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As a forword, the only other thing that irritated me so much was the crappy 'cinnematic cameras'; all they did was make it impossible to see half the time.
I turned them off except for shoulder cam, so they're not a problem now.

However.... Combat balance is rediculous!

1) Headshots
- Are guaranteed to happen against my mechwarriors between 2 and 5 times per mission... this is JUST with enemies free-firing.
If ya can't be arsed to make it actually have the same percentage to hit the head (2%) that the tactical aim screen has, then disable heashots entirely!

2) Wounds with every headshot.
-When the head armour is intact, this is just stupid!
No wounds should be applicable unless there is no armour on an area and then it should be possible to wound the pilot only when getting a direct shot on the pilot compartment!

3) Falling down wounds
- This is just plain stupid.
There is NO possibility of the pilot getting injured from the mech falling; they are in a reinforced shell with a whole combat pilot seat and harness!

4) Where's the LAMS ???
- No one is going to go into cobat with anything missile firing unless they have 1 or 2 of these systems on... yet they seem to be entirely absent from this game.
BOOOOO!

5) Every long range weapon can fire otuside visual range
- Here's another stupid design choice.
The ENTIRE reason an LRM can be shot from sensor only range is because it is a lock on, self guided weapon specifically designed to function like that.
Ppcs, AC & L lasers should NEVER be able to fire from outside the pilots visual range!

6) Both visual range and radar range are MINISCULE
- Seriously, I could see 10 times farther then that in real life!
- Remember the radar in Mechcommander?
It was awsome! It was one reason I'd have a Raven with me the entire first half of the game!

7) No capturing turrets?
- My favorite thing to do in mechcommander games was to go and capture the turret control buildings, then watch them wreck enemies for me.
This one is a minor complain; I'd still like to be able to do it.
As it stands the only thing I can do in this game is blow up generators to destroy turrets. *sadface*

I don't much like or dislike the rest of the game to any great degree, but the combat just sucks!
The devs need to go back and play mechcommander; they'l learn something about the combat.

This game was clearly made by people with NO understanding of mechcommander or reality.
MechWarrior 5 Mercs had better not suck like this does!

Now I'm gonna go install Mechcommander gold so I can have the enjoyment of what it's actually like to play a fun mechcommander style game!
Post edited May 02, 2018 by ast486
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ast486: Actually ya, I'm gonna go install Mechcommander gold and play that now.
Toodles. Don't let the door hit you on the way out.
Falling down wounds and headshot wounds make sense. Even being strapped into a harness/seat, you will feel the pain falling 2+ stories when a mech goes down. Same with a headshot. How much kinetic energy is there behind a missile? Both would have a chance of causing a concussion at the very least.
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jestofmight: Falling down wounds and headshot wounds make sense. Even being strapped into a harness/seat, you will feel the pain falling 2+ stories when a mech goes down. Same with a headshot. How much kinetic energy is there behind a missile? Both would have a chance of causing a concussion at the very least.
No they don't.
The entire cockpit is designated to prevent that sort of thing.

Go play Mechcommander Gold or Mechwarrior 4; they're both freeware.
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jestofmight: Falling down wounds and headshot wounds make sense. Even being strapped into a harness/seat, you will feel the pain falling 2+ stories when a mech goes down. Same with a headshot. How much kinetic energy is there behind a missile? Both would have a chance of causing a concussion at the very least.
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ast486: No they don't.
The entire cockpit is designated to prevent that sort of thing.

Go play Mechcommander Gold or Mechwarrior 4; they're both freeware.
From the TT rulebook. Don't know what to tell ya bud.

DAMAGING A MECHWARRIOR
Three types of damage to a BattleMech can also damage
the MechWarrior inside: head hits, falling, and internal ammunition
explosions. In addition, excessive heat buildup can result
in damage to the MechWarrior if the BattleMech’s life support
system takes damage.
A MechWarrior can take 5 points of damage before dying
from his injuries.
Head Hits
The MechWarrior takes 1 point of damage whenever the
BattleMech’s head is hit, even if the hit does not penetrate the
’Mech’s armor.
Falling
Ifthe BattleMechfalls,the MechWarriormustmake a Piloting
Skill Roll. If he fails the roll,the pilot takes 1 point of damage.
Ammunition Explosions
An internal ammunition explosion causes 2 points of
damage to the MechWarrior as a result of the electric shock he
receives through his neurohelmet.
avatar
jestofmight: Falling down wounds and headshot wounds make sense. Even being strapped into a harness/seat, you will feel the pain falling 2+ stories when a mech goes down. Same with a headshot. How much kinetic energy is there behind a missile? Both would have a chance of causing a concussion at the very least.
avatar
ast486: No they don't.
The entire cockpit is designated to prevent that sort of thing.

Go play Mechcommander Gold or Mechwarrior 4; they're both freeware.
Stock Cockpit is not designed for that. Use a Cockpit+ for that. Gives you 2 free injuries.
avatar
ast486: As a forword, the only other thing that irritated me so much was the crappy 'cinnematic cameras'; all they did was make it impossible to see half the time.
I turned them off except for shoulder cam, so they're not a problem now.

However.... Combat balance is rediculous!

1) Headshots
- Are guaranteed to happen against my mechwarriors between 2 and 5 times per mission... this is JUST with enemies free-firing.
If ya can't be arsed to make it actually have the same percentage to hit the head (2%) that the tactical aim screen has, then disable heashots entirely!

2) Wounds with every headshot.
-When the head armour is intact, this is just stupid!
No wounds should be applicable unless there is no armour on an area and then it should be possible to wound the pilot only when getting a direct shot on the pilot compartment!

3) Falling down wounds
- This is just plain stupid.
There is NO possibility of the pilot getting injured from the mech falling; they are in a reinforced shell with a whole combat pilot seat and harness!

4) Where's the LAMS ???
- No one is going to go into cobat with anything missile firing unless they have 1 or 2 of these systems on... yet they seem to be entirely absent from this game.
BOOOOO!

5) Every long range weapon can fire otuside visual range
- Here's another stupid design choice.
The ENTIRE reason an LRM can be shot from sensor only range is because it is a lock on, self guided weapon specifically designed to function like that.
Ppcs, AC & L lasers should NEVER be able to fire from outside the pilots visual range!

6) Both visual range and radar range are MINISCULE
- Seriously, I could see 10 times farther then that in real life!
- Remember the radar in Mechcommander?
It was awsome! It was one reason I'd have a Raven with me the entire first half of the game!

7) No capturing turrets?
- My favorite thing to do in mechcommander games was to go and capture the turret control buildings, then watch them wreck enemies for me.
This one is a minor complain; I'd still like to be able to do it.
As it stands the only thing I can do in this game is blow up generators to destroy turrets. *sadface*

I don't much like or dislike the rest of the game to any great degree, but the combat just sucks!
The devs need to go back and play mechcommander; they'l learn something about the combat.

This game was clearly made by people with NO understanding of mechcommander or reality.
MechWarrior 5 Mercs had better not suck like this does!

Now I'm gonna go install Mechcommander gold so I can have the enjoyment of what it's actually like to play a fun mechcommander style game!
1. Headshots happen but not that often when you play WELL. If you get so many headshots then you do something wrong. Try to use the terrain to create bottlenecks. I get 1 headshot every ~10 missions. Of course I use LRMs and other ranged weapons and will even fall back to reduce the pressure on my mechs. Dislike the destroy convoy mission... to much rushing for me.

2. Wounds are worse in TT.

3. Your point is wrong, take place in a seat and then let the seat with you fall down 10 meters, you will be injured.
Not deathly injured, but bad things will happen to your body. And if you do in multiple times, you will suffer a lot.

4. In 3025 there are no LAMs that will come later. LAMs are lostech in this time. But the indirect fire is a bit broken. In the old TT manuals I have, you need a spotter who DOES NOT FIRE a weapon in that round. And LAMs around 3052 ( 27 years later ) are used in TT to just increase the number of missiles that hit.

5. LRMs are a bit strange, the semi-lock-on ability will come when LAMs are coming.
In 3025 the LRMs have no locking ability. They are like the SRMs DUMB FIRE Rockets with just longer range. That was explained with the war before when high tech-facilities, universities and every even civilian buildings that could give the other side a favor were attacked/destroyed and that on all planets. They even lost the ability to create good fertilizers. Do not forget what COMSTAR is in that time. A religios group that prayes to the HPG so that it sends the messages. The Battletech universe is around 3025 a wild mix of some high tech things mixed with the darkest middle-age.

In the lore the LRMs in this timezone are just better gunpowder rockets that explode when they hit a thing. They are unguided. In TT when you use indirect fire with the LRMs you chose the hex-field that you want to fire at. It is not the mech in the field that you fired at, it is the hex-field.

6. That is true, I changed it for myself and doubled the view/radar ranges in the .jsons.

7. I like it that I cannot capture them. Would be different if I could call in commando troops, but as it is, I think it is better this way.

And please do not mention Mechwarrior 4. Because of the combined Legdamage MW4 was noncanon.
I stopped after MechWarrior 3.
Post edited May 02, 2018 by Adamant102
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ast486: I don't much like or dislike the rest of the game to any great degree, but the combat just sucks!
The devs need to go back and play mechcommander; they'l learn something about the combat.

This game was clearly made by people with NO understanding of mechcommander or reality.
MechWarrior 5 Mercs had better not suck like this does!
You ah.... you do realize that several of the primary people who created mechcommander were leads in creating this game, RIGHT?
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ast486: No they don't.
The entire cockpit is designated to prevent that sort of thing.

Go play Mechcommander Gold or Mechwarrior 4; they're both freeware.
avatar
jestofmight: From the TT rulebook. Don't know what to tell ya bud.

DAMAGING A MECHWARRIOR
Three types of damage to a BattleMech can also damage
the MechWarrior inside: head hits, falling, and internal ammunition
explosions. In addition, excessive heat buildup can result
in damage to the MechWarrior if the BattleMech’s life support
system takes damage.
A MechWarrior can take 5 points of damage before dying
from his injuries.
Head Hits
The MechWarrior takes 1 point of damage whenever the
BattleMech’s head is hit, even if the hit does not penetrate the
’Mech’s armor.
Falling
Ifthe BattleMechfalls,the MechWarriormustmake a Piloting
Skill Roll. If he fails the roll,the pilot takes 1 point of damage.
Ammunition Explosions
An internal ammunition explosion causes 2 points of
damage to the MechWarrior as a result of the electric shock he
receives through his neurohelmet.
Why do I have 3 health without major investment in guts? Where's my piloting check to mitigate damage with the much lower hp? Where's the consideration for the fact that straight up, you get dumped on in action economy and value per wound yet they decided to make pilots much more fragile? Why am I taking damage for side torsos going pop. Your bringing up TT doesn't actually help your case.
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mishona:
In the two cases I brought up TT for, it's valid. I'm not defending the game, just stating that a huge fall and a massive shot to the face will hurt and has hurt. Simple as that.

The game has experience points and pilot skill progression. TT does not. They wanted to add that dynamic to the game for whatever reason and looked at a way to support it. Nope, not balanced really and some of it just doesn't make sense.
avatar
mishona:
avatar
jestofmight: In the two cases I brought up TT for, it's valid. I'm not defending the game, just stating that a huge fall and a massive shot to the face will hurt and has hurt. Simple as that.

The game has experience points and pilot skill progression. TT does not. They wanted to add that dynamic to the game for whatever reason and looked at a way to support it. Nope, not balanced really and some of it just doesn't make sense.
Fair enough.

So let me ask you this then: Do you think combat in this game is fair or that it sucks the way it is now?
avatar
jestofmight: From the TT rulebook. Don't know what to tell ya bud.

DAMAGING A MECHWARRIOR
Three types of damage to a BattleMech can also damage
the MechWarrior inside: head hits, falling, and internal ammunition
explosions. In addition, excessive heat buildup can result
in damage to the MechWarrior if the BattleMech’s life support
system takes damage.
A MechWarrior can take 5 points of damage before dying
from his injuries.
Head Hits
The MechWarrior takes 1 point of damage whenever the
BattleMech’s head is hit, even if the hit does not penetrate the
’Mech’s armor.
Falling
Ifthe BattleMechfalls,the MechWarriormustmake a Piloting
Skill Roll. If he fails the roll,the pilot takes 1 point of damage.
Ammunition Explosions
An internal ammunition explosion causes 2 points of
damage to the MechWarrior as a result of the electric shock he
receives through his neurohelmet.
avatar
mishona: Why do I have 3 health without major investment in guts? Where's my piloting check to mitigate damage with the much lower hp? Where's the consideration for the fact that straight up, you get dumped on in action economy and value per wound yet they decided to make pilots much more fragile? Why am I taking damage for side torsos going pop. Your bringing up TT doesn't actually help your case.
Thanks for adding that.
It explains why that part feels like a purely punishing feature; there's no upside to it and nothing to counter it!
Post edited May 04, 2018 by ast486
avatar
mishona:
avatar
jestofmight: In the two cases I brought up TT for, it's valid. I'm not defending the game, just stating that a huge fall and a massive shot to the face will hurt and has hurt. Simple as that.

The game has experience points and pilot skill progression. TT does not. They wanted to add that dynamic to the game for whatever reason and looked at a way to support it. Nope, not balanced really and some of it just doesn't make sense.
A quick google search shows that table top has exp and skill progression. I've never played, so don't know if the dev implementation is the same, but it's there.
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ast486: Thanks for adding that.
It explains why that part feels like a purely punishing feature; there's no upside to it and nothing to counter it!
No problem. Just keep in mind that it goes both ways. I finally loaded the game up again and was able to walk away with a full Hunchback (all 3 pieces) and a full Catapult (all 3 pieces) from the same mission by going after what can't be protected against. It can be if you pump in extra points towards guts and an upgraded cockpit but those don't prevent damage.

avatar
jestofmight: In the two cases I brought up TT for, it's valid. I'm not defending the game, just stating that a huge fall and a massive shot to the face will hurt and has hurt. Simple as that.

The game has experience points and pilot skill progression. TT does not. They wanted to add that dynamic to the game for whatever reason and looked at a way to support it. Nope, not balanced really and some of it just doesn't make sense.
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JasonMiao: A quick google search shows that table top has exp and skill progression. I've never played, so don't know if the dev implementation is the same, but it's there.
You are absolutely right. The core rules did add in progression. I did misstate that. This game includes a bit more progression than TT did.
Post edited May 05, 2018 by jestofmight
Add more armor, use more cover, evasion, and skills that give guarded. Move further, jump more, and use skills for more evasion. A direct hit to the head will still cause an injury but you can reduce the number of hits with evasion and other protections can help prevent injuries from ammo explosions and torso and legs being lost. There is also a cockpit module that can sometimes be found in game that will protect angainst some injuries.
Post edited May 05, 2018 by SoheiYamabushi
Always browse the whole Salvagelist down, there are many Modules you can get from Salvage.
Like arm-modules, Cockpit improvements, Gyros, rangefinders, Comunication equipment, targetingprograms.

The cockpitmodules are very handy, as they usually take up 0t weight and give bonus for health (frontline Mechs) or Morale (firesupport units).

Even gyros can be handy, as they too can weight 0t and give bonus to Stability or Damage protection.