Good question. Ideally, I would like to create BTML/Modtek versions, but I have to admit I haven't figured out how to do that yet. Thankfully, this mod is straightforward enough of an install without it.
If someone would like to send me a PM on how to set up a BTML/Modtek version, I'd be happy to give them credit for the addition.
Oh, it is super easy to install, being just a few files in 1 folder. It's just nice that BTML/ModTek persists after updates and we don't have to remember which mods to go back and do manually. Not a big deal though. Regardless, thanks for your work on this.
"The 3C also has major hardpoint issues; it has more ballistic hardpoints than it could ever possibly use. " Yeah, the Locust LCT-1V has the very same problem where evei if you strip everything else and armor, you can only equip 1 ballistic weapon while the mech has two assigned. Which leaves it 2 tons short. My bet is that the original had different weapon weights or zero innitial tonnage for all mechs... that and the fact that every mech has 30 energy dissipation ... makes the games hardpoint logic illogical.
Jarno Mikkola wrote: "The 3C also has major hardpoint issues; it has more ballistic hardpoints than it could ever possibly use. " Yeah, the Locust LCT-1V has the very same problem where evei if you strip everything else and armor, you can only equip 1 ballistic weapon while the mech has two assigned. Which leaves it 2 tons short. My bet is that the original had different weapon weights or zero innitial tonnage for all mechs... that and the fact that every mech has 30 energy dissipation ... makes the games hardpoint logic illogical.
The messed up hardpoints system is due to the creation of the stupid "Anti-Personnel' weapon grouping. The hardpoints on the Locust-1V arms had mounted the MG and HBS removed the MG from those and placed them into their new AP hardpoint. This is their explanation for why they wonky upped the mechs standard loadouts.
"HBS_RedMenace: I'll give you a bit of insight on the approach to hardpoints relative to where they've ended up, without spoiling anything for specific 'Mechs :wink:
Basically, I did an audit of what art and FX options we supported based on the original models from MWO and how they've been migrated into our pipeline. As you know, we created a new hardpoint type - Support - that borrows in some cases from existing Ballistic or Energy points (sorry Missiles). I then had two goals:
1) Provide more 'Mechs with Support hardpoints, given that most would inherently have none at all (most 'Mechs don't mount S Lasers, Flamers, or MGs)
But more importantly:
2) Provide increased customization options for 'Mechs that would otherwise be shoe-horned into always having to mount basically the same loadout, while also still preserving their overall configuration "theme".
So I took the audit list and then on a *per 'Mech basis* went through and sprinkled extra hardpoints as were appropriate for the above goals. Some 'Mechs haven't been touched at all while and others have had 2+ hardpoints added to their chassis availability.
We've had a lot of fun water cooler stories in the office about customization after this so I'm excited to see the cool configs that you BT fans can roll out!"
I'm kind of baffled on why they decided not to add in two extra support slots, because personally the mech would have been better off dropping the PPC for a large laser and extra machine guns. Hell i would love a to make a really mobile "Anti-Infantry"/Headhunter Cicada, with a medium laser, 4 machine guns and jump jets.
@Jarno: Yeah, you are right. I actually like the separate support weapon hardpoint system, but I feel that (especially on the light mechs) they should have been more generous in the number. I think I might adjust things further when I have time to test it. Support hardpoints are about the only things that will comfortably fit on these designs.
I will probably also include an update for the Locust in this mod seeing as it suffers from the same issues.
I've seen what other people have doen in similar mods, but I feel they take it way too far from canon (45 ton Cicada is nonsense). I will try to keep this mod balanced with vanilla and true to the source material for those that appreciate such things.
@Kaaros: The 3C has a PPC, because that's canon to the source material. It's purpose is basically a fast moving glass cannon. Part of the reason it struggles so much in this game, though is because how easy it is to strip away evasion from faster mechs. In tabletop, it is usually ignored if there're are easier targets to hit... which helps to mitigate its lack of armor.
19 comments
I plan to add the flea to this at a later date.
I will be going out of the country later this weekend, but hopefully it should continue to work for everyone while I'm gone.
If any issue arises, let me know and I will be sure to take care of it when I get back (in late June).
If someone would like to send me a PM on how to set up a BTML/Modtek version, I'd be happy to give them credit for the addition.
https://drive.google.com/file/d/1W4uUoMIZbDTv0np0ps3yB_3eFbDEHTeb/view?usp=sharing
[edit] I messed up the file structure, should be correct now, reuploaded.
Technically you only need to include the changes, not the whole chassis definitions like I did for the Jump Jets according to Lore mod.
Like this: https://www.nexusmods.com/battletech/mods/102
Check the Discord channel for help.
No credit needed.
My bet is that the original had different weapon weights or zero innitial tonnage for all mechs... that and the fact that every mech has 30 energy dissipation ... makes the games hardpoint logic illogical.
The messed up hardpoints system is due to the creation of the stupid "Anti-Personnel' weapon grouping. The hardpoints on the Locust-1V arms had mounted the MG and HBS removed the MG from those and placed them into their new AP hardpoint. This is their explanation for why they wonky upped the mechs standard loadouts.
"HBS_RedMenace:
I'll give you a bit of insight on the approach to hardpoints relative to where they've ended up, without spoiling anything for specific 'Mechs :wink:
Basically, I did an audit of what art and FX options we supported based on the original models from MWO and how they've been migrated into our pipeline. As you know, we created a new hardpoint type - Support - that borrows in some cases from existing Ballistic or Energy points (sorry Missiles). I then had two goals:
1) Provide more 'Mechs with Support hardpoints, given that most would inherently have none at all (most 'Mechs don't mount S Lasers, Flamers, or MGs)
But more importantly:
2) Provide increased customization options for 'Mechs that would otherwise be shoe-horned into always having to mount basically the same loadout, while also still preserving their overall configuration "theme".
So I took the audit list and then on a *per 'Mech basis* went through and sprinkled extra hardpoints as were appropriate for the above goals. Some 'Mechs haven't been touched at all while and others have had 2+ hardpoints added to their chassis availability.
We've had a lot of fun water cooler stories in the office about customization after this so I'm excited to see the cool configs that you BT fans can roll out!"
I will probably also include an update for the Locust in this mod seeing as it suffers from the same issues.
I've seen what other people have doen in similar mods, but I feel they take it way too far from canon (45 ton Cicada is nonsense). I will try to keep this mod balanced with vanilla and true to the source material for those that appreciate such things.