Grotesque
±¼ ¯\_(ツ)_/¯
- Joined
- Apr 16, 2012
- Messages
- 9,416
why the fuck mechs in mechlab don't have their respective stylized frontal representation like in the upper left corner in that picture?
Frankly, as originally designed, TT is self-contradicting. There is simply no way to reconcile irreplacable artifacts of a previous era with their astonishing disposability.
Doesn't sound too promising. It probably means that per month maintenance will still be around 200k-300k as long as you don't have more than 6 mechs(one mechbay) operational at a time.* I increased the per-mech maintenance cost. By a lot.
* And then I reduced the Leopard's maintenance cost by the same amount.
* And then I increased the Argo's maintenance cost slightly.[.quote]
That is because the fucktard doesn't know the lore. There were 'mech production facilities. They are not irreplaceable. They just cost a ton. In a universe where the average wage was in the region of several hundred C-Bills for 'Mechwarriors, a 'mech costs tens of millions. If he has read the books, he would have known that the biggest headache for merc companies is the ammo and repairs, not the wages of the 'mechwarriors. This was alluded to in Wolves on the Border, where the WOLF'S DRAGOONS had problems getting ammo and parts, and Wolf was worried about THAT, not about paying his staff. A ton of SRM ammo, for example, costs 27000 C-Bills. That means every single time you fired your SRM4, you spat out over 1k C-Bills in operations cost. A ton of LRM ammo is 30000 (from memory). A single LRM20 shot costs 5k C-bills. THAT is the problem when you have triggerhappy, unskilled Sir Miss-a-lots in your company.Frankly, as originally designed, TT is self-contradicting. There is simply no way to reconcile irreplacable artifacts of a previous era with their astonishing disposability.
Well and good, but shouldn't it be that the base game follows the rules of the game and if someone wants 'mech recovery to be easier, that is up to him to change the variables? Why is it that we have to change the base game to put it back to the original rules?Interestingly, on BT forums Kiva commented there is one easy moded variable for destroyed mech recovery chance. Setting it to 0 will make your cored mechs unrecoverable.
Because this is like Dark Souls.. except for noobs LOLWell and good, but shouldn't it be that the base game follows the rules of the game and if someone wants 'mech recovery to be easier, that is up to him to change the variables? Why is it that we have to change the base game to put it back to the original rules?Interestingly, on BT forums Kiva commented there is one easy moded variable for destroyed mech recovery chance. Setting it to 0 will make your cored mechs unrecoverable.
Once again, HBS is showing contempt to the existing fanbase.
Interestingly, on BT forums Kiva commented there is one easy moded variable for destroyed mech recovery chance. Setting it to 0 will make your cored mechs unrecoverable.
The fact that HBS (or any other game developer) is aiming to rely on modders to fix the game instead of trying to get it right the first time round is a good reason to never buy any of their stuff. I didn't buy a new car so that I have to install an engine before it can run.Fortunately between modders and the settings Tyler is talking about this should get resolved in time.
Because if you put these settings in the game and players turn them on and get a unbalanced game that destroys them, they are going to blame HBS for not testing it. At least that is how I would look at it in their place.Interestingly, on BT forums Kiva commented there is one easy moded variable for destroyed mech recovery chance. Setting it to 0 will make your cored mechs unrecoverable.
Yes, it's one of the variables Tyler was talking about adjusting for his "ironman" mode and hopefully exposing to the player as settings post-launch.
They're easily modded by just changing a text file too, but I don't really understand why there couldn't be a couple of toggles at launch. Even just one to make your cored mechs only recoverable as a piece of salvaged chassis, one to adjust the economy in a more challenging direction, maybe one to make mechs rebuilt from salvaged chassis parts no longer come with full, pristine weapons loadouts... these settings alone would allow people to craft an experience more to their liking without having to mod the game out the box. The idea that everyone should learn to play on the same difficulty level just doesn't seem realistic given the variation between experienced parts of the playerbase and those who may pick it up because they want to blast some giant robots and don't have the patience or inclination to worry about making optimal moves. Not all the latter would want to turn into the former and finding one level of difficulty that challenges both seems unlikely.
Fortunately between modders and the settings Tyler is talking about this should get resolved in time.
If it's not hard, it's not complexLots of complexity, not very hard.