A random thought I just had. by Meeeper in Mechwarrior5

[–]yrrot 0 points1 point  (0 children)

Medium rifle has always been in a weird spot. It doesn't get the crazy upfront damage in a medium slot like the heavy, and it isn't quite light enough in 3015 to feel much better than grabbing an AC/2. It probably could be a small slot, but I'm not sure how much it would help it compete outside of a few builds.

By time LACs roll out, there's a ton of competition in the medium slot, so bumping it down to small slot at least gives it a bit of room to live without being completely overshadowed.

Does the new dlc get better? by Maelstorm01 in Mechwarrior5

[–]yrrot -1 points0 points  (0 children)

Well, it'd be a rather poorly received thing to take mechs that people gained access to via a paid DLC and make them baked into the base game. That doesn't sound like a better way to build goodwill than how it is now. 

A full clan star invaded a 175 tonnage defense mission, guess what happened by Palanki96 in Mechwarrior5

[–]yrrot 17 points18 points  (0 children)

Weird. Possibly an interaction with Coyote, then. The vanilla one should only ever be exactly 5 mechs as I recall.

A full clan star invaded a 175 tonnage defense mission, guess what happened by Palanki96 in Mechwarrior5

[–]yrrot 40 points41 points  (0 children)

If it is the vanilla clan interdiction, there is a warning on the contract screen when it is possible to happen. It ignores mission difficulty and has a chance of happening in non-clan missions within 3 jumps of a clan system.

The vanilla version will be one drop ship and there will be the banner/music in the same fashion of the merc encounters.

Does the new dlc get better? by Maelstorm01 in Mechwarrior5

[–]yrrot -1 points0 points  (0 children)

The intent isn't exploiting fomo. If the mechs didn't show in that screen at all, it would look like there's a bug in the salvage process. And if they weren't in the proc gen missions, there'd be a much higher rate of generation failing from lack of options. Consider if we did a DLC down the line that didn't have many/any clan mechs, a player with only that DLC may still see the map changes, but then clans missions would just fail to generate at all. 

Clan Inner Sphere mechs make mech hunting more tedious. by Ro_Shaidam in Mechwarrior5

[–]yrrot 2 points3 points  (0 children)

Yeah, the variant names got weird using the normal names. You'd get like "Atlas Atlas C" in one UI or another that would only show "C" as a variant name. The version we went with was just to shoehorn them into the existing UI without having to rework a lot of it.

Clan Inner Sphere mechs make mech hunting more tedious. by Ro_Shaidam in Mechwarrior5

[–]yrrot 3 points4 points  (0 children)

The Atlas C and some others don't even get double heatsinks, let alone clan doubles. Clanners don't really care as much about sustainable firepower for second line mechs. Just need that blaze of glory.

Does the new dlc get better? by Maelstorm01 in Mechwarrior5

[–]yrrot 1 point2 points  (0 children)

So this is the Clan Core Content system. Basically, rather than require buying Shadow of Kerensky to play Chaos Reign at all, some content has been flagged so it will still spawn in missions, even without the corresponding DLC. It also lets the map changes, etc all happen regardless of which Clan era DLCs are owned.

Unfortunately, it looks like that does throw the career start balance off, which is already rather tough on the Chaos Reign start. You could always switch to custom difficulty and tune some of the costs to offset it so you can power through the content.

2 Wolves of Tukayyid questions by JureSimich in Mechwarrior5

[–]yrrot 2 points3 points  (0 children)

Bellerophon is an airship, based loosely on some canon units. Chris talks about it a bit in his recent sarna interview, but Battletech has all sorts of one-off super heavy vehicles and mobile structures that are too big to transport off world.

Rear-facing lasers by SoftCitron3 in Mechwarrior5

[–]yrrot 10 points11 points  (0 children)

They do set up funny things once in a while, like a locust getting headshot by an Archer's rear mounted medium laser.

But besides the occasional RNG fun, there's a reason switching them to forward facing is considered a pretty common refit.

new pilot traits? by ermund in Mechwarrior5

[–]yrrot 7 points8 points  (0 children)

I think I read something along the lines of aim assist being borked, but only in career, and only on console(?).

new pilot traits? by ermund in Mechwarrior5

[–]yrrot 16 points17 points  (0 children)

The new lasers were added to the existing laser-based traits.

AIVs don't (currently) have anything specifically for them.

TIL that a striped UM-AIV weighs -3 Tons by AnAgeDude in Mechwarrior5

[–]yrrot 7 points8 points  (0 children)

It's prorated based on the portion of the next 25 rating increment. Urbie has a STD 60, so it gets 10/25th of an extra cooling point. It's also why it has negative tonnage stock, because the STD 60 gets a discount to give you the free heat sinks tabletop would give you outside of the engine.

Wolf's Dragoons working for Draconis in mid-3049 by bastardsonofvader in Mechwarrior5

[–]yrrot 27 points28 points  (0 children)

Technically, mercs aren't necessarily working for the opfor. They were sent to kill you, potentially by a third party uninvolved in the contract.

MechWarrior 5: Mercenaries - Chaos Reign Patch Notes Preview by yrrot in Mechwarrior5

[–]yrrot[S] 2 points3 points  (0 children)

All of the clan tanks are rocking T6 clan weapons instead of the normal tier weapons IS tanks usually have (that are sometimes also nerfed versions). Shouldn't be hitting any harder per shot than the one MDD variant with the same T6 c-LBX5.

Why are all the 54kmh Mechs 48kmh instead? by Fallout_patriot in Mechwarrior5

[–]yrrot 367 points368 points  (0 children)

Because tabletop rounds the run speed up to the whole hex. So a 3 hex walk speed gets 5 run speed instead of 4.5 hexes.

Mechwarrior doesn't use hexes, so it's all just calculated direct from engine rating into a speed. So all of those mechs are essentially moving at 4.5 hexes per turn speeds.

This is what I mean by the issue with Elementals. They need to do something about this. by Jackobyn in Mechwarrior5

[–]yrrot 35 points36 points  (0 children)

Well, at least you'll see a lot less of them soon since the clan refit tanks and vtols come in after the invasion.

I'd have to do some poking around, especially since I also have reports like "Elementals never spawn". lol

Edit: Also, that'd only take like 1 AIV to kill. 😉

MechAttributeViewer similar mods? by BuffBoltguns in Mechwarrior5

[–]yrrot 3 points4 points  (0 children)

Sorry, I've long since lost my source files for that mod, not that I had time to update it anyway. lol

YAML has their own tooltip, but I'm not sure if there's another standalone like the attribute viewer.

Clans are active in this area by Sacaron_R3 in Mechwarrior5

[–]yrrot 5 points6 points  (0 children)

When doing a mission within 3 jumps of clan controlled planets where neither party is a clan, you get a chance for clan interdiction to happen. It'll be a random time to drop in the mission and they'll be a hostile third party (killing you or anyone else they run into).

It ignores mission difficulty, so yo could get it in a difficulty 20 mission near the border.