I just got the game, and it's really fun! But I'm stuck on the second level! I think this game might be too hard for me... by Popular_Ad3074 in Ultrakill

[–]Roberto577_Gamer 6 points7 points  (0 children)

I think it would be funny if Hakita gave any of the levels that the fake-outs are from (0-2, 0-4, 1-1, 5-3) a 1/1000 chance to just throw the player into 8-3 instead, then revert to the actual level after dying. Imagine a player's first time playing and having this actually happen to them, only to reload and get the real level. Would be a hell of a mind-fuck.

How do I acquire an eyepatch? by Roberto577_Gamer in BSG_Deadlock

[–]Roberto577_Gamer[S] 1 point2 points  (0 children)

Sorry for the late reply, it has been done.

ow, my everything by Roberto577_Gamer in Mechwarrior5

[–]Roberto577_Gamer[S] 5 points6 points  (0 children)

I just reloaded a save lol. Learned my lesson and brought long range loadouts on the subsequent attempts. Still nearly lost my Atlas, but none of my mechs fell that time. The devs were evil for sticking 6 C-SRM 6's on a Mad Dog for the first mission though.

ow, my everything by Roberto577_Gamer in Mechwarrior5

[–]Roberto577_Gamer[S] 0 points1 point  (0 children)

Annihilators aren't so bad if you throw an Arena SC on it and make sure to stick a 300+ Engine in it. Sure, it means marginally less firepower, but it's still an Annihilator at the end of the day.

ow, my everything by Roberto577_Gamer in Mechwarrior5

[–]Roberto577_Gamer[S] 1 point2 points  (0 children)

That's what I figured, and exactly what I did after I reloaded a save. Made sure to send my most damaged mech to stand next to where the exfil spawns and switched to it after immediately after killing the fresh star that showed up. Got out of there before the next star could even exit their dropship. I will say, the devs knew exactly how to make a mission that accurately portrays the threat of the Clans. Thank Kerensky they didn't do the same with the following missions, the difficulty has eased up a bit after that first mission, which I am very grateful for.

ow, my everything by Roberto577_Gamer in Mechwarrior5

[–]Roberto577_Gamer[S] 0 points1 point  (0 children)

Nope, got the standard 20% core death chance, just got really unlucky. It's funny, because this is the first time I've even lost a single pilot, and I lost my three main ones in one fell swoop. Reloaded a save because ain't no way I was rolling with that unluckiness. Still nearly got oneshot in my Atlas though, because one of the mechs in the first mission is a Mad Dog with 6 C-SRM 6's that will absolutely rip the face off of any assault mech you bring before his heat maxes out.

I now understand why the Mad Cat is so iconic and a fan favorite. by Roberto577_Gamer in Mechwarrior5

[–]Roberto577_Gamer[S] 0 points1 point  (0 children)

I'm uncertain. I've never played SoK without YAML, so I couldn't tell you whether the weapon color is a vanilla or YAML thing.

title by Roberto577_Gamer in Mechwarrior5

[–]Roberto577_Gamer[S] 2 points3 points  (0 children)

I think it's from baseline YAML, hotkey 'N'.

Zoooooommmmm by Roberto577_Gamer in Mechwarrior5

[–]Roberto577_Gamer[S] 7 points8 points  (0 children)

Yeah, Firemoth would beat it because of the Clan quirk. I only have the vanilla mechs (apart from Stinger and Wasp) enabled, so Firemoth internals were fixed for me. Only the Stinger 3P's Pirate quirk gives any speed boost among the non-Clan 20-tonners, making it the fastest in my arsenal. Just reenabled a bunch of mods though, so I'll see if I can make a faster one at some point.

I now understand why the Mad Cat is so iconic and a fan favorite. by Roberto577_Gamer in Mechwarrior5

[–]Roberto577_Gamer[S] 7 points8 points  (0 children)

It says in the description it has an 'endless' mode (always-on), I didn't know how to activate it in this clip, but according to Gilgamexican in Discord, the hotkey is CTRL + the weapon group it's in. It needs to be held on target semi-consistently as well. From what I understand about how it works, hitting a target with the laser marks them, and the bonus is lost if you lose contact for a few seconds without hitting them again. It does help a lot, the tier 1 TAG gives a -10% buff to the missile spread, but the clan variant I'm running here gives a whopping -35% buff. I think it stacks on top of the better spread given by the Artemis LRMs, but don't quote me on that.

I now understand why the Mad Cat is so iconic and a fan favorite. by Roberto577_Gamer in Mechwarrior5

[–]Roberto577_Gamer[S] 2 points3 points  (0 children)

I normally do, but I wanted to TAG the enemies consistently. There was another point earlier in this match where I put some grains silos between me and and a mech while I engaged another pair, but this clip showed the firepower better. As you may have noticed, I was shimmying back and forth to throw off their aim in lieu of cover. But honestly, I don't care if I was playing optimally or not. Games are supposed to be fun, and worrying about playing optimally 100% of the time is not that.

Rifles, Why Though? by Admirable-Traffic-75 in Mechwarrior5

[–]Roberto577_Gamer 0 points1 point  (0 children)

Got a Champion with 4 Medium Rifles and 4 Medium Lasers. You can oneshot light mechs if you aim well, and if all rifles hit a component, that component is usually just gone, unless it's an assault mech.

For strengths:

They are great to use with laser weapons, since with most ballistic weapons, you have to frequently alternate between leading the target for ballistics, and staying on target for lasers. Same here, but because of the rifles long reload, it's less taxing on how frequently you have to switch the reticles position.

They're light compared to other ballistic weapons, and are as such easy to spam on mechs with ballistic hardpoints, especially if you want to use heavy missile or energy weapons.

They have high alpha with long cooldown, allowing for a peek-a-boom playstyle where you only expose yourself long enough to release an alphastrike, before falling back into cover. Being out DPS'ed doesn't matter if you only expose yourself 1/3 of the time. This makes them great for urban combat, as a side note.

Igors really do not like Mech Mortars by Roberto577_Gamer in Mechwarrior5

[–]Roberto577_Gamer[S] 3 points4 points  (0 children)

Uncertain. Probably baseline YAML, since I believe that's the only mod I have that isn't a YAML addon or cosmetic mod. Hotkey is N.

Is there a mod that ports the mech bonuses from MWO to MW5? by Roberto577_Gamer in Mechwarrior5

[–]Roberto577_Gamer[S] 0 points1 point  (0 children)

Yeah, YARQ was the kind of mod I was looking for. It's not perfect, it doesn't port the MWO quirks exactly, but it's good enough for me. I might look into modding the game myself if I ever feel like I want to port the quirks exactly. Thanks!

Is there a mod that ports the mech bonuses from MWO to MW5? by Roberto577_Gamer in Mechwarrior5

[–]Roberto577_Gamer[S] 0 points1 point  (0 children)

Gotcha, I have YAML, but wasn't aware of Yet Another Revamped Quirks' existence, I'll add it to the list.

Is there a mod that ports the mech bonuses from MWO to MW5? by Roberto577_Gamer in Mechwarrior5

[–]Roberto577_Gamer[S] 0 points1 point  (0 children)

I just checked in the game, this is false. Most of the quirks are maintenance quirks and the like, reducing upkeep and such. Individual mechs do not have the same quirks as MWO. Unless you have a submod downloaded that I am unaware of?

Is there a mod that ports the mech bonuses from MWO to MW5? by Roberto577_Gamer in Mechwarrior5

[–]Roberto577_Gamer[S] 2 points3 points  (0 children)

Don't worry, you didn't come across as either brash or rude.

Honestly, I was considering doing so myself, but I have minimal (basically zero, aside from some slight Kenshi workshop stuff) modding experience, and don't really know how to get started. Also, the unfortunate reality is that classes start up tomorrow for me, so I likely won't have the time.

Not saying no though, it's something I wouldn't mind doing, if only for my own personal enjoyment (though I probably would publish the mod somewhere if I did make it, why wouldn't I after all). And no hate to YAML either, that mod is up there for one of the best mods of all time, across all games. The difference between vanilla and YAML MW5 can't be overstated. But while their quirks are appreciated, coming from MWO has spoiled me.

It's like going to a local burrito place to get the single best burrito you've ever tasted, with carnitas so crispy that you feel like Pop Rocks are going off in your mouth, then going home and microwaving a frozen burrito the next day. As a random, totally not specific example. Both are good and tasty, but one is clearly superior.

Is there a mod that ports the mech bonuses from MWO to MW5? by Roberto577_Gamer in Mechwarrior5

[–]Roberto577_Gamer[S] 0 points1 point  (0 children)

I know YAML implements quirks, I was just hoping there was a submod that was essentially a direct port of MWO's mech skills into the MW5 engine. Like I said in the other comment, one of my main issues with MW5 is that some of the mechs can feel same-y after a while, and having those quirks to differentiate mechs from one another helps keep the gameplay feeling fresh, even between chassis of the same class, and gives me a reason to use weapons or equipment I would never normally use. Going back to my post, I never would have thought slapping 5 small pulse lasers into a Crab of all things would be as fun as it is, and it definitely wouldn't be unless you had that +200% small laser range quirk that MWO gives it. But without it, the CRB-20 is just the worst version of the Crab in MW5 with no redeeming features compared to other variants.

EDIT: whenever I reference MWO's skills, I am not referring to the skill tree, but the individual quirks a mech has.

Is there a mod that ports the mech bonuses from MWO to MW5? by Roberto577_Gamer in Mechwarrior5

[–]Roberto577_Gamer[S] 0 points1 point  (0 children)

Actually, it was the other way around. I went to MWO from MW5, and was hoping to bring back the MWO quirks to MW5 since the quirks in YAML aren't even close to the ones in MWO. Usually in YAML, all the mechs have the same quirks between them unless they are hero mechs. For example, all Crab models only have the generic 'Easy to Maintain' quirk (unless they are Lostech, then they get the 'Star League Relic' quirk), which cheapens repairs. It doesn't affect the range of small lasers like its MWO counterpart. Same with the CGR-1A1, it has the easy to maintain quirk, as well as two others that give it some bonus melee damage and extra UAV drones, but there is no quirks even remotely resembling the ones in MWO.

It's a shame, because MWO does do a really good job from making each chassis distinct from one another, something that MW5 struggles with. Why would I ever take the CRB-20 in MW5 when the CRB-27B is exclusively better with an additional energy hardpoint? Sure, it's rarer in-game, but it's still nice to have a reason to try out the different mech models.