General Video Game Thread



  • @killer-klown Sadly in the new Battletech game pulse lasers are awful. 20% more damage on a medium laser for double the weight and much more heat? No thank you.

    Then again they are also not really a factor in the game and feature on all of two mechs, one of which you face in the final mission and one of which you get after the final mission.


  • Admin

    Leisure Suit Larry: Wet Dreams Don't Dry - teaser trailer .


  • Coder

    @packrat Pulse Lasers have an increased chance to hit as well. They are worth it if you are needing to take lesser skilled pilots into the fight.


  • Politics

    @packrat said in General Video Game Thread:

    Sadly in the new Battletech game pulse lasers are awful. 20% more damage on a medium laser for double the weight and much more heat? No thank you.

    @lithium said in General Video Game Thread:

    Pulse Lasers have an increased chance to hit as well. They are worth it if you are needing to take lesser skilled pilots into the fight.

    And this is how the game relates back to the old board game. That is exactly why pulse lasers were chosen.


  • Pitcrew

    Destiny 2 looks pretty. I have not played it, but there was some $12/month Humble Bundle whatever and it was included.



  • @haven
    If you played and liked Destiny 1 you will like 2. Its the same game.


  • Pitcrew

    @jaded

    same game with less content at present. If you can get it at a discount it's a good buy. But I kind of regret paying full price.


  • Pitcrew

    Yeah, I noticed that Pulse lasers were ... less than impressive in that one pre-arranged story mission where you had them. The Gauss Rifle is pretty nice though.

    As far as Destiny 2, I'd venture to say it's worse than D1 on some core levels. It has a better (Or at least, cohesive) story, but the game's just not as engaging - and somehow they took their players complaints and distilled it down to interpreting them all as 'we want more grind!'. So that's back.


  • Pitcrew

    @killer-klown said in General Video Game Thread:

    Yeah, I noticed that Pulse lasers were ... less than impressive in that one pre-arranged story mission where you had them. The Gauss Rifle is pretty nice though.

    Gauss Rifle + Breaching Shot + Called Shot: Head = <3


  • Coder

    Regarding Battletech: I'm still getting my ass kicked by three-skull missions.

    I lost one of my starting pilots yesterday.

    It was quite sad.


  • Pitcrew

    @thenomain said in General Video Game Thread:

    Regarding Battletech: I'm still getting my ass kicked by three-skull missions.
    I lost one of my starting pilots yesterday.
    It was quite sad.

    Cockpit Mods help a lot. Especially ones with +'s.



  • @lemon-fox I found that +moral cockpit mods can be enormously useful as well, when applied to mechs that you do not expect to take damage such as LRM platforms.

    LRMs are also amazingly potent to the extent that I feel the best possible combination in the campaign is probably two assault weight LRM monsters (Stalkers?) a big Assault weight jumpjet mech that remains somewhat mobile and very brawly with weapons like medium lasers and SRMs, then something king a King Crab for punching very deep holes in armour with multiple AC20s.


  • Pitcrew

    @packrat said in General Video Game Thread:

    LRMs are also amazingly potent to the extent that I feel the best possible combination in the campaign is probably two assault weight LRM monsters (Stalkers?) a big Assault weight jumpjet mech that remains somewhat mobile and very brawly with weapons like medium lasers and SRMs, then something king a King Crab for punching very deep holes in armour with multiple AC20s.

    I actually found Cockpit Mods most important on my front-line brawlers, with two Communications Suites on my backline mechs. My ideal set-up was two Highlanders for mid-range, a Banshee with all Med Lasers and Machine Guns for close brawling and called shots, and a Stalker with 70 LRMs far in the back. Worked really, really well. +Hit Defense Gyros and the occasional TTS (Missiles) were also nice. I brought like...110 LRMs to every round.


  • Coder

    @thenomain You really want at least 3 heavies for 3 skull missions, I was using an orion, a jagermech, a catapult and a griffon 1n and doing three skulls without to much difficulty.

    Right now I am running highlander, battlemaster, zeus, and catapult and can do 4's, haven't tried a 5 yet.

    Also pilots matter a lot, for 3's you want people to have 6+s in every skill


  • Pitcrew

    Cockpit mods are just great all the way around - me, I tend to go with the boost to sight range. Put this on a relatively fast Mech ('relative' being the key word since, in my world of overcompensatively huge machinery, I use a Battlemaster to scout), the pour on the LRM fire from other lance mates. Still hunting for a King Crab, though; from the look of it that has one of the most evenly balanced weapon arrangements in the game.



  • I am not sure that all missions on Battletech are equal.

    I'm doing a new playthrough on the game and it seems like the story missions progress the escalation of mech weight classes that you see on contract missions. I have not tested it enough yet to be sure but I hit two 5 skull missions before doing the first story mission and all I saw were a lot of Light Mechs and low tonnage vehicles, the second mission had a medium thrown in.

    I have been guessing that each skull represents about 80 tons of drop weight potential for the enemy team, when I try to determine what my own drop weight should be for any given mission - but I think I am over estimating. It might be closer to 60.


  • Pitcrew

    They're not - it's an issue they know about and had announced would be fixed in an upcoming patch. Basically, the difficulty curve is less of a curve and more of a ... I dunno. Fractal. I was in a 3.5 skull mission the other day that involved 2 Zeuses and a couple of medium weights, and later on was in a 5 skull that had 1 Thunderbolt and 7 20-45 tonners. There was a freaking Locust. In a 5 skull.


  • Pitcrew

    @jaded said in General Video Game Thread:

    I'm doing a new playthrough on the game and it seems like the story missions progress the escalation of mech weight classes that you see on contract missions. I have not tested it enough yet to be sure but I hit two 5 skull missions before doing the first story mission and all I saw were a lot of Light Mechs and low tonnage vehicles, the second mission had a medium thrown in.

    Your faction rep also matters a lot. I had to sacrifice a few missions to pure rep because I kept seeing 4 and 5 skull missions being gated by rep being too low for FedSuns, Liao, or Taurians.


  • Coder

    @lithium

    Nnrrrgghhh, heavies. I love the flexibility of mediums, and the initiative.

    I have a pilot with Piloting 2. Had. She’s dead now because the enemy decided to gang up on her and it just didn’t work out. My brawler, dead. Sob. Anyway, she was only getting hammered because she piloted a Heavy. Maybe if everyone did then the enemy would be more spread out.

    And maybe it’s the way I play but give me more missiles, more, more!


  • Coder

    @thenomain If you like mediums, try and get a couple Dragons or Catapults, they feel like mediums if you give them jump jets. Dragons especially cuz they are 5/8 movers and fasssst. I love Wolverine's they are my favorite medium hands down, fast, good armor, solid loadout flexibility, Griffon's too can be very good. I did a 3 skull with 4 griffons that put me up against 3 grasshoppers and a dragon. I lost one of the griffons (had to eject the mechwarrior) but overall, won the fight.

    Stock mechs have generally less armor than max, so /always/ max your armor or close to it, it helps a lot.

    Other thing is take one heavy like a thunderbolt or a jaeger and max it's armor, walk it forwards and use brace all the time so it can absorb stupid amounts of punishment and allow you to focus down other mechs.

    There's a lot of different tactics.