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Khorban

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38 comments

  1. Sir_Toejam
    Sir_Toejam
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    sadly, in late game when facing assault mechs, if you are using fast moving lights or mediums, the AI will ignore you if all mechs in sight range have 6 pips. they will just brace instead of attacking.

    this mod allows you to easily get 95% evasion, which the AI is not designed to deal with properly.

    suggest toning down the evasion multiplier you are using, such that evasion max at 6 pips gives you under 90% evasion.

    otherwise it just gets boring.



    1. Khorban
      Khorban
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      I have a test game going myself, and you would really have to cheese the game for a situation to occur when all of your mechs would have high enough evasion in which this scenario obtains. Additionally, I have not accessed the ai, but I imagine they will still melee you given the chance, regardless of evasion.
  2. Jacen101
    Jacen101
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    Khorban,

    Love the mod and continue to use it.

    Any chance you could tweak the values on the Lostech weapons and have a small chance of them appearing in the stores? Maybe as an optional add on?
  3. Koshea69
    Koshea69
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    Prefer to be a bit more conservative on the weapons balance but used the evasion changes in this mod and WOW! I love it! Combined it with changes to gunnery to make each rank worth 2% rather than 2.5% and we have ourselves a whole new ballgame defensively.

    Evasion matters now, Sensor Lock is a very useful skill to bring, +accuracy weapons are worth considering. I love this change.
    1. Khorban
      Khorban
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      Glad you're enjoying the evasion bit. Which weapons balance changes struck you as too much?
    2. archd
      archd
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      Yeah i agree with the Evasion Change. It make heavy mech with a lot of jetpack to get 3-4 pip every turn which make a good alternative for Bulwark. Watching My dragoon only got 3-4 hit from LRM salvo is so gratifying.
    3. Koshea69
      Koshea69
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      If anything I think your weapon mods are a change to how you go about playing the game, namely vastly changing stability damage. At the moment I'm 3+ years into a campaign and that's how I deal with assaults on the field and really don't want to change that at this time. I would be interested in customizing some of these files to directly affect way overheated weapons like the PPC and the LL (I don't think your mod goes far enough on dealing with the heat with these weapons, a 2 PPC heavy mech is supposed to be a thing) but without starting a new playthrough the stability damage changes are pretty drastic and I'm pretty vested at this point in their continued success.
    4. Elit3Nick
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      If it was possible to double stability threshold and stability damage for all weapons then it would be possible to make less drastic changes, since the game doesn't allow decimal values for stability damage, then we can do 3 stab damage for LRMs (effectively 1.5 with current settings).
    5. Koshea69
      Koshea69
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      Stability HP is in the seperate mech files.

      data/chassis/chassisdef_<variant>.jsom
      Line 27 "Stability": 100,

      No Guts No Galaxy mod upgraded stability HP based on chassis size (assault mechs get +60 etc.)

      Is that what you were looking for?
  4. Elit3Nick
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    I had an idea that would make pulse lasers more interesting. If it had the ability to ignore 2 pips of evade, it would make them very powerful against mobile targets, of course this comes at the expense of heat and range, but it allows you to balance them similarly to TT without making them not worth it.
    1. Khorban
      Khorban
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      I do really like this idea, actually. I'll have to do some testing before implementing it though.
    2. TimeDiver0
      TimeDiver0
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      Is this even possible? Looking through CombatGameConstants.json, there's an field for defined weapon categories to ignore Evasion pips altogether, but nothing regarding a specific number of pips.
    3. Elit3Nick
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      Hopefully someone can create this kind of definition, or let's hope that HBS does something like this.
    4. Khorban
      Khorban
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      I have implemented your suggestion, but pulses only remove one pip as each pip is worth 15%.
    5. Elit3Nick
      Elit3Nick
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      I don't know, given the combination of sensor lock and focus firing I feel that ignoring 1 pip of evade doesn't justify the extra tonnage, although I am testing ignoring 2 pips with a range nerf, so they might be fine if they keep their stock range values. Eliminating focus firing would make ignore evade a lot more powerful, but I agree with you that focus fire is a good mechanic.
  5. Oryan0784
    Oryan0784
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    Sorry I am new to getting mods for my games. I can not get the file to extract right. So i am not sure if i am missing a program i need or what i am doing wrong.
    1. Khorban
      Khorban
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      You just need to put the folder into the correct directory and replace the files. If you drop the streaming assets folder included in the battletech_data folder, if will ask if you want to replace the files. Say yes and your game will be modded. It is a good idea to backup the folders listed in the description in case you want to roll back to vanilla.
    2. Oryan0784
      Oryan0784
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      Thank you got it working

  6. Jacen101
    Jacen101
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    I like your mod, adds a lot to the gameplay and balances things much nicer than vanilla, keep up the good work !
  7. Forefal
    Forefal
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    For LRM, having that type of damage/ton AND massive range AND indirect fire AND stability damage? I mean, it seems easily the best weapon. I was thinking about modding missiles myself and reducing the damage from 4 to 3 per hit. What's your take on that? Even dropping stability to just 1 still makes them amazing compared to PPC, LL, AC5, AC2.
    1. Khorban
      Khorban
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      At 10 tons 80 damage doesn't seem too op considering that it is spread out. It is true that they have indirect fire and such, but there's definitely a place for other weapons, or else everyone would just run lances full of catapults and stalkers.
    2. Forefal
      Forefal
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      Well, TBH some people do. And they do very well. It's just a lot more boring. But 1 scout and 3 LRM boats will kill 1 enemy mech a turn without ever having to engage. It's OP. I get that it might be fun, but it just doesn't seem balanced.

      Just to be clear, LRM20 with a single damage upgrade pumps out 100 damage. Equip 3 on 3 boats and you have 900 damage of indirect firepower per turn. It's VERY strong and VERY safe. And it works great with multi-target, breaching shot and called shots. Not to mention the stability power.

      I'm not trying to pester - I'm really hoping you'll respond and let me know where I'm mistaken and why they're not actually so good. Because right now I have an annoying inclination to mass LRM's for any distant shooting mech and never equip long range lasers or ACs.
    3. Elit3Nick
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      An option could always be to worsen indirect firing accuracy, so you have to rely on the future Narc or TAG to get that accuracy back.
    4. Khorban
      Khorban
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      I have further buffed evasion pips, so at range, mechs can sprint and mitigate a ton of LRM damage. Additionally, concerning upgraded weapons, I have balanced the damage upgrades to be consistent around the board.
    5. Forefal
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      So, perhaps I'm not seeing it, but why would anyone equip an AC5 over an LRM 10? It's almost completely an inferior weapon. In fact, with the ML roll back, once again missiles and medium lasers are easily the best weapons.
  8. TimeDiver0
    TimeDiver0
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    So, what changed from v1.1 to v1.11? Typos? Wrong/older revision files in the uploaded archive?

    There's a ChangeLog feature on NexusMods for reasons such as this, when a short description field isn't enough.
    1. Khorban
      Khorban
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      Corrected a couple weapon typos
  9. stochastic42
    stochastic42
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    I like the idea but i have a few problems with it.

    Medium lasers do not need 50% heat increase, maybe +2 if any. They already do half the damage/heat as SRM's at the same range with no stability damage and 25 damage is not enough to punch through specific components. Actually it really doesn't need a modification at all since you fix LL and PPC.

    SRM 4 has no use case if you increase the heat. Currently you can run SRM 4 instead of 6 and have less burst firepower for very slightly better heat efficiency. With your changes it's actually hotter per missle than srm 6. 

    Overall good mod but don't kill medium lasers.
    1. stochastic42
      stochastic42
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      Thanks!
    2. Khorban
      Khorban
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      Updated. ML's no longer have a heat nerf.
  10. Elit3Nick
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    Changes look good, but does the ignore evasion pips allow you to ignore more than one? On my own spreadsheet I make it ignore 2 pips of evade and +10% to hit, at the expense of 210 and 350 range for the medium and large pulse lasers respectfully and both being hotter. My spreadsheet if you want to read it https://docs.google.com/spreadsheets/d/1erI8bXJ35Vq3_T9LYJ1YY8ubJyI1Gr9VH5yQFynEQxE/edit#gid=0

    Also, I feel that -15% to hit per evasion pip is a bit too much, but if you made it so that it was -10% per pip within optimal range, and -15% outside it, it would be perfect.