/r/Battletechgame
The subreddit of Harebrained Schemes' Battletech Turn-Based Strategy Game.
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Sarna - The ultimate source for anything BT
Morphyum's Mod selection guide
Beginner's Comprehensive Guide to Battletech Tactics
Generic Guide To Installing Battletech Mods and Making Simple Battletech Mods.
/r/Battletechgame
Brand new player here (campaign, no mods or dlc), I built all of my mercs the same way with the 2 Tactics abilities and one other ability (generally bulwark for the brawlers and multishot for long range guys which I've learned is not optimal).
Running two Thunderbolts, a Quickdraw, and a Orion (no particular reason; these are just what i was able to assemble from scrap first). All now have 3 initiative so can move at the same speed as medium mechs and faster than other Heavies.
This seems really powerful to me so far as it avoids a lot of hits from both mediums and heavies. But I kind of wonder if I'm going to regret it at some point or if the other abilities would have been better.
What are your thoughts?
I'm gonna wrap up my playthrough by doing an ally flashpoint, considering the flashpoints takes place during or just before the 4th succession wars.
Which house should they side with that is most likely to pan out well for them?
I just found the Blackbeard Atlas in a black market store for $23,727,000. Should I buy it? I'm tempted, partly because it even comes with a cute little Raven mech sitting on its shoulder like a parrot, but I only have about 28 million c-bills in the bank.
Has anyone tried to use it on combat missions? Is there a good reason to purchase it, other than for its cosmetic appearance?
Just had an epic 2 hour rescue battle, only 2 mechs survived, then it crashed upon mission complete. Are there known settings, edits, or tricks to prevent crashing and give it more stability?
Also, machineguns audio is bugged as the sound will trigger forever until the next time one is used.
Twice now I've had a 10 guts pilot get instakilled at around 70 heat. Reading the wiki this...just shouldn't happen? I'm wondering if I'm misunderstanding or missing something. https://www.bta3062.com/index.php?title=Heat_Scale_Effects
Per the description, 10 guts is supposed to reduce the chance of any of those effects by an additive 50%, ie the only thing that should be happening to you at around 70 heat is a small chance at mech shutdown (and the accuracy/movement penalty).
And secondly...none of those effects read as "your pilot is instantly KOed from full wounds without an ammo explosion". I guess the 'random part' system failure could be the cockpit...except I've never seen another 'random part' ever fail.
I have all the DLC but no mods and I want to make a truely terrifying King Crab that can core most mechs in a single alpha strike. What is the best high damage build to do that?
Ground rules:
No removing armor to do this build, at least the default armor has to stay on.
Weapons have to be possible and reasonable to get, assume no plus weapons but feel free to add them. I have no black market access anymore, the pirates tried to scam another fee out of me and I told them no. I am about to ally with House Davian so any weapons I can get from their planets are fair game to add to the build.
Thanks in advance.
Just in case I don't like the extra long battles, is there a way to turn it off without wrecking my custom mod installation?
Hello,
I managed to get access to the black market. However, by the end of the priority mission, the pirates absolutely loathed me (+1000% price increase). In the raven flashpoint I gave the raven to the pirates. As a result, I'm back to +50% price increase. I would like to further improve my reputation with them but they do not offer me missions. Is there another way of improving reputation with them?
Any tips are welcome. Using vanilla Battletech with all DLC except 'heavy metal' as with that DLC I have unfortunately a save bug.
I couldn't find any newer posts on this topic so thought id check - do any of the big 3 mods include a scaling option to make the mechs closer in size to their in universe scaling?
If not, is there a recommended additional mod that can get it done? The posts I found on this topic were all from years ago and mentioned there were issues with LOS and stuff.
So I'm going off the advice to do a full career run before delving into any huge mod paks. I would like to know if there is a Mod that would autofill the mech warrior pilots that you hire with customized portraits without having to use the "Save Editor"? The basic 3D models are... well, rather boring to look at.
It would be really nice if the pilots I see are random with unique images and not the standard 3D models.
Hi, this is a question about the connection between the universe Lore and the Tech.
So for example, I do know about the Helm Memory Core and how that introduced the IS versions of DHS and Gauss and ER PPC by 3050. Also in the 3050’s Dead Fire LRM became a thing soon made obsolete by MRM.
I lack knowledge about the chronology of when more techs were introduced in the later eras. Stuff like Hardened Armor, Glide Wings, etc.
I have found a List of Technology on Sarna, but I’d like to see a summary of what year each item became available and that’s proving difficult to find.
Anyone got a handy list with Year and Tech Name or something?
I have a reasonably good PC (at least for the time when this game came out), i7-7700K, 1080Ti, 16gb RAM, NVMe SSD, but I get a bit of chugging/slowdown even on lowest settings. The game also seems kinda slow, but I can't tell if it's due to the time delays between turns or an actual performance issue (or both).
Are there any recommended mods that greatly speed up turn times, load times etc? I've already enabled all the speed up options in the menu, done some basic json changes (e.g. reduce audio delays to 0) and I've seen "BT Faster Turns" and something that reduces menu delays, but that's about it. Is there an all-in-one package? I couldn't see anything in the mod list.
Forgive me for a possibly silly question as I only started playing for the first time yesterday (Game Pass, unmodded).
I've noticed some mechs have "intrinsic" stats mentioned in the description, like being good with heat or whatever, but when you look at a stored mech you can only see durability and melee(?). Looking at mechs out of storage is difficult because it's hard to compare them on a like for like basis unless i want to spend all of my time installing/uninstalling weapons, heat sinks etc. I often can't tell who is actually good at what.
Likewise adding jump jets increases "mobility" but I can't actually tell if this makes the mech move further? For example I've installed jump jets on my shadowhawk until it has the same mobility as my locust, but I don't actually know if this means it can move the same distance....
Lots of questions like that.
- how to see intrinsic ability to handle heat
- how to see melee damage
- how to see actual movement distance
etc. I'm sure it's something simple I'm missing / don't understand yet. Thanks in advance for your help :)
So I've been trying to get BEX going with the new release, but the CAB installer gives me a generic error message & tells me to "report this to the maintainers", but I have no idea where to actually *do* that.
To the best of my knowledge, I have been following the install directions correctly & I have the .zip file the installer made; so I just need a forum thread or discord link or something. I'm just really frustrated since BEX & the CAB have worked for me before.
I recently picked the base game up. Im enjoying it more than I thought I would. I don't know much about the lore behind Battletech, but it's a great experience.
The thing is that I only got the base game. The DLCs are a bit too pricey for me at the moment. I'm still fairly early in the game. So should I keep going and finish the campaign while or hold off from playing further until the season pass is on sale?
I'm not sure how much the DLCs improve the campaign. Would it still be worth it to pick up the season pass for a second playthrough? Would it vary it up enough to make it worth it?
Thanks everyone
I'm used to only dropping 4 mechs from other gaming experiences, and progression is vertical: you quickly get bigger mechs and outgrow lights and later mediums. It's interesting that BTA seems to go in another direction entirely: it's very slow to get bigger mechs but you quickly scale horizontally. In almost no time you're fielding 6 mechs, 3 vehicles and 3 battle armors, and even now I'm dropping 9 mechs they're still mostly lights. My biggest mech is still a 50T medium I started the game with!
This horizontal progression defied with my sense of what difficulty missions I should be taking too. Usually if you're got nothing but lighter mechs you feel like you need to stick to the easiest mission ratings, but with how many units BTA gives you that's really not true at all, since you're generally outnumbering the opponent and 1-1.5 skull missions become incredibly easy. Finally realized that I should be doing 2-3 skulls even if my biggest guy is 50T, and those are now dropping bigger mechs that will give me vertical progression.
Though I do wonder how insane 5 skull missions are gonna need to be to actually challenge me when I do finally get full lances of assaults, it's going to be a truly ludicrous amount of firepower on my side.
Anyways just some random feedback/discussion topic, it's an interesting change of pace, though managing so many units certainly increases mission times which is probably a big reason why unmodded Battletech/Mechwarrior games shy away from it.
Lorewise, is there a reason why totally destroying a single leg doesn’t down the mech permanently? Those things don’t look like they can stand with one leg much less hop around
Playing BEXT with mech destruction and iron man on:
Went into a 2 skull mission with two Centurions, a Phoenix Hawk, and a spider to see an Opfor of a Marauder, an Enforcer, and two other heavies I can't remember. My one centurion loses a leg and a its AC 10 within 5 turns to highly accurate PPC fire. I'm backstabbing with my Spider and my PHX-1 when a few turns later my spider eats double ppcs in the back while being at high evasion trying to draw fire. Hit the withdraw button as it's still early game and I can't afford to lose even one of my centurions.
The legged centurion is behind a ridge line painfully and slowly stumbling towards the drop ship one hex at a time while my undamaged centurion tries to provide cover and the PHX is jumping in and out of the ridge line to backstab the heavies and draw fire. The PHX ends up killing every heavy except the marauder doing this without losing any components but having one entire side down into structure. At that point I charge with the slightly armor damaged but still whole centurion and the two tag team the Marauder whittling down its rear armor. We end up killing it.
What could have been a miracle victory was notched down as a .... Bad faith failure, no money, no salvage because I hit the withdraw button too early. Repairs nearly bankrupt me.
Brilliant fight though.
So I have beaten the story finally and am curious what is the next step from here? I have all the DLCs. Should I venture into MODs and if so, which one to start with?
Starts. Pick up only. Will consider trading.
I'm after some SLDF weapons and heatsink but restart after restart, I even can't get a single weapon and only got 1 DHS even when I'm getting 3 mechparts due to de-legging the mech. I made sure to not destroy the weapons and didnt even crit them but still cant get the weapons
Don't get me wrong, I totally enjoyed the mystery about the Dobrev. Yet almost nothing got revealed in the end:
Also the final battle is just a showpiece of the fancy gear you as player will never have. Five skulls yet 3 of my 4 mechs did not draw ANY fire in the whole mission. Granted, I took the rather obvious decision to climb up the ridge right behind the spawn point and then you can basically kick back and watch these elites blast themselves to scrap for you. The widow team completely ignored me so that I could murder their amazing Annihilator with a single volley to the back, somewhat pathetic for "professionals".
So ya, guess I am finally ready for mods, hope I get at least one of the big two (BEX, BTA) to run on linux.
this is all. i get that everything seemed to be adjusted down a little bit to mimic table top but i can't help feeling like the percentages reported vs what is actually happening are mismatched. still early campaign but goddamn my pilots seem like a bunch of incompetents...
EDIT: so i'm finding once i get to about 5 on the gunnery skill things get markedly better IF my guys are also walking (as opposed to running or sprinting or jumping), so half movement, i get good to-hit percentages generally, but they still seem to hit far less than the percentages would otherwise indicate. I suspect that's baked into the base game though - something is going wrong with hit calculations displayed.
ON THE OTHER HAND: catching those ammo trucks in the Smithon mission is basically impossible now. the first one is halfway down the road by the time he appears so if you haven't moved a mech over there and get lucky with a stomp (because you ain't shooting him), you're basically screwed.
Edit: So after a day of waiting and in general not doing anything else. I can take missions again but the directorate still took over before doing the flashpoint in previous saves
So I don’t see much discussion about these. I just kind of stumbled on them while playing with the save editor. Are these things totally OP? At 80 damage and only 4 tons and 2 slots they seem incredible if you can handle the heat load.
For kicks I put 8 on a Dire Wolf with some heat exchangers and double heat sinks. The ability to reach out and touch someone from long range for 500+ damage was pretty incredible. The only downside was the visuals and sound aren’t as impressive as PPC or Gauss Fire.
The hatchetman is jammed to the gills with melee damage modifiers and does 230 damage. The raven provides electronic cover for him as he approaches the enemy, while the stalker (4xLRM15) and marauder (3xAC5) provide support from afar. The marauder can often destroy the head of any enemy mech before I need to engage it with anyone else (precision strikes here are almost always at 35%). Anything the other three don't kill can often be finished off with the raven's coil-M. Having one mech in each weight class also affords me a lot of flexibility in when I act.