Honestly, 3 freaking lances at a half skull starter mission? ITS THE ONLY HALF SKULL MISSION!!!! Talk about getting skullfucked with a jackhammer - and they aint using LUBE!
Shadowhawk 2C amongst the first ones, including a Vulcan and some other nicely equipped enemies.... I got some support from my own npc's - a Wasp Law..... Only thing it does is ruin the game by taking 2 mins to think about what its going to do with its Medium laser..... Several of the Steiner force is clanequipped - sure nice salvage (if I could get it) but when you finally get the first lance down then ANOTHER one comes as reinforcements?????? What the f***!!! HALF A SKULL!!!!! NOT f*** MY SKULL!!!!!Rant finished.
Oh yeah last lance was a Dart,Jenner,Whitworth and something unknown that didnt make it to my very intimidated sensor range before I ragequitted.
Unfortunately, I have to agree that the initial difficulty seems too steep. My first mission (half-skull, for what that's worth) had 2 lances. Second mission, three lances (11 mechs unless you discount the unkillable elementals unit) - again half-skull - which killed 2 pilots and 3 mechs. Doesn't mean I won't play or am raging against the setup. Personally, I love just about every other aspect of this phenomenal mod! I can, though, understand how the overwhelming, initial odds can be prohibitive. If in-mission saves becomes available, I think that will curtail more of the concern. * Update: I've played several more missions, and I find that the notes in this discussion about variable intelligence are accurate. I've played full-skull missions that are 'as advertised' and others that are not. While it's tough, and I've had to restart/reload several times, it's a fun variance with cruddy intel.
I remember when the game came out and this is the Devs that said it about the bare bone game and they have repeated it a few times. "you will not be able to beat every mission. Some times you will have to pull out and take your lost." This goes even with the mods. Your a Merc Unit so not every thing will go good for you. That is why there is a variant with the skulls info. You might of pulled a 2 skull mission instead and got bad intell.It was built into the core game so don't blame the mod for your lack of intelligent to know when to pull out and not loose all your mecs.
So here is how that happens: If you look into the DifficultySettings.json, starting at line 400 you'll see this...
"ID": "diff_DifficVariance", "Name": "Contract Difficulty Variance", "UIOrder": 6, "Tooltip": "Set your Choice of Maximum difficulty difference between generated contracts<color=#F79B26>Each number is a half skull difference to your global difficulty.</color>",
I suggest clarifying in the wiki, again, that these skulls are not what they are in the base game. Base game: half skull: two lights, no turrets, no reinforcements Roguetech: half skull: two full lances with mediums and lights(also for all practical purposes the 5t PAs are mediums, on par with many 40-45t mechs) and turrets with about twice the armor and structure as the base game as well as ECM. My experience with the first couple missions was similar to this guy's. At least on my third try(lowered to about 0.5 difficulty, but honestly that doesn't make much difference in the first few missions) I was able to get a warfare suite from the salvage of my first mission(finished after restarting twice, granted), and I got an Apollo as a starting mech, which finally worked out. The difficulty curve being initially too steep is one of the main issues of this mod, if half a skull is this extreme( much higher opfor tonnage aside, with the starting amateur pilots and low tech mechs, 2/3 times, if not higher, you don't have sensors with any oppositional ECM making it almost impossible to hit, ECM should be banned from half skull missions or restricted to 1 per mission), there should be a new "skullless" tier. Just because the game mechanics are different doesn't make it necessary for the initial missions to be exponentially harder with your starting mechs not significantly better than what you get from the base game. That said, it *generally* works out if one gets past the first few missions(I recently got a 2.5 skull mission with an all-heavy-clan opfor and heavy vehicles that cut through at least +8 ECM and core my Firestarter in an alpha, that one was harder than many 3.5 skull missions and I gave up after two restarts too) and I really do appreciate the creative additions to the game, like the Pirate versions of mechs and weapons, really fun stuff :)
I literally just beat a half skull with a single shd-2h mech and 2 srm scorpion tanks against a full risc lance
Majority of claims of something being too hard is players not reading what contract theyre getting into or rushing into battle as if theyre playing vanilla, expecting vanillas ai thats designed to make you win
Our turrets follow construction rules unlike vanilla
They can be critted and even run out of ammo
The difficulty curve is that you expect vanilla, not rt
Half Skull Beginner Mission. (11 comments)
Shadowhawk 2C amongst the first ones, including a Vulcan and some other nicely equipped enemies.... I got some support from my own npc's - a Wasp Law..... Only thing it does is ruin the game by taking 2 mins to think about what its going to do with its Medium laser.....
Several of the Steiner force is clanequipped - sure nice salvage (if I could get it) but when you finally get the first lance down then ANOTHER one comes as reinforcements?????? What the f***!!! HALF A SKULL!!!!! NOT f*** MY SKULL!!!!!Rant finished.
Oh yeah last lance was a Dart,Jenner,Whitworth and something unknown that didnt make it to my very intimidated sensor range before I ragequitted.
https://www.youtube.com/watch?v=4La6yvSYH1Q
My first mission (half-skull, for what that's worth) had 2 lances. Second mission, three lances (11 mechs unless you discount the unkillable elementals unit) - again half-skull - which killed 2 pilots and 3 mechs.
Doesn't mean I won't play or am raging against the setup. Personally, I love just about every other aspect of this phenomenal mod! I can, though, understand how the overwhelming, initial odds can be prohibitive.
If in-mission saves becomes available, I think that will curtail more of the concern.
* Update: I've played several more missions, and I find that the notes in this discussion about variable intelligence are accurate. I've played full-skull missions that are 'as advertised' and others that are not. While it's tough, and I've had to restart/reload several times, it's a fun variance with cruddy intel.
And amount of enemys does not define their actual strength
But early BA smells of Clans
And if youre doing a Clans start, then you better be worthy of clan
If it says its a half skull, its a half skull
Core game had the issue that plagued all introtech games
Lances are setup by weight, not by a units actual power
"ID": "diff_DifficVariance",
"Name": "Contract Difficulty Variance",
"UIOrder": 6,
"Tooltip": "Set your Choice of Maximum difficulty difference between generated contracts<color=#F79B26>Each number is a half skull difference to your global difficulty.</color>",
I'm sure you can figure out the rest.
No its the variance between your gobal difficulty and the range at which contracts are GENERATED
Base game: half skull: two lights, no turrets, no reinforcements
Roguetech: half skull: two full lances with mediums and lights(also for all practical purposes the 5t PAs are mediums, on par with many 40-45t mechs) and turrets with about twice the armor and structure as the base game as well as ECM. My experience with the first couple missions was similar to this guy's. At least on my third try(lowered to about 0.5 difficulty, but honestly that doesn't make much difference in the first few missions) I was able to get a warfare suite from the salvage of my first mission(finished after restarting twice, granted), and I got an Apollo as a starting mech, which finally worked out.
The difficulty curve being initially too steep is one of the main issues of this mod, if half a skull is this extreme( much higher opfor tonnage aside, with the starting amateur pilots and low tech mechs, 2/3 times, if not higher, you don't have sensors with any oppositional ECM making it almost impossible to hit, ECM should be banned from half skull missions or restricted to 1 per mission), there should be a new "skullless" tier. Just because the game mechanics are different doesn't make it necessary for the initial missions to be exponentially harder with your starting mechs not significantly better than what you get from the base game.
That said, it *generally* works out if one gets past the first few missions(I recently got a 2.5 skull mission with an all-heavy-clan opfor and heavy vehicles that cut through at least +8 ECM and core my Firestarter in an alpha, that one was harder than many 3.5 skull missions and I gave up after two restarts too) and I really do appreciate the creative additions to the game, like the Pirate versions of mechs and weapons, really fun stuff :)
Majority of claims of something being too hard is players not reading what contract theyre getting into or rushing into battle as if theyre playing vanilla, expecting vanillas ai thats designed to make you win
Our turrets follow construction rules unlike vanilla
They can be critted and even run out of ammo
The difficulty curve is that you expect vanilla, not rt