayed away from the lvl2 and lvl 3 tech, it just doesnt fit in with the 3025 setting, but the most important thing i've done with my files is to increase the sight and sensor ranges...makes long range guns actually worth taking, and makes the late game quite a bit more challenging since pretty much every heavy and assault mech mounts some form of long range firepower by default and now they actually get to use those weapons to full effect. I also tweaked the damage and heat of some of the guns to bring them in line with the TT rules. Lastly I boosted the maximum number of contracts that might show up in a system, and increased the range of difficulty that missions could generate with so that late game not every single contract is 4-5 skulls.
One of the things that is so frustrating for me is the fact that damage and armor didn't seem to move over properly. LRM's and SRM's do far too much stability damage, but they are underwhelming in the regular damage area. AC2's and AC5's do FAR more damage than they have any right to do (AC5 is supposed to do the same damage as a Medium Laser, but is supposed to have the added bonus of no damage spreading and stability damage, not almost 2x a Medium Lasers damage). The Gauss Rifle is supposed to do half again as much damage as an AC10, not just a bit more. Small Lasers and Machine Guns both do obscene damage in comparison to their tabletop versions as well. It's just kinda goofy. To me, if they had just multiplied everything by 5, you would get a solid spread of numbers that could look super imposing, while not really messing with anything because you just multiplied all damage/armor/structure by 5 to compensate. But they changed everything in a very random way, making certain weapons absolutely disgusting in comparison. I hope that gets fixed
part of that has to do with the limitations of such low sight range and their stability system instead of just "take x dmg, make a pilot roll to avoid falling". After all, if an AC/2 only did 10 dmg like it should, why would you ever waste 6 tons taking one when you aren't ever going to use more than a fraction of its range? Paradoxically they made big energy weapons far too weak, PPCs and LLs both generate way more heat than they should and again, without being able to use the extra range effectively, they weigh far too much for their dmg output. I increased my sight range to 450m and sensors to 720 (ac2 range), and you'd be amazed how big a difference that makes in the weapon balance on its own. As for missiles, it's really a question of what part of the game you want to balance them for. If you make them do 5 and 10 dmg each like they should, they balance nicely in the early game, but in TT battletech you typically had about 60% of missiles actually hit the target. This matches up with your pilots early on, but lategame with 10s on your gunnery and tactics, it's not uncommon to see 95% hit chance and each missile rolls to hit individually, meaning your effective dmg output would actually be way higher than TT if you used the TT dmg numbers. The heat system also contributes, since you don't have to deal with gunnery modifiers from having heat built up on a mech...you are either overheated or not. I put a mod on reddit that changes the guns all to TT equivalent numbers, but it's far from perfect. The game is close to TT battletech, and can be closer still with judicious modding, but it will never play EXACTLY like TT.
The trick is proper positioning to take advantage of the crazy ranges that you have available. There are many times that I've parked my fire support ranged mech way out, and I have taken advantage of the firepower on my team. As long as I had a firing position that gave good sight lines, I was able to max range my AC5's several times. I've very rarely been able to take full advantage of the AC2's, but that has a lot more to do with maps than anything else. There are just rarely any maps that offer a good firing line 720m long I don't typically do a whole lot of the self-modding by messing with game files, but it is very tempting to do so, I have to admit.
Yeah as someone else said these mods just seem to add more pointless grind/filler. As it is there is way too much downtime from having to travel around to get contracts. Sometimes you'll only be able to do two missions a month which will barely keep you afloat unless you go for pure cash. But then adding a further cash penalty for opting in for salvage just seems wrong, especially with how they hype up how valuable mechs are. Had the game released with that feature, i could easily see people criticizing it as a punishment for achieving something that should be rewarded. Also during the pre release dev streams they stated the reason why they charge a flat fee for mech maintenance. It is because they did not want to punish players for fielding stronger mechs. Quite frankly none of these mods increase the difficulty, they just pad the game with more grinding. I spent about 100 hours in the campaign just farting around, so you definitely don't need to stretch the months out even more. Raising difficulty should be like giving someone new heights to reach or goals. These changes seem like they just weigh you down like baggage. That said you do you, but I would not recommend these, definitely not the first one at least. Maybe the second one, perma-death for mechs would be fair, but having the pilot die is already a huge setback. And as for the third one, it was specifically something the creators decided against so I wouldn't recommend it.
Interesting set of mods. I've an argument about the cost for keeping a mech in the hangar bay for months on end and it's costing you 12k or whatever just to have it there gathering dust. A plane in the hangar, or a tank in the motor park isn't costing the gov't or whoever anything, certainly not thousands upon thousands to just sit there. There is a cost, but that comes from the operation of the mech/tank/plane/car whatever. Yes, there's the initial repair or mod cost but after that, if it is not being used ... well my figuring is that it'd cost far less.
t kinda does if you remember that the parts are broken and disassembled. its just a way to simulate the techs needing to reassemble parts from different mechs, reconecting myomers and remaking the cabling. the price and time is kinda overkill, since replacing parts pretty much means ordering one from a market and replacing the part. for me the ideal would be to give it a assemble time and cost, but I think setting up the mod to only need to replace the legs and arms is a good compromise.
Danilo Oliveira It still makes no sense. Imagine you down a pilot and get the mech wholesale. You pick up all 3/3 salvage and get the mech after the mission. You mean to tell me it is sensible to have to repair the entire thing as if it was a totaled mech?
no, I mean it makes sense to fix all all the parts, adapt them to fit together, assemble all the parts, remake all the cabling and electronics, fit the myomers and recalibrate everything and a few more things... that is lot of work. rebuild a mech like that is not simple task, but the game doesn't do that. that is why I think some work is needed. in this case building every part of the mech may be a little overkill since rebuilding a new part is literally ordering the lost part on the market to refit it on the mech. but maybe just the arms and legs to simulate the work needed to reassemble the mech is a nice compromise. but if you headshot a mech or kill the pilot and the mech is completely unscathed, it doesn't even make sense for the game to force you to get all 3 parts to get the mech. no one on their right mind would cannibalize a perfectly fine mech and split into parts... the weapons maybe (one of the reasons you wouldn't build the mech with all the weapons and armor), but not a arm or a leg. so if the game first take that into account, then we can make so you don't need to rebuild a mech that was perfectly fine in a mission. because if you pick 3 savages of a mech, even if its in the same mission, then you are not getting a assembled mech
It makes more sense than you getting a perfectly healthy and fully loaded stock mech from picking up broken pieces from the field, but it isn't exactly perfect. I just think the mod is better than vanilla.
That’s the thing. You don’t always pick up broken mechs off the field. I understand if it was like that for mechs that got cored. I’d expect a massive explosion to just about send pieces flying everywhere. But just downing a mech from taking out both legs, incapacitating the pilot (without wrecking the hp)...none of these demolish significant portions of the mech. In fact, unless an arm or torso portion get explicitly blown off (or the mech gets cored as stated earlier) there’s really no reason for most of what you guys say.
First mod doesn't make much sense. You are salvaging the "good" parts from the battlefield, and the mod makes you pay for those salvaged parts for a second time if you consider the salvage slot you (probably) exchanged with c-bills. It'd have been better if the salvaged mech had nothing on it but was in a working condition. The third mod makes sense, however unless you install another mod that boosts the c-bill gains from missions, it's too much. Especially when combined with the first mod. I'd use either the first one or the third one, but not both.
it kinda does if you remember that the parts are broken and disassembled. its just a way to simulate the techs needing to reassemble parts from different mechs, reconecting myomers and remaking the cabling. the price and time is kinda overkill, since replacing parts pretty much means ordering one from a market and replacing the part. for me the ideal would be to give it a assemble time and cost, but I think setting up the mod to only need to replace the legs and arms is a good compromise. the mech not having the weapons is also kinda weird if you think about it, when you savage a mech from the battlefield you should get the parts that were intact on that mech (but that would mean overhauling the entire savage system). but if you imagine that they disassemble everything, from armor plates to weapons and then split the savage, then it kinda makes sense again.
So first 2 mods are NOT more realistic. They just add fake difficulty. First one is just dumb. What do you thing "Partial Salvage" stands for? That mean that in 3 instances you got some parts of that mech. That mean that for example you destroyed both legs and right side of a mech so you managed to get centre and side torso with an arm. That counts as 1/3 of a mech and your technicians are keeping this in storage. This is functioning parts. So when you get all 3 parts that mean you have all part needed to put together whole mech. In first mode you get wreckage instead. Why would anyone pay for that? Why would you need salvage rights to pick junk with no value? It just makes no sense. Not to mention, stock gear you get on the salvaged mech is from your storage not extra. So nothing magically appears. Give your technicians some credit. Speaking of salvage rights, this is where 2nd mode makes no sense. Why would you pick mechs you already own as part of contracted salvage? Salvage is part of your payment. It's like your employer offering you your own car as payment. It just doesn't makes any sense. There is no realism in this.
Yea and when you have all partial salvage its totally realistic that its an mech instantly? The second mod does not substract from your salvage points it just gives them to you.
I can agree with delay like when you prep mech from storage but having to pay for all the parts that you already got? If anything, it would make more sense to introduce some kind of resource for replacing missing limbs as thess are hard to get. And if your mech gets destroyed, you already lose components and have to pay for replacing destroyed parts. These mods aren't making things more realistic.
Yeah I was wondering that also. Glad I am not the only one thinking that. I wouldn't mind if they added time required to get the mech running. Like have it take 3-7 days to combine all the salvage parts to get a completely running mech, but still shouldn't cost anything because, then what are you even salvaging LOL.
One of the alternate methods could be to have new mechs just put into storage and then increase the time it takes to get a mech out of storage. This would simulate that the mech components are available but not currently ready.
Quill you do know that it wasn't till after the mod site got a several thousand DL boost from Battletech that they eliminated free manual downloads and now require full pain subscription to get them.
There's two major limitations for BattleTech modding right now, hardcoded Enums (e.g. factions, weaponTypes are all partially hardcoded and non-extendable) and UI (largely if not wholly generated by the Unity editor, and a nightmare to alter let alone extend or create new bits).
That second mod sounds awful in just about all the worst ways you can get on a mod. It increases the difficulty, that's fine, but at the cost of the loot you can salvage off the battlefield? Who the right hell would ever accept a contract with those sorts of terms? Especially given that they were your damn mechs in the first place.
This modder doesn't play Battletech. As per the Merc Handbook, the support cost is based on mech tonnage and not mech value. I don't think this game need mods. It's perfect...except for head shot! But the computer might as lucky as one of my player who destroyed many times my clanners with head shots!!
all of these sound good with the exception. it cost too damn much to do ANYTHING in this game. I cant travel anywhere without doing a dozen missions. IF missions payout out more these mods would be good. Without that NO WAY it already cost me 980k per month on salary.
Fefnir Eindraer What are you talking about. Travel costs are only like 20,000 to 50,000. You can make that on a single mission even if you take lowest pay amount.
Doesn't make much sense that _all_ the mech would need to be rebuilt. Three (random) parts should be functional, since that is the number of parts it takes to be able to ready the mech. Also, a more expensive mech shouldn't necessarily have higher maintenance costs (on the contrary; you often have to pick between a more expensive product that will cost you less in the long run and a cheaper product that will get you started but has higher running costs). So neither of those seems particularly realistic. The "company salvage" mod makes perfect sense, and it always puzzled me a bit why that wasn't the game's default behaviour. Overall these mods just seem to make the game longer (meaning _slower,_ not with more content), they don't really add any complexity. And since you can always make time pass and / or pick easier missions while your new mech is rebuilt, "longer" doesn't even mean "harder", it just means more time looking at menu screens or waiting for counters to increment. What the game really needs is larger (and more varied - ex., urban) maps with more complex missions, and the option to control more units (preferably including support vehicles). But I suspect most of those things either can't be modded at all or will take ages to figure out without proper mod support / documentation.
for those who still has not done the story finished ,..when you have done it..the C-bills are at no concern nor the mech you recover or should lose and i have never lost a full mech meaning if you keep winning and i believe the base game does it good here you will recover your mech and can replace the area what was destroyed or damage ....i´m atm done and really do not see what to make of the game after story is done and has over 50+ mill c-bill..what this mod does ... to me , do not make any sense ,....in some mission i encounter...if i had not been able to upgrade to an grasshopper then i had lost everything...so it might just make the game unplayable and i had ejected more than 15 times during the campaign..in order to keep my pilot... but the game is great and all, but the only i could use mods in this game to make it more realistic, better AI to make the difficulty harder, should not be as it is..throw a lots off enemy low armored lances against you, but had the enemy full built mech that would make it harder... if you make it harder for the player to make c-bills and to maintain min 2 full lances + pilots cost which is a thing in the campaign, then you wont make some of the last mission i think and would not know if possible or not.. and on top of it keep upgrading the vessel.. ..i simply can not see this...for me to have mods in the game would be after story ends... by having something to do...that make sense.... i have enjoyed the game but really after all the mech i have atm ....and all is 85t+ meaning my low tonnage ,mech is used to scouting, that where the rest make up my bulk force..example i can atm field 2 full 100t mech 1 full 95t which i would never do, not strong enough vs range and last 1 full with mix of 85to90t which work ..so i simply can not see what this should do other than, make it more unreal than the game already is... also i do not say this mod is bad or anything just my take on it when i know how the game works and the mission i encounter..(done over 150+ side mission alone), but hope the game come with some updates in the future ...when all this said i like it and is a Mech fan also keep it up and enjoy whatever you like about games.
Not impressed, all three mods just add grind for credits. I was hoping for a fix to the instant reinforcements bug, maybe weapon rebalance mods so AC are lighter or in some other way more worth using. Maybe a nerf to missiles so they are not the omni weapon. A fix to the pilot skills so they make sense. Im not even 1/3 into the game and im already bored. I have 1 heavy mech, and I feel like Iv already seen everything the game has to offer. I dont see my tactics changing, nore the enemies tactics changing, no new weapons will ever be introduced to change that. My pilots all already have their skills and will only ever gain minor stat increases from here on out. And from what I hear once its assaults vs assaults it get even more boring as knockdowns and -1 initiative skills dont work anymore due to the way phases are set up. The game feels pretty shallow atm. But I think thats because its more focused on the story, and I couldnt care less about the story. I kinda half expected this too because the Shadowrun game are also pretty shallow, not this shallow but still. and they all also focused on the story which again; not my thing.
You can alter the weapons yourself. Just go into the Json files and change the values (always back up the files first). So if you don't like the missile stab damage meta you can reduce stab damage on all missiles. It just takes a while to change each file. Knockdowns still work in assaults, you just have to hit the mech that already acted in phase 1. And with assaults you can knockdown a target with the fire from 2 mechs in the base game.
Yuck! It’s like that “Do you even lift Bro?!” meme. Trying to make this game almost unplayable does not make you a better player, it just means you have a masochistic streak.
those all sound awful why would you want that? i was expecting you to highlight some mods that fix the combat camera, speed up mech movement, or add more impact to the combat so they dont look like theyre shooting each other with spitballs anymore
the camera fix you just need to go to the options menu, mech movement is coming on a update, but you can change it yourself in the files. and a lot of people would want that, specially those that find the game way too easy.
But this isn't actual challenge. This is all just crappy grind for c-bills and time type garbage. The only way this increases difficulty is the fact that you have to run around in crappier machines for a longer period of time, and when you do get no chassis you get to spend forever and several missions worth of credits getting it working again. That is neither fun, nor challenging. It's a time sink, that's it. Challenge enhancements would be new mission types that pit you against time restrictions (forcing you to go into a match with smaller, faster mechs that can make the trek in time, but have far less fire power to deal with the problem when they get there). It would be facing intelligently designed lances rather than the random hodge-podge we currently have. Challenge would include facing off against more not-shit mechs in general. Challenge would include reducing the number of tanks that appear in a given mission. Even with 2 AC20's, a Demolisher is only a threat for a very short time, and if you get to melee it you will usually destroy it. Adding a c-bill grind in a fashion that doesn't even add realism (there are multiple people above who have already explained why these mods don't add realism at all) is rather pointless unless you enjoy punishing yourself with the least enjoyable part of the game. The fun stuff is the priority missions, the interesting scenario battles, mucking around with new tech and building a more interesting and powerful mech.
well... yeah, that is how battletech/mechwarrior always balanced, the heavier the enemies, the harder they are. a change like that force you to be aware of the damage you suffer on a mission, it makes you think twice before charging a enemy to kill everyone instead of just doing the mission and escaping to cut your losses. it makes you think if its worth taking the damage just to get a bit more savage. its really not a C-Bills grind, its a C-bill sink. its so it won't be too easy to raise to one of the biggest merc corps in the IS, instead you will be fighting just to keep the boat floating, like a normal merc corp. and really as I said, its not for everyone, but a lot of people want that. that is the experience they had when playing the original battletech, and so that is the experience they expect from this game.
It's too easy or too hard depending on how you play. The problem is: The playstyle I prefer (with a scout or several mediums) is very hard to just fielding a Steiner scout lance later in the game. Later in the game, as far as I have seen, many mechanics like initiative become obsolete because everyone tends to use assaults. In my opinion one of the big problems of the game.
its hard in the beginning, the maintenence fees are pretty shitty. Once you get like a few chapters into the story things open up and you can spend more time focusing on the pokemon aspect of collecting all the mechs. You'll be kneecapping ATLAS's in no time
This is a fantastic game but be very careful modding it. They have a server that saves some of your vehicle/mech data and if it gets updated and the mods gets removed, the game will have issues loading. Doesn't happen to everyone but it's rendered my game unplayable. With the data on their servers even a full uninstall and reinstall won't fix it and apparently they don't have a way to edit the server data or delete profiles on their end. Just a warning, the mods are great when they work but you're risking your entire game by using them.
So on the first mod that makes it broken, is it ADDING broken items to it from thin air, or is it taking items from your inventory and then breaking them?? Cuz that would be fucked up.
These are horrible to the point of masochism. Realism rarely makes a game more enjoyable. If anything, the money management is one of the worst parts of the game. There's no need to make it worse.
It's only sadistic if you install it on someone else's game. Anyway, since you can always choose to do easier missions and / or let time pass, they don't really add much to the gameplay, they just make things slower.
I went to the web site you have listed and downloaded the files. There was no .exe file to be seen after following the instructions given on web site. Just to let you know.
Not a fan of these mods. I'd like to remove the "weapon mods" from the weapons: these seem to break the game's difficulty. LRMs with stability damage bonuses being the big sinners here.
Awful set of mods. None of them raise the campaign difficulty they just mean that it takes longer to progress through the campaign as you need to do more missions. None of them make the game more realistic. The base game abstracts financial elements to make things simpler to play and balances the economy against that (which is a reason why sale prices are so low). The first mod is stupid and does not follow the original game. If you disable a mech by taking out both legs what you get is a functional top half of a mech but no legs. A good mod would add a build time for the salvaged mech and have it appear with no equipment (as they are already part of post-mission salvage).
Clan 'Mechs are definitely coming -- I've seen Omnimechs in the .json files. Also, all Lostech being properly coded for trading, except for the tech requirement of 20, with 5 being the maximum for now.
I'm not touching that game again until they fix the instant reinforcement bug (or maybe there is a mod that already fixes it, should check). I have found the management and money fairly easy thus far, but having to tediously spend X turns finding a dumb way to "cheese" the enemies to engage them only one lance at a time is the opposite of fun for me
Hate to be the bearer of bad news mate, but the devs have stated that the instant reinforcements isn't a bug - it's intended. The only bug is the narrator saying "you've got enemy reinforcements inbound" when you kill the main objective and the enemy reinforcements are already there/dead. As someone who is with you 100% on the annoying "cheese the dumb AI to win" strategy that seems to be compulsory, Look for missions that allow you to fight higher level mechs with 1/3 to 1/2 armor. If you find the right title for these missions you can level up your lance and 1v2 in a straight fight. It sucks I know, but unfortunately battletech is the only recent mechwarrior game we have at the moment :(
Not sure about that, they are planning on addressing the "difficulty spikes" for example, and clearly showing 2 skulls for a mission with instant reinforcement is not right. If they could at the very least show the actual difficulty for those missions I could just avoid them without having to try each one and quit to desktop when it turns out it's ridiculous
Didn't say they won't change the difficulty in the future, but during the dev AMA they specifically stated the reinforcements coming at the start of a mission wasn't a bug.
WTF. Why wouldn't you talk about roguetech. You didn't even say something like "Obviously the best mod is Roguetech but I wanted to talk about some of the less known." How dare you. There is only one mod. And that mod is roguetech. You don't like that then make videos about another game.
Now all we need is a "deploy 2 lances" mod so there's a point to keeping so many mechs in your bays. Pretty immersion breaking when you're outnumbered 3 to 1 and you have 14 mechs and pilots sitting on the ship playing cards.
they said something about finding a way to use the entire company off screen. but they are firm on only letting you command a single lance. and I think it would be great to let you use the second and third lance do some low profile missions for you to get some extra cash without forcing you to do easier missions.
either way. one of the problems is that you only have a leopard dropship, that means you can only drop a lance at a time. maybe they could reinforce after a few turns while the dropship go back to the argo to get the next lance. but then you probably would have finished the mission by them.
Then let me buy a second leopard? Or get a bigger dropship like one of the spherical ones? If the Argos isn't big enough, let me get a bigger ship?
There are loads of merc outfits in the battletech universe that can field more than one lance, seems dumb that we're restricted.
Price is 227,750,400 C-Bills for an upgrade Leopard or 171,358,128 C-Bills for the Obsolete version
In MW4 Mercenaries, you couldn't always deploy two full lances either. Depended on the contract
as Alexander said, its hard for a merc unit to get its own dropship and easy to get more than a lance of mechs. the problem is after that, very few merc units manage to pass the one dropship barrier, specially because there is a chance they will be paying for that single dropship for their entire life. I wouldn't be surprised to find out that most merc units were created around a owned dropship instead of around a lance of mechs.
either way, getting a new not-space-station-but-also-not-dropship like the Argo is a ridiculous idea, I'm pretty sure that if the game let you sell the Argo for one of the great houses you would be able to buy your own planet and be settled for life. for comparison the heaviest military dropship, a 20,000 tons Colossus costs 716,030,000 C-Bills. I'm not sure if there is a pricetag for a the heaviest civilian dropship, the Behemoth, that weights the same as the Argo, but I don't think the price is much higher since it doesn't have any weaponry or military grade equipment. and then there is the argo, that is the only dropship with gravity pods and only 2 of them were build... can you imagine how much it costs ?
While these mods make the game more realistic, which does have value, all they accomplish in practical terms is add filler-type length to the game as you do additional generic missions to compensate for increased costs. It doesn't even add challenge since you can simply do easier missions with little to no risk. It all comes down to, "you need more money so you have to grind more".
Yes, in terms of game mechanic and enjoyment these mods are more annoying than good. It should be a moment of happiness to get a new mech, not a moment of "oh crap, now I have to repair it utterly and get decent weapons from somewhere".
I very much agree. With the way how the whole campaign progression (bills vs travel times vs repair times) and economy is (not)balanced, these mods will do more harm than fun.
Yep, basicly turns into one of those grindy "do you like a burning cactus for toiletpaper?" games you get in japan.
Whatever floats your boat i guess, but that stuff aint for me, i allready got a job i dont particulary like, no need to turn my game into another.
You can't do "easier mission" The difficulty is based on milestones (like getting the argo) and the Contract difficulty variance is set to 1 which means you can only get missions 1 skull easier or 1 harder. But yeah, those mods are just a filler for a sadly kinda short game
Hmm. One of the main complaints about the stores is that they buy things for about 5% of their market price.
If you just increase that value to say, 25%, in conjunction with this mudpack it might make the economy more sensible across the board.
All of these mods sound about as enjoyable as a kick to the teeth.
Why would I want any of these? Damn I was thinking these would be decent mods.
I'd love to see a mod that gave your pilots a "proficiancy" rating with certain 'mechs. It's really weird to me- especially with them all being basically Lostech, to put together a super rare mech and everybody is suddenly just as good at piloting it, along with the same 1 mech they've taken on 87 drops. It makes your pilots feel less like people and more like just another component.
Thomas Freeman, good points.
Excellent idea. One benefit would be to give the pilot a morale boost for piloting mechs he/she is more familiar with. It would also make using some lighter weight mechs from time to time more plausible since you could have a pilot that excels with certain classes of mechs. I also agree that this would give your mechwarriors more of a "personality" since you could have a pilot turn up their nose when asked to pilot that new King Crab assault mech because they would rather stay in their trusted battle worn Jenner.
I would also like to see the game introduce missions to encourage using lighter weight mechs. Perhaps a bonus payout for meeting a lance tonnage restriction for the mission. The mod that increases your costs for maintaining the larger mechs provides some incentive for not always fielding an entire lance of heavy to assault class mechs.
I really like these sort of Mod overviews. I didn't really use many mods at all for games until I saw your mod video to Rimworld which opened up a new world to me. Would like more of this stuff. I have no idea of Frostpunk have any mod community but that is a game I would guess would be fun to have some mods to.
I don't understand the having to repair salvaged mechs thing.
Isn't that the WHOLE POINT of having to salvage three "pieces" of each mech to represent that you are usually cobbling together a single mech from the random pieces left over from multiple different mechs already? If you're piecing together a thunderbolt jigsaw why would you have to "replace" everything once you're done?
I can see having to still run a repair cycle to shore up the structure and replace missing armor chunks (and maybe having the salvaged mech missing one or two pieces of equipment) , but that's about it.
While the first and the third mod certainly can add some more difficulty to the game itself, i really can not bring myself to agree with the second one completely. Having your mechs fully destroyed could certainly be a thing, but them showing up as salvage does not make any sense at all. The salvage you get after a mission is the amount of salvage that your employer allows you to drag with you after the battle, and i highly doubt any employer would be dumb enough to ask a mercenary group to "pay" for their own fallen mechs.
yeah, it makes sense for your mech to turn into savage, since replacing the mech core is not far from buying a new mech, and good luck finding a replacement reactor and CT lying around on the periphery. but you should get them as savage for free.
The mod makes them show up for you regardless of the salvage "lottery" -- you get your own mech bits no matter what.
Yes, but do you have to use your free choices to guarantee that you get them?
I think he means you do, since everything that survived show on the list no matter what. what he means for lottery is the itens you get but can't choose.
If I don’t have a horrible bug, you should get your own mech salvage for free without using one of your loot „tokens“
I would have no issue with the empty shell situation of salvaged mechs. In reality you most probably destroyed its equipment in order to be able to knock it out.
Company salvage doesnt make sense, the wrecked mech is still yours. In the Lore salvage refers equipment taken from the losing side. And in the Lore a fusion plant explosion would destroy a mech, the head can be replaced. Many mechs have been handed down for generations.
Yea and because its yours you get the salvage parts without spending a token for it.
I actually disagree. I'd bet that if you were careful enough to keep any salvage value at all in an enemy mech, a lot of the weapons would still be functional. How many mechs in this game have weapons in the legs? Why would blasting away 2 legs destroy any of the weapons. Imo the best option would be some kind of probability function that would adjust your chance of keeping the equipment based on how much damage was done to the structure it wss in.
My favourite mod is a very simple mod.
All it does, is remove a triggered reminder from a particular asshat in your crew.
No more "mechwarriors need your guidance" ... the final straw was when every single MechWarrior had 10/10/10/10 skills and he wouldn't shut up.
Danceofmasks he's the new "A settlement needs your help."
Thank you for this, Quill. My thanks to Morphyum, as well. The mods are very cool for me. I feel like I actually run a merc company with them. The configuration options make them fit just about anyone's liking.
Wow seriously all three are exactly what I wanted added in there!!! One more difficulty Spike I would like is that if a arm and side torso or a leg got blown off you would have to use a piece of Salvage not from that mech but from that weight class to repair it.. I feel like it would make sense if it got damaged you can repair it if it got destroyed you must replace it..
I'll have to check these out for my second playthrough...been taking it slow and savoring the experience. I'm about 75% through the campaign and sitting at 20mil cbills and full lance of assaults so next run I really want a challenge.
It won't make it more of a challenge, it will just make it take longer. If you want a greater challenge then increase the amount of salvage it takes to get a new mech. That will make it a more complex task to get a lance of assaults.
These mods sound great!!! Nice spot light video.
Z:\ Drive thanks :)
Thanks for the love Quill :)
These mods make this game way harder than it already is.
Morphyum has produced a bunch of nice little tweaks, the BrokenMech mod is probably my favorite so far. Not for the beginner though, you have to dedicate a bay to the 'Mech and since you only have six bays at the start you might not have space for it and you can't store broken 'Mechs.
I almost like the 1st one. Seems a little silly getting a fully loaded Stalker from piecing 3 parts together. However, I don't like the broken mech, thing. It should just be a stripped chassis that I fill with whatever is in stock.
The 2nd one is going to be a built in option in a future update. HBS is going to add several ways to tune your game for your preferred difficulty, and perma-death for mechs is 1 of them.
The 3rd.... no. The maintenance isn't for the mech itself. It's for all the power that the "Mech Cubicle" takes, and, yes, that is what the space is called in the Lore. The space is 1 cubicle for 1 mech, whether it's a Locust or an Atlas. They get locked in and that's it. I could see a bit of variance based on tonnage, but it shouldn't be much.
As much as I like more difficulty. I do not agree with, when your mech loses 1 or 2 side torso (Not Destroyed, still moving) to show up as Salvage. Plus even if your mech does get disabled. destroyed or not, your mech or your components that survived. should return in your mech bay with out counting as salvage. Since it belongs to you in the begin with.
Ok so basically my mod does exactly all you say, side torsos don't count for anything, only real disabled mechs count and you get the parts for free, without having to salvage them. What do you not agree in then?
I've been playing around with the files pretty extensively...stayed away from the lvl2 and lvl 3 tech, it just doesnt fit in with the 3025 setting, but the most important thing i've done with my files is to increase the sight and sensor ranges...makes long range guns actually worth taking, and makes the late game quite a bit more challenging since pretty much every heavy and assault mech mounts some form of long range firepower by default and now they actually get to use those weapons to full effect. I also tweaked the damage and heat of some of the guns to bring them in line with the TT rules. Lastly I boosted the maximum number of contracts that might show up in a system, and increased the range of difficulty that missions could generate with so that late game not every single contract is 4-5 skulls.
One of the things that is so frustrating for me is the fact that damage and armor didn't seem to move over properly. LRM's and SRM's do far too much stability damage, but they are underwhelming in the regular damage area. AC2's and AC5's do FAR more damage than they have any right to do (AC5 is supposed to do the same damage as a Medium Laser, but is supposed to have the added bonus of no damage spreading and stability damage, not almost 2x a Medium Lasers damage). The Gauss Rifle is supposed to do half again as much damage as an AC10, not just a bit more. Small Lasers and Machine Guns both do obscene damage in comparison to their tabletop versions as well. It's just kinda goofy. To me, if they had just multiplied everything by 5, you would get a solid spread of numbers that could look super imposing, while not really messing with anything because you just multiplied all damage/armor/structure by 5 to compensate. But they changed everything in a very random way, making certain weapons absolutely disgusting in comparison. I hope that gets fixed
part of that has to do with the limitations of such low sight range and their stability system instead of just "take x dmg, make a pilot roll to avoid falling". After all, if an AC/2 only did 10 dmg like it should, why would you ever waste 6 tons taking one when you aren't ever going to use more than a fraction of its range? Paradoxically they made big energy weapons far too weak, PPCs and LLs both generate way more heat than they should and again, without being able to use the extra range effectively, they weigh far too much for their dmg output. I increased my sight range to 450m and sensors to 720 (ac2 range), and you'd be amazed how big a difference that makes in the weapon balance on its own. As for missiles, it's really a question of what part of the game you want to balance them for. If you make them do 5 and 10 dmg each like they should, they balance nicely in the early game, but in TT battletech you typically had about 60% of missiles actually hit the target. This matches up with your pilots early on, but lategame with 10s on your gunnery and tactics, it's not uncommon to see 95% hit chance and each missile rolls to hit individually, meaning your effective dmg output would actually be way higher than TT if you used the TT dmg numbers. The heat system also contributes, since you don't have to deal with gunnery modifiers from having heat built up on a mech...you are either overheated or not. I put a mod on reddit that changes the guns all to TT equivalent numbers, but it's far from perfect. The game is close to TT battletech, and can be closer still with judicious modding, but it will never play EXACTLY like TT.
The trick is proper positioning to take advantage of the crazy ranges that you have available. There are many times that I've parked my fire support ranged mech way out, and I have taken advantage of the firepower on my team. As long as I had a firing position that gave good sight lines, I was able to max range my AC5's several times. I've very rarely been able to take full advantage of the AC2's, but that has a lot more to do with maps than anything else. There are just rarely any maps that offer a good firing line 720m long
I don't typically do a whole lot of the self-modding by messing with game files, but it is very tempting to do so, I have to admit.
Yeah as someone else said these mods just seem to add more pointless grind/filler.
As it is there is way too much downtime from having to travel around to get contracts. Sometimes you'll only be able to do two missions a month which will barely keep you afloat unless you go for pure cash. But then adding a further cash penalty for opting in for salvage just seems wrong, especially with how they hype up how valuable mechs are.
Had the game released with that feature, i could easily see people criticizing it as a punishment for achieving something that should be rewarded. Also during the pre release dev streams they stated the reason why they charge a flat fee for mech maintenance. It is because they did not want to punish players for fielding stronger mechs.
Quite frankly none of these mods increase the difficulty, they just pad the game with more grinding. I spent about 100 hours in the campaign just farting around, so you definitely don't need to stretch the months out even more. Raising difficulty should be like giving someone new heights to reach or goals. These changes seem like they just weigh you down like baggage.
That said you do you, but I would not recommend these, definitely not the first one at least. Maybe the second one, perma-death for mechs would be fair, but having the pilot die is already a huge setback. And as for the third one, it was specifically something the creators decided against so I wouldn't recommend it.
Interesting set of mods. I've an argument about the cost for keeping a mech in the hangar bay for months on end and it's costing you 12k or whatever just to have it there gathering dust. A plane in the hangar, or a tank in the motor park isn't costing the gov't or whoever anything, certainly not thousands upon thousands to just sit there. There is a cost, but that comes from the operation of the mech/tank/plane/car whatever. Yes, there's the initial repair or mod cost but after that, if it is not being used ... well my figuring is that it'd cost far less.
The first mod makes no sense. If everything has to be built from scratch... It isn't salvage, it's a blue print.
t kinda does if you remember that the parts are broken and disassembled. its just a way to simulate the techs needing to reassemble parts from different mechs, reconecting myomers and remaking the cabling. the price and time is kinda overkill, since replacing parts pretty much means ordering one from a market and replacing the part. for me the ideal would be to give it a assemble time and cost, but I think setting up the mod to only need to replace the legs and arms is a good compromise.
Danilo Oliveira
It still makes no sense. Imagine you down a pilot and get the mech wholesale. You pick up all 3/3 salvage and get the mech after the mission. You mean to tell me it is sensible to have to repair the entire thing as if it was a totaled mech?
no, I mean it makes sense to fix all all the parts, adapt them to fit together, assemble all the parts, remake all the cabling and electronics, fit the myomers and recalibrate everything and a few more things... that is lot of work. rebuild a mech like that is not simple task, but the game doesn't do that. that is why I think some work is needed. in this case building every part of the mech may be a little overkill since rebuilding a new part is literally ordering the lost part on the market to refit it on the mech. but maybe just the arms and legs to simulate the work needed to reassemble the mech is a nice compromise.
but if you headshot a mech or kill the pilot and the mech is completely unscathed, it doesn't even make sense for the game to force you to get all 3 parts to get the mech. no one on their right mind would cannibalize a perfectly fine mech and split into parts... the weapons maybe (one of the reasons you wouldn't build the mech with all the weapons and armor), but not a arm or a leg. so if the game first take that into account, then we can make so you don't need to rebuild a mech that was perfectly fine in a mission. because if you pick 3 savages of a mech, even if its in the same mission, then you are not getting a assembled mech
It makes more sense than you getting a perfectly healthy and fully loaded stock mech from picking up broken pieces from the field, but it isn't exactly perfect. I just think the mod is better than vanilla.
That’s the thing. You don’t always pick up broken mechs off the field. I understand if it was like that for mechs that got cored. I’d expect a massive explosion to just about send pieces flying everywhere.
But just downing a mech from taking out both legs, incapacitating the pilot (without wrecking the hp)...none of these demolish significant portions of the mech. In fact, unless an arm or torso portion get explicitly blown off (or the mech gets cored as stated earlier) there’s really no reason for most of what you guys say.
First mod doesn't make much sense. You are salvaging the "good" parts from the battlefield, and the mod makes you pay for those salvaged parts for a second time if you consider the salvage slot you (probably) exchanged with c-bills. It'd have been better if the salvaged mech had nothing on it but was in a working condition.
The third mod makes sense, however unless you install another mod that boosts the c-bill gains from missions, it's too much. Especially when combined with the first mod. I'd use either the first one or the third one, but not both.
it kinda does if you remember that the parts are broken and disassembled. its just a way to simulate the techs needing to reassemble parts from different mechs, reconecting myomers and remaking the cabling. the price and time is kinda overkill, since replacing parts pretty much means ordering one from a market and replacing the part. for me the ideal would be to give it a assemble time and cost, but I think setting up the mod to only need to replace the legs and arms is a good compromise. the mech not having the weapons is also kinda weird if you think about it, when you savage a mech from the battlefield you should get the parts that were intact on that mech (but that would mean overhauling the entire savage system). but if you imagine that they disassemble everything, from armor plates to weapons and then split the savage, then it kinda makes sense again.
So first 2 mods are NOT more realistic. They just add fake difficulty.
First one is just dumb. What do you thing "Partial Salvage" stands for? That mean that in 3 instances you got some parts of that mech. That mean that for example you destroyed both legs and right side of a mech so you managed to get centre and side torso with an arm. That counts as 1/3 of a mech and your technicians are keeping this in storage. This is functioning parts. So when you get all 3 parts that mean you have all part needed to put together whole mech. In first mode you get wreckage instead. Why would anyone pay for that? Why would you need salvage rights to pick junk with no value? It just makes no sense. Not to mention, stock gear you get on the salvaged mech is from your storage not extra. So nothing magically appears. Give your technicians some credit.
Speaking of salvage rights, this is where 2nd mode makes no sense. Why would you pick mechs you already own as part of contracted salvage? Salvage is part of your payment. It's like your employer offering you your own car as payment. It just doesn't makes any sense. There is no realism in this.
Yea and when you have all partial salvage its totally realistic that its an mech instantly? The second mod does not substract from your salvage points it just gives them to you.
I can agree with delay like when you prep mech from storage but having to pay for all the parts that you already got? If anything, it would make more sense to introduce some kind of resource for replacing missing limbs as thess are hard to get.
And if your mech gets destroyed, you already lose components and have to pay for replacing destroyed parts. These mods aren't making things more realistic.
Yeah I was wondering that also. Glad I am not the only one thinking that. I wouldn't mind if they added time required to get the mech running. Like have it take 3-7 days to combine all the salvage parts to get a completely running mech, but still shouldn't cost anything because, then what are you even salvaging LOL.
One of the alternate methods could be to have new mechs just put into storage and then increase the time it takes to get a mech out of storage. This would simulate that the mech components are available but not currently ready.
Just putting it in storage would do the job as mechs from storage are stripped off gear.
Just want more maps, more missions and mission types
Thanks for this!
Quill you do know that it wasn't till after the mod site got a several thousand DL boost from Battletech that they eliminated free manual downloads and now require full pain subscription to get them.
Is there a mod to make spam saving/loading faster?
There's two major limitations for BattleTech modding right now, hardcoded Enums (e.g. factions, weaponTypes are all partially hardcoded and non-extendable) and UI (largely if not wholly generated by the Unity editor, and a nightmare to alter let alone extend or create new bits).
I at first struggled with budget but I held off doing the first story mission till I built up some cash
That second mod sounds awful in just about all the worst ways you can get on a mod. It increases the difficulty, that's fine, but at the cost of the loot you can salvage off the battlefield?
Who the right hell would ever accept a contract with those sorts of terms? Especially given that they were your damn mechs in the first place.
I'm finding it super hard to not be out important mechs after any 1 and a half difficulty
if you incapcitate a mech through knock out, you should claim the full mech as one piece of savage then.
This modder doesn't play Battletech. As per the Merc Handbook, the support cost is based on mech tonnage and not mech value. I don't think this game need mods. It's perfect...except for head shot! But the computer might as lucky as one of my player who destroyed many times my clanners with head shots!!
all of these sound good with the exception. it cost too damn much to do ANYTHING in this game. I cant travel anywhere without doing a dozen missions. IF missions payout out more these mods would be good. Without that NO WAY it already cost me 980k per month on salary.
Fefnir Eindraer What are you talking about. Travel costs are only like 20,000 to 50,000. You can make that on a single mission even if you take lowest pay amount.
Doesn't make much sense that _all_ the mech would need to be rebuilt. Three (random) parts should be functional, since that is the number of parts it takes to be able to ready the mech.
Also, a more expensive mech shouldn't necessarily have higher maintenance costs (on the contrary; you often have to pick between a more expensive product that will cost you less in the long run and a cheaper product that will get you started but has higher running costs).
So neither of those seems particularly realistic.
The "company salvage" mod makes perfect sense, and it always puzzled me a bit why that wasn't the game's default behaviour.
Overall these mods just seem to make the game longer (meaning _slower,_ not with more content), they don't really add any complexity. And since you can always make time pass and / or pick easier missions while your new mech is rebuilt, "longer" doesn't even mean "harder", it just means more time looking at menu screens or waiting for counters to increment.
What the game really needs is larger (and more varied - ex., urban) maps with more complex missions, and the option to control more units (preferably including support vehicles). But I suspect most of those things either can't be modded at all or will take ages to figure out without proper mod support / documentation.
There is no mod to make this shit enjoyable
for those who still has not done the story finished ,..when you have done it..the C-bills are at no concern nor the mech you recover or should lose and i have never lost a full mech meaning if you keep winning and i believe the base game does it good here you will recover your mech and can replace the area what was destroyed or damage ....i´m atm done and really do not see what to make of the game after story is done and has over 50+ mill c-bill..what this mod does ... to me , do not make any sense ,....in some mission i encounter...if i had not been able to upgrade to an grasshopper then i had lost everything...so it might just make the game unplayable and i had ejected more than 15 times during the campaign..in order to keep my pilot... but the game is great and all, but the only i could use mods in this game to make it more realistic, better AI to make the difficulty harder, should not be as it is..throw a lots off enemy low armored lances against you, but had the enemy full built mech that would make it harder... if you make it harder for the player to make c-bills and to maintain min 2 full lances + pilots cost which is a thing in the campaign, then you wont make some of the last mission i think and would not know if possible or not.. and on top of it keep upgrading the vessel.. ..i simply can not see this...for me to have mods in the game would be after story ends... by having something to do...that make sense.... i have enjoyed the game but really after all the mech i have atm ....and all is 85t+ meaning my low tonnage ,mech is used to scouting, that where the rest make up my bulk force..example i can atm field 2 full 100t mech 1 full 95t which i would never do, not strong enough vs range and last 1 full with mix of 85to90t which work ..so i simply can not see what this should do other than, make it more unreal than the game already is... also i do not say this mod is bad or anything just my take on it when i know how the game works and the mission i encounter..(done over 150+ side mission alone), but hope the game come with some updates in the future ...when all this said i like it and is a Mech fan also keep it up and enjoy whatever you like about games.
Not impressed, all three mods just add grind for credits. I was hoping for a fix to the instant reinforcements bug, maybe weapon rebalance mods so AC are lighter or in some other way more worth using. Maybe a nerf to missiles so they are not the omni weapon. A fix to the pilot skills so they make sense.
Im not even 1/3 into the game and im already bored. I have 1 heavy mech, and I feel like Iv already seen everything the game has to offer. I dont see my tactics changing, nore the enemies tactics changing, no new weapons will ever be introduced to change that. My pilots all already have their skills and will only ever gain minor stat increases from here on out. And from what I hear once its assaults vs assaults it get even more boring as knockdowns and -1 initiative skills dont work anymore due to the way phases are set up.
The game feels pretty shallow atm. But I think thats because its more focused on the story, and I couldnt care less about the story. I kinda half expected this too because the Shadowrun game are also pretty shallow, not this shallow but still. and they all also focused on the story which again; not my thing.
You can alter the weapons yourself. Just go into the Json files and change the values (always back up the files first). So if you don't like the missile stab damage meta you can reduce stab damage on all missiles. It just takes a while to change each file.
Knockdowns still work in assaults, you just have to hit the mech that already acted in phase 1. And with assaults you can knockdown a target with the fire from 2 mechs in the base game.
Yuck! It’s like that “Do you even lift Bro?!” meme. Trying to make this game almost unplayable does not make you a better player, it just means you have a masochistic streak.
Dude are you a masochist?
I'll be more impressed if they can bring Gundams into this
those all sound awful why would you want that? i was expecting you to highlight some mods that fix the combat camera, speed up mech movement, or add more impact to the combat so they dont look like theyre shooting each other with spitballs anymore
the camera fix you just need to go to the options menu, mech movement is coming on a update, but you can change it yourself in the files. and a lot of people would want that, specially those that find the game way too easy.
But this isn't actual challenge. This is all just crappy grind for c-bills and time type garbage. The only way this increases difficulty is the fact that you have to run around in crappier machines for a longer period of time, and when you do get no chassis you get to spend forever and several missions worth of credits getting it working again. That is neither fun, nor challenging. It's a time sink, that's it.
Challenge enhancements would be new mission types that pit you against time restrictions (forcing you to go into a match with smaller, faster mechs that can make the trek in time, but have far less fire power to deal with the problem when they get there). It would be facing intelligently designed lances rather than the random hodge-podge we currently have. Challenge would include facing off against more not-shit mechs in general. Challenge would include reducing the number of tanks that appear in a given mission. Even with 2 AC20's, a Demolisher is only a threat for a very short time, and if you get to melee it you will usually destroy it.
Adding a c-bill grind in a fashion that doesn't even add realism (there are multiple people above who have already explained why these mods don't add realism at all) is rather pointless unless you enjoy punishing yourself with the least enjoyable part of the game.
The fun stuff is the priority missions, the interesting scenario battles, mucking around with new tech and building a more interesting and powerful mech.
well... yeah, that is how battletech/mechwarrior always balanced, the heavier the enemies, the harder they are. a change like that force you to be aware of the damage you suffer on a mission, it makes you think twice before charging a enemy to kill everyone instead of just doing the mission and escaping to cut your losses. it makes you think if its worth taking the damage just to get a bit more savage. its really not a C-Bills grind, its a C-bill sink. its so it won't be too easy to raise to one of the biggest merc corps in the IS, instead you will be fighting just to keep the boat floating, like a normal merc corp.
and really as I said, its not for everyone, but a lot of people want that. that is the experience they had when playing the original battletech, and so that is the experience they expect from this game.
Damn, as if the game wasn't hard enough already...
I found it to easy ;-) also I am a sadist ;-)
It's too easy or too hard depending on how you play. The problem is: The playstyle I prefer (with a scout or several mediums) is very hard to just fielding a Steiner scout lance later in the game.
Later in the game, as far as I have seen, many mechanics like initiative become obsolete because everyone tends to use assaults.
In my opinion one of the big problems of the game.
The game starts hard and then gets easy. One part of the reason is that salvaged mechs are way too easy to get and give you way too much money.
its hard in the beginning, the maintenence fees are pretty shitty. Once you get like a few chapters into the story things open up and you can spend more time focusing on the pokemon aspect of collecting all the mechs.
You'll be kneecapping ATLAS's in no time
cant wait for a gundam UC mod :)
This is a fantastic game but be very careful modding it. They have a server that saves some of your vehicle/mech data and if it gets updated and the mods gets removed, the game will have issues loading. Doesn't happen to everyone but it's rendered my game unplayable. With the data on their servers even a full uninstall and reinstall won't fix it and apparently they don't have a way to edit the server data or delete profiles on their end. Just a warning, the mods are great when they work but you're risking your entire game by using them.
So on the first mod that makes it broken, is it ADDING broken items to it from thin air, or is it taking items from your inventory and then breaking them?? Cuz that would be fucked up.
This game needs a Warhammer 40K Renaming and Reskin mod badly !
Let the Titan Legions rise once more brothers ! For the Emperor !
Is there a mod to make it more like Battletech Table top? I want the option to run tanks and aircraft as well as Mechs.
These are horrible to the point of masochism. Realism rarely makes a game more enjoyable. If anything, the money management is one of the worst parts of the game. There's no need to make it worse.
Sadist modpack
TunaSammich yea indeed :)
Negative, it is masochistic not sadistic as it is self inflicted.
It's only sadistic if you install it on someone else's game.
Anyway, since you can always choose to do easier missions and / or let time pass, they don't really add much to the gameplay, they just make things slower.
I went to the web site you have listed and downloaded the files. There was no .exe file to be seen after following the instructions given on web site. Just to let you know.
I didn't know u were in Sudbury I'm like two hours away from u lol. Europa universalis IV vs Stellaris which do u like more??
More!
Aaren Layne I only have two hands ;-)
How do you get this BTML as not sure how you download it as nothing happens when i click on it?
Not a fan of these mods. I'd like to remove the "weapon mods" from the weapons: these seem to break the game's difficulty. LRMs with stability damage bonuses being the big sinners here.
There better be a Gundam mod in the works....
the game does get harder , espeacially after you win it
And is hearts of Iron IV like a more involved Risk global domination style???
Awful set of mods. None of them raise the campaign difficulty they just mean that it takes longer to progress through the campaign as you need to do more missions. None of them make the game more realistic.
The base game abstracts financial elements to make things simpler to play and balances the economy against that (which is a reason why sale prices are so low).
The first mod is stupid and does not follow the original game. If you disable a mech by taking out both legs what you get is a functional top half of a mech but no legs. A good mod would add a build time for the salvaged mech and have it appear with no equipment (as they are already part of post-mission salvage).
Mods linked down in the "dobelido"? Someone's been watching AvE...
I always thought that came from the vlogbrothers
Nope the term came from WheezyWaiter
is there going to be a 3060 to 3160 year timeline mod with clan mechs and world of blake mechs some time soon becuse that would be cool
ashtiboy let’s hope :)
Clan 'Mechs are definitely coming -- I've seen Omnimechs in the .json files. Also, all Lostech being properly coded for trading, except for the tech requirement of 20, with 5 being the maximum for now.
I'm not touching that game again until they fix the instant reinforcement bug (or maybe there is a mod that already fixes it, should check). I have found the management and money fairly easy thus far, but having to tediously spend X turns finding a dumb way to "cheese" the enemies to engage them only one lance at a time is the opposite of fun for me
you can have multiple lance engaged at a time and prevail, make sure they can't corrdinate properly.
Hate to be the bearer of bad news mate, but the devs have stated that the instant reinforcements isn't a bug - it's intended. The only bug is the narrator saying "you've got enemy reinforcements inbound" when you kill the main objective and the enemy reinforcements are already there/dead.
As someone who is with you 100% on the annoying "cheese the dumb AI to win" strategy that seems to be compulsory, Look for missions that allow you to fight higher level mechs with 1/3 to 1/2 armor. If you find the right title for these missions you can level up your lance and 1v2 in a straight fight. It sucks I know, but unfortunately battletech is the only recent mechwarrior game we have at the moment :(
Not sure about that, they are planning on addressing the "difficulty spikes" for example, and clearly showing 2 skulls for a mission with instant reinforcement is not right. If they could at the very least show the actual difficulty for those missions I could just avoid them without having to try each one and quit to desktop when it turns out it's ridiculous
Didn't say they won't change the difficulty in the future, but during the dev AMA they specifically stated the reinforcements coming at the start of a mission wasn't a bug.
Its not a bug, reinforcements appear as they should. The bug is in the timing of the reinforcement message (i.e. its appearing far too late).
why dont you adress te myriad of problems with the game. which could be adressed by mods.
I cheat engined 2 billion c-bills. These mods do nothing for me.
can quill play a game without 8 thousand mods?
ShadowCrashed81. As likely as Quill playing a hoi game not as a communist. Or not taking on debt in a managing game.
sadly the answer to that is no
How can anyone play any game without mods? These days all games are pretty much unfinished...
>all x are y
grow up
I'm so confused about your voice.
And level up mechs? Is that a mod, because that does not exist.
WTF. Why wouldn't you talk about roguetech. You didn't even say something like "Obviously the best mod is Roguetech but I wanted to talk about some of the less known." How dare you. There is only one mod. And that mod is roguetech. You don't like that then make videos about another game.
Wow, you chose the worst mods! So funny. Bye.