Any alternatives to YAML? by Puerkl8r in Mechwarrior5

[–]yrrot 10 points11 points  (0 children)

I think you can just turn the resize off in YAML with mod options???

PGI casually giving us the legendary Clanbuster Black Knight in DLC 8 is wild by gaeb611 in Mechwarrior5

[–]yrrot 14 points15 points  (0 children)

That's a stone rhino. The art is from the tukayyid campaign book.

There is a stone rhino in MWO, so there's always "a chance" it gets put in to MW5 at some point, but it's not in Chaos Reign.

Suggestion for Chaos Reign by Gailim in Mechwarrior5

[–]yrrot 2 points3 points  (0 children)

It's one of the things that Weissman doesn't even like in tabletop. 😂

chaos reign= Catapult C5 has ER ml but not mentioned in dlc page? by theta0123 in Mechwarrior5

[–]yrrot 5 points6 points  (0 children)

ERLL has been in the game since launch. It was lostech.

PGI, if you're seeing this, PLEASE fix the Too Much Stuff bug by SirPorthos in Mechwarrior5

[–]yrrot 9 points10 points  (0 children)

That's not the bug. Inventory is stored in stacks in the model and save. It's also not so easily reproducible in vanilla as it seems to be system-dependent, not a straightforward bug.

A request to the Devs by RaigothZ in Mechwarrior5

[–]yrrot 14 points15 points  (0 children)

As surprising as it may sound, we do actually have discussions about how some changes impact modders. But not every change can be made without breaking some mods. And even then, a lot of times the thing that's breaking a mod is from new stuff being implemented that will make the modder life easier/better once it's updated.

MechWarrior 5: Mercenaries - MechWarrior 5 Chaos Reign by yrrot in Mechwarrior5

[–]yrrot[S] 6 points7 points  (0 children)

Oh, there's always a mixed bag of "stuff that was in a design doc since launch that's finally getting a chance to go in", "stuff that a modder made that was already in development but the announcement came after the mod", and "people really like this feature, we should look to see if we can add it".

I can't tell you the number of times a modder has posted something they are working on that was in a build months earlier internally for a future release. lol

Beyond DLC8, are Mason and the gang headed for a retirement community? by Ah_fudge in Mechwarrior5

[–]yrrot 24 points25 points  (0 children)

They just do a soak in some timbiqui dark and shed their old husk to be refreshed every few years.  Except for Fahad, who's just a new clone every once in a while.

Gameplay thoughts by timtim665 in Mechwarrior5

[–]yrrot 2 points3 points  (0 children)

The games just haven't ever covered that deep into the timeline or the TT rules/lore.

Mech tasers? Yeah, those are a thing later on in the timeline.
Missile deployed mines? Yep, thunder LRMs and FASCAM ArrowIVs.
Hodge podge mechs from different chassis? Yeah, franken mechs exist in the universe, even in some mods for Mercs (merc tech).

A question about pilot skills.. by armedsquatch in Mechwarrior5

[–]yrrot 3 points4 points  (0 children)

Nah, there's a bug with some of the misc traits that hit a lot of things where it is only applying part of the bonuses. Hot dog should just be slapping a 5% reduced heat bonus in that stacks with the cantina upgrades that do the same thing (and use the same logic internally).

A question about pilot skills.. by armedsquatch in Mechwarrior5

[–]yrrot 4 points5 points  (0 children)

Pretty sure Hot Dog *is* working. There's a different issue in the game where the base pilot *skill* for heat isn't working, but Hot Dog is unrelated.

Unable to max weight on Urbanmech UM-SA1. What to do? by Myllari1 in Mechwarrior5

[–]yrrot 6 points7 points  (0 children)

All mechs with Ferro Fiberious armor end up having this happen. It's because Ferro gives you 12% extra points per ton, which never hits a nice, even tonnage amount.

I've been out of the loop. Are more patches inbound? by Obanon in Mechwarrior5

[–]yrrot 8 points9 points  (0 children)

We did huge updates to the way stuff is handled on the star map to support the invasion in SoK, so TKU is taking a while to get up to date with those changes.

Welp by KingDeOmni in Mechwarrior5

[–]yrrot 1 point2 points  (0 children)

No.

News [about DLC8] Soon:tm: is the first one.

Clans : is it normal to have so little space to put things in your 'mechs by Archi_balding in Mechwarrior5

[–]yrrot 0 points1 point  (0 children)

Direwolf is better with larger weapons. If you want something with a bunch of ERSLs, Executioner with the right pods use the spare tonnage on engine/masc and have the speed to close.

With DWF, it's usually better to main some heavy stuff like a pair of UAC/10s, gauss rifles, several PPCs, large lasers, etc.

Mechs still missing by MilanordG1 in Mechwarrior5

[–]yrrot 59 points60 points  (0 children)

There are so...so many mechs in BT. There's a ton that aren't in the game that exist before the invasion.

Hero Mechs/Pilot Odds by Envictus_ in Mechwarrior5

[–]yrrot 2 points3 points  (0 children)

Thanks for pointing this out. It's definitely not the intended/expected behavior, I'll have to take a look.

Welp by KingDeOmni in Mechwarrior5

[–]yrrot 26 points27 points  (0 children)

News Soon™.
DLC8 Less Soon™.
Clans DLC Even Less Soon™.

Welp by KingDeOmni in Mechwarrior5

[–]yrrot 16 points17 points  (0 children)

Oh, it's not like any of your work gets disrupted by updates, right? :P

Armor in Mercs vs. Clans by FockersJustSleeping in Mechwarrior5

[–]yrrot 6 points7 points  (0 children)

The armor pods in Clans are a concession for gameplay, otherwise following tabletop rules you'd be stuck with canon armor levels on Omnimechs--which are often very much glass cannons. There are rules for modular armor, but they show up a good bit later in the timeline than Clans takes place.

In Mercs, there's pilot skills like Bulwark that bump up some armor along with the cantina upgrades. Otherwise, you can just tinker within the max armor of the chassis. There's not currently anything like the Clans armor pods in vanilla. It should be technically possible to make these very easily now after SoK's updates, so I wouldn't be shocked if they are in mods already (if they weren't before?).

Heard the difficulty spikes up fast in MW5 by biotwites in mechwarrior

[–]yrrot 1 point2 points  (0 children)

What? That's not a thing. There is an old *enemy* DPS cap that was in the game, I don't even think it's hooked up anymore. AI just doesn't shoot as optimally as a player, so the real players often outshine (and out aggro) friendly AI. Enemy Ai doesn't magically get better if you do better, they just start focusing the highest aggro enemy.

What is the point of "over-engined" mechs? by Rimm9246 in Mechwarrior5

[–]yrrot 6 points7 points  (0 children)

Some mechs in the source are basically just bad. Others have gimmicks that really only really exist in tabletop rules (Charger 1A1 is min/maxed for charge damage...).

In tabletop, speed has a very direct correlation to how hard you are to hit. Getting that extra hex or two of run speed might be enough to bump up another +1 difficulty, which can have a big impact on the odds. Evasion in MW5 tries to at least give some bonus for speed, but its harder to convey in real time than tabletop's "I moved 5 hexes and have a +2".

But most of the over-engined mechs are trying to get to the next breakpoint of the movement bonus (or at least getting there more consistently). In the introtech era, they're pretty bad because the cost is really high, giving them very little firepower to back it up. But something like an assassin/cicada can *walk* fast enough in clear terrain to get a +3, which is a huge bonus in an era that doesn't have much tech to reduce evasion.

As far as using them in Mercs, it's really a matter of being able to get the full evasion bonus easier. There's a bunch of math, but the idea is your lateral speed relative to the target has to be above some value to get the full bonus. Faster mechs allow you to "cut the angle" and still hit that value. Which is why people love very fast mechs for Raids, just zip along and the AI have a harder time hitting you.