Bulwark nerf makes this mod the best mod there ever was ! I f***in hate how OP it is in vanilla. The rest of the mod rocks my cocks too.
However, after playing around for some time, i have noticed that hand actuators DO NOT WORK which is very bad. I also do not like autocannons in fashion of clan AC in MWO. stock commando is lacking a heat sink.
Thanks for liking the mod. Could you describe how hand actuators are not working, and in which version (2.5.1 or 3.0.2 BETA)? The commando issue would need to be reported to the BTR team as I haven't changed 'mech loadouts.
O hey sorry for late reply. I mean, hand actuator is supposed to add 10 dmg per hand actuator, but they do not. At first i though you just nerfed things like spiders from 45 dmg to 25 melee dmg but then i realised the dmg is not going down even after loosing an actuator (or whole arm) so it seems they never worked in 1st place.
And commandos aren't lacking a heatsink in BTR.
I play on 2.5.1, on "standard" btr without their map.
I changed hand actuators to give a +1 bonus to melee accuracy instead of a damage bonus, but it looks like I didn't change the bonus description (the orange writing) for them. I'll fix that and give them a +1 accuracy with +5 damage for the next update so light 'mechs don't lose quite so much melee damage. Also, when you lose a hand actuator you don't lose damage, just accuracy, so it was working as intended. On the Commandos, is it a specific variant which has the problem or all of them?
Trying this mod out. So far I really like how you nerfed Bulwark - I've always thought 40% damage reduction while in cover was kinda ridiculous. Now there's a greater emphasis on mobility.
Question: I got a trebuchet with the Missilery Suite quirk. In the mod description it says it's supposed to allow missiles to ignore 2 evasive pips, but in-game it only seems to ignore one. I checked the quirks json and confirmed that it's currently set to ignore 1 pip. Did you intend for this quirk to ignore 1 or 2 pips?
Thanks for trying the mod. I set the MS quirk to ignore 1 evasive pip but it should stack with Artemis IV to ignore a total of 4 pips (the latter would only be shown by increased chance to hit). The quirk description shouldn't mention how many it ignores, just that it "increases the accuracy of missile attacks against moving targets". Was it the quirk description or something else?
I saw the part about the quirk ignoring two pips on the 'Description' page for this mod, under the 'Gear' section where it talks about changes to quirks.
Just tried Battletech Revised Shoot to Kill and do not like it. Autocannons are supposed to deliver X amount of damage to one location, not spread over the entire mech like an LBX. This makes it harder to mechs. Burst fire was designed for Rotary Autocannons, not standard autocannons or coil weapons.
Tried three different starting points, on two after the first mission the game crashed. It showed a empty control room no other information or results.
There is a problem with the warning tags on completely repaired mechs remaining after several missions. Very annoying.
You did great about adding all the other weapons and equipment.
Regarding autocannons, if you want multi-shot or multiple projectiles you get clustered hits, as each shot or projectile gets its own to-hit roll. That's just how the tools I have to work with function. I've upped their total damage excepting the AC/20* to compensate. The damage is spread out but you're ultimately delivering more of it, especially for the lighter ACs. For single-shot ballistic weapons there are now Rifles, though their total damage is lower. COILs are apocryphal so anything goes really, and them dealing multiple shots is just my interpretation. Basically, I wanted to avoid Clan heavy lasers with (literally) extra steps. An AC-style laser is more novel.
Regarding your other issues, in order to pin down exactly what is happening I would need you to hop onto the BTR discord and provide the "cleaned_output_log" text file at the bottom of your mods folder once you've reproduced them. I've tested from a clean install whether I can load a campaign, head into the 'mechbay, and complete a contract successfully: I've personally had no issues like you're describing, which is why I need the logs. There seems to be some ongoing issues with contract completion in BTR that are likely out of my control, as Mission Control has ceased development. A semi-reliable way of avoiding them is to not restart the mission: load a pre-mission save instead. Other mods recommend you do this as well. If you find similar issues happen in BTR, again, please hop onto the discord and file a bug report. It can't be fixed if we don't know how the problem is manifesting.
Thanks for the compliment about the additional gear and weapons. I hope you'll give it another chance in the future. *I'll address this in the next update.
I find it absolutely insane the talk development of increase cost and decrease of income. I can see why HBS developed the game as they did. From RogueTech on to all other mods that do the same, changing cost etc make the game unplayable.
But each to his own. A lot of work and brain energy used.
I wish someone would write mods for the campaign.
everyone and their cousins, uncles, aunts all want to change mechs, costs etc
Most things are cheaper to purchase new in Shoot to Kill while stores aren't as stingy in what you can get for your unneeded salvage. Even a lot of Argo upgrades are cheaper to purchase; it's the ongoing costs that are expensive. But I didn't make that clear in the write-up, so I'll add it in.
19 comments
However, after playing around for some time, i have noticed that hand actuators DO NOT WORK which is very bad. I also do not like autocannons in fashion of clan AC in MWO. stock commando is lacking a heat sink.
And commandos aren't lacking a heatsink in BTR.
I play on 2.5.1, on "standard" btr without their map.
About commandoes, i THINK it was most of commandoes except the ac2 one? I did not have every single model.
Question: I got a trebuchet with the Missilery Suite quirk. In the mod description it says it's supposed to allow missiles to ignore 2 evasive pips, but in-game it only seems to ignore one. I checked the quirks json and confirmed that it's currently set to ignore 1 pip. Did you intend for this quirk to ignore 1 or 2 pips?
Archive seams bugged. I can´t open it.
I tried several downloads.
O.K. Tried again - and this time it worked. Sorry
Tried three different starting points, on two after the first mission the game crashed. It showed a empty control room no other information or results.
There is a problem with the warning tags on completely repaired mechs remaining after several missions. Very annoying.
You did great about adding all the other weapons and equipment.
Regarding autocannons, if you want multi-shot or multiple projectiles you get clustered hits, as each shot or projectile gets its own to-hit roll. That's just how the tools I have to work with function. I've upped their total damage
excepting the AC/20* to compensate. The damage is spread out but you're ultimately delivering more of it, especially for the lighter ACs. For single-shot ballistic weapons there are now Rifles, though their total damage is lower. COILs are apocryphal so anything goes really, and them dealing multiple shots is just my interpretation. Basically, I wanted to avoid Clan heavy lasers with (literally) extra steps. An AC-style laser is more novel.Regarding your other issues, in order to pin down exactly what is happening I would need you to hop onto the BTR discord and provide the "cleaned_output_log" text file at the bottom of your mods folder once you've reproduced them. I've tested from a clean install whether I can load a campaign, head into the 'mechbay, and complete a contract successfully: I've personally had no issues like you're describing, which is why I need the logs. There seems to be some ongoing issues with contract completion in BTR that are likely out of my control, as Mission Control has ceased development. A semi-reliable way of avoiding them is to not restart the mission: load a pre-mission save instead. Other mods recommend you do this as well. If you find similar issues happen in BTR, again, please hop onto the discord and file a bug report. It can't be fixed if we don't know how the problem is manifesting.
Thanks for the compliment about the additional gear and weapons. I hope you'll give it another chance in the future.
*I'll address this in the next update.
I can see why HBS developed the game as they did.
From RogueTech on to all other mods that do the same, changing cost etc make the game unplayable.
But each to his own. A lot of work and brain energy used.
I wish someone would write mods for the campaign.
everyone and their cousins, uncles, aunts all want to change mechs, costs etc
maybe someday ...