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Have you considered attaching permanent pips to speed instead of chassis weight classification?




I'll let myself out now.

LOL.... yeah I'm going to have to log stuff out to figure out why that didn't work.... Like it really should have worked! I basically did what you did and just replaced weight class with speed!
 
My initial goal was to reduce the efficacy of missiles being used for called shots. Therefore, I did want them to scatter away from the main location. The modder I got this idea from completely removed any preference, but I do kinda like the missiles being able to bunch around the location they hit.


I got this idea from No Guts No Galaxy. This is what he baked in:
- Called shot bonus from 2x to 1.5x
- Called Shot Bonus from 2.4x to 1.8x
- Called Shot Master from 3.75 to 2.2x

I haven't looked into the math at all myself. It might be located in the thread somewhere, but I don't know.


This one is quite easy. Just toggle this to true in CombatGameConstants:
"CanAIBeInspired": false


Very good points! The AC2 and the AC20s are the ones that need the most love.


Fantastic idea... if you can figure out how to do it! ;) I had the same idea when I saw NGNG modify the to-hit for walking. In the CombatGameConstants you can tweak the to-hit for sprinting, you can tweak the to-hit for all individual mech sizes and vehicles, and you CAN'T tweak to-hit for jumping. This just blew my mind.
It seems there is no provision in place in the JSONs to add a to-hit penalty for jumping. If there is a way to do it, it might either require modding outside the JSON files, or guessing the right variable name.

However, an alternative to consider: Have Jumping decrease stability. That is possible to do (you can set negative and positive stability dumps for the different movement types), and while stability doesn't affect your to-hit chances, it is still a penalty you might want to avoid.
 
Changelog for version 2.1:

Side torso destruction no longer causes pilot injuries (makes heavier mechs a bit harder to kill and salvage 3 pieces of)

Ace Pilot now makes the last 3 pips of evasion permanent on a per turn basis (they can not be stripped by firing). (from Permanent Evasion / dz Consolidated Company Commander)
 
Changelog for version 2.1:

Side torso destruction no longer causes pilot injuries (makes heavier mechs a bit harder to kill and salvage 3 pieces of)

Ace Pilot now makes the last 3 pips of evasion permanent on a per turn basis (they can not be stripped by firing). (from Permanent Evasion / dz Consolidated Company Commander)
I like these changes very much. Let me know how they feel upon testing.
 
I still like the idea of a tiered Ace Pilot (and not just because it's my first code!). Do you think something like +4/+3/+3/+2 would work?
 
I still like the idea of a tiered Ace Pilot (and not just because it's my first code!). Do you think something like +4/+3/+3/+2 would work?

My motivation for keeping it at a flat value of 3 is mostly because I want to help mechs like the Dragon, Banshee, Zeus, etc.

However.... I think something like maybe +4/+4/+3/+3 might work.

Keep in mind that it's already harder to hit lighter mechs in general (+4/+3/+2/+1 - Light/Medium/Heavy/Assault).....
 
My motivation for keeping it at a flat value of 3 is mostly because I want to help mechs like the Dragon, Banshee, Zeus, etc.

However.... I think something like maybe +4/+4/+3/+3 might work.

Keep in mind that it's already harder to hit lighter mechs in general (+4/+3/+2/+1 - Light/Medium/Heavy/Assault).....

@don Zappo , @me987654

Do we know if sensor lock strips pips? If it does then going to 4 should be fine. I know the AI uses SL on mechs with more than 3 pips ALL the time, but SL on mechs with 1-3 pips is rare. I don't want too many locked pips to break the AI.

If that's the case, then we should go +4/+4/+3/+3, hell... if SL strips pips, I'd even go a step farther for lights and go 5/4/3/3. Lights really do live and die by the pips in the mid to late game.
 
My motivation for keeping it at a flat value of 3 is mostly because I want to help mechs like the Dragon, Banshee, Zeus, etc.

However.... I think something like maybe +4/+4/+3/+3 might work.

Keep in mind that it's already harder to hit lighter mechs in general (+4/+3/+2/+1 - Light/Medium/Heavy/Assault).....
Man, trying to change your mind on this is quite difficult. I'll view that minor concession as a win. ;) The tiered ace pilot still helps them. It just helps the lighter mechs more. :)
 
@don Zappo , @me987654

Do we know if sensor lock strips pips? If it does then going to 4 should be fine. I know the AI uses SL on mechs with more than 3 pips ALL the time, but SL on mechs with 1-3 pips is rare. I don't want too many locked pips to break the AI.

If that's the case, then we should go +4/+4/+3/+3, hell... if SL strips pips, I'd even go a step farther for lights and go 5/4/3/3. Lights really do live and die by the pips in the mid to late game.

I've been busy with work this week... but I've been meaning to test to see if permanent evasion even works against sensor lock. Looking at the code path I'm not sure it does.
 
Man, trying to change your mind on this is quite difficult. I'll view that minor concession as a win. ;) The tiered ace pilot still helps them. It just helps the lighter mechs more. :)

Actually I might even go for 5/4/3/3...... I've gotten further into the game and you do really need those pips to survive without bulwark sometimes
 
Additional Weapons
-Any consideration for adding inferno SRMs to this?
-I was thinking 4 damage, 4 heat, 1 stability, only SRM 2's
-This keeps the inferno's to less heat than a flamer, and if we lock it to the SRM2's only it means they won't scale into the mechs with 3+ missile slots to make crazy SRM 18 long-range heat builds​
-Probably keep this similar to LosTech and no +/++/+++ versions​

-Machine Gun +/++/+++ versions? I think the machine gun is the only vanilla-nonLosTech weapon that does not have enhanced versions.​


LosTech Feedback
I've been playing with the LosTech a bit... the ER's heat is still WAY too high to justify putting them on a mech.

I would suggest moving to 15 heat for the ERMLas... that would be 10 for basic, 12 for a pulse, and 15 for ER... I still think 15 is too high, but it's a starting point.
 
Here are my latest suggestions:

NAtI


I looked up the bottom 4, and they are all SLDF stuff. I think if we limit the inferno and streaks to SRM2's then that will help with 'boating' issues. And if we limit the Ultra and LBX to the 'first appearance' versions, then it creates something unique in the "AC" realm that is a stepping stone to the almighty Guass.

Also, I put forward a couple of head reduction suggestions, a few matches with these values, they feel 'good'.
 
Additional Weapons
-Any consideration for adding inferno SRMs to this?
-I was thinking 4 damage, 4 heat, 1 stability, only SRM 2's
-This keeps the inferno's to less heat than a flamer, and if we lock it to the SRM2's only it means they won't scale into the mechs with 3+ missile slots to make crazy SRM 18 long-range heat builds​
-Probably keep this similar to LosTech and no +/++/+++ versions​
-Machine Gun +/++/+++ versions? I think the machine gun is the only vanilla-nonLosTech weapon that does not have enhanced versions.​


LosTech Feedback
I've been playing with the LosTech a bit... the ER's heat is still WAY too high to justify putting them on a mech.

I would suggest moving to 15 heat for the ERMLas... that would be 10 for basic, 12 for a pulse, and 15 for ER... I still think 15 is too high, but it's a starting point.

That's good feedback.

You honestly won't have trouble selling me in inferno SRM-2s.... I've long thought that would be a great addition to the game. Honestly - they'd probably be find even if they were the same as flamers damage wise. I would agree that we don't need +/++/+++ versions.

There's a few ways to do it:

- Totally separate weapon and ammo

- Separate weapon that shares ammo with SRMs (since damage is configured at the weapon level). I'd probably lean towards this option.

- Replace one of the SRM-2 +/++/+++ varieties with inferno (this would take the least work and I *think* might allow it to be used by the opfor)



As for ERMLs - you know what... I think you might be right. Their range really isn't that great (it's shorter than the LL). Like they either need to be an ACTUAL long range weapon or we need to drop the heat. I think 15 is a good choice.... at some point there has to be a price you pay and if we can now buy DHS in shops then they become more viable.

I think you've sold me on 15 heat for ERMLs... I mean at least the ERLL (while hot) is an ACTUAL Long range weapon (better than the AC/5 and PPC actually) and the ER PPC is VERY long range (and I increased stab on it). It's either that or it needs more range.

Honestly I MAY even drop ERLLs and ERPPCs by 5 each (or maybe 4 for the ERPPC). If ERLLs and LPLs were both 30 heat they'd have the same efficiency... you could basically choose range and lighter weight or more accuracy (and evasion ignore) with a touch more damage and heavier weight.

I think you've sold me on that ERML change... the numbers actually make sense in the spreadsheet
 
Here are my latest suggestions:

NAtI


I looked up the bottom 4, and they are all SLDF stuff. I think if we limit the inferno and streaks to SRM2's then that will help with 'boating' issues. And if we limit the Ultra and LBX to the 'first appearance' versions, then it creates something unique in the "AC" realm that is a stepping stone to the almighty Guass.

Also, I put forward a couple of head reduction suggestions, a few matches with these values, they feel 'good'.


So isn't the deal with Ultra AC/5 that it should fire 2 shots that each do the same damage as a normal AC/5? (so it could do up to double damage). I *think* I can put that in and make it so the two shots use the same hit location logic as SRMs (not sure if that is supposed to be how it works). Of course that would mean up to 90 damage! Seems probably way too good :) One thing I would suggest for an Ultra AC/5 is that we increse the refire penalty so it's the same as the AC/10 and AC/20 (decent stand in for the jamming mechanic... heck - we could even make it one worse). Your idea of making it more accurate might work also. It should be twice as hot as the AC/5 - so 20 heat. I think of all of these the Ultra AC/5 is probably hardest to balance. I mean two shots of 45 is A LOT (although if they don't hit the same location.......)..... the more I think about it the more I think maybe your thought to have it ignore evasion is a good idea. What might also work is have it do 2 shots of 30 damage each. 30 damage to a single location isn't that powerful (same as AC/2 in our game). Also Ultras will need twice as much ammo

AS far as the LBX - I guess we'd have to decide if we want to try to emulate the cluster round or the slug. Slug is obviously way easier. I think your suggestion nails it... one less weight, same damage, shorter range....... It's supposed to be cooler too so we could drop heat by 5 (and leave stability the same). I'm fine with



Limiting infernos and streams to SRM-2s is great as that ensures they can be good without being imbalanced at all. I like your suggestion for streaks - makes sense to me that they are just more accurate SRMs.
 
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Changelog for version 2.2:

ACE Pilot now makes the following number of pips permanent based on weight class 5/4/3/3 - Light/Medium/Heavy/Assault

ERML: -5 heat
ERLL: -3 heat

Lostech weapons now have a small chance to appear in shops where there is a black market or former star league presence



@don Zappo I've changed my own weapon files to make lostech available... if you want to drop the other lostech mod we can keep all the weapon changes in one spot (just thinking that's easier).
 
You honestly won't have trouble selling me in inferno SRM-2s.... I've long thought that would be a great addition to the game. Honestly - they'd probably be find even if they were the same as flamers damage wise. I would agree that we don't need +/++/+++ versions.

There's a few ways to do it:

- Totally separate weapon and ammo

- Separate weapon that shares ammo with SRMs (since damage is configured at the weapon level). I'd probably lean towards this option.

- Replace one of the SRM-2 +/++/+++ varieties with inferno (this would take the least work and I *think* might allow it to be used by the opfor)
Limiting infernos and streams to SRM-2s is great as that ensures they can be good without being imbalanced at all. I like your suggestion for streaks - makes sense to me that they are just more accurate SRMs.

I think the damage profile should be attached to the weapon and not the ammo. I know this is probably not 'lore' or 'logical' but adding the complexity of a different ammo type for inferno and streaks is juice that is just not worth the squeeze IMO. The launch platform is going to be the big 'woohoo' moment, not... oh I got the launch platform, now I'm going to look for ammo... wah-wah.

Honestly I MAY even drop ERLLs and ERPPCs by 5 each (or maybe 4 for the ERPPC). If ERLLs and LPLs were both 30 heat they'd have the same efficiency... you could basically choose the range and lighter weight or more accuracy (and evasion ignore) with a touch more damage and heavier weight.

the only reason I keep bringing up the changes in heat to ERPPCs is that I look at the LosTech as being near or comparable to +++ weapons. And the PPC +++ versions are just straight up better than ERPPCs, the min range is easy to get around, the increased optimal range is only an extra turn of shooting possibilities, so 10 heat for 1 potential shot at (less damage/less stability/less accuracy) is just not worth fielding.

So isn't the deal with Ultra AC/5 that it should fire 2 shots that each do the same damage as a normal AC/5? (so it could do up to double damage). I *think* I can put that in and make it so the two shots use the same hit location logic as SRMs (not sure if that is supposed to be how it works). Of course that would mean up to 90 damage! Seems probably way too good :) One thing I would suggest for an Ultra AC/5 is that we increse the refire penalty so it's the same as the AC/10 and AC/20 (decent stand in for the jamming mechanic... heck - we could even make it one worse). Your idea of making it more accurate might work also. It should be twice as hot as the AC/5 - so 20 heat. I think of all of these the Ultra AC/5 is probably hardest to balance. I mean two shots of 45 is A LOT (although if they don't hit the same location.......)..... the more I think about it the more I think maybe your thought to have it ignore evasion is a good idea. What might also work is have it do 2 shots of 30 damage each. 30 damage to a single location isn't that powerful (same as AC/2 in our game). Also Ultras will need twice as much ammo

I like the idea of 2 shots at 30, double heat. The reason I took the firing penalty away and added the ignore evasion was to mirror the other weapons that went from 1 shot to multiple (laser to pulse). In this balance mod, we say that multi-shots are more accurate. We could look at the 'jam' mechanic, but I think with less single location damage, heavier, and hotter is enough of a trade for 'accuracy' and a 33% pump in total damage.

AS far as the LBX - I guess we'd have to decide if we want to try to emulate the cluster round or the slug. Slug is obviously way easier. I think your suggestion nails it... one less weight, same damage, shorter range....... It's supposed to be cooler too so we could drop heat by 5 (and leave stability the same). I'm fine with

I like dropping the heat, I'd go farther at -10 to really differentiate this platform from the AC10+++. Did you notice the increased crit?


When can you have these built into the mod? I want to add some of these to the 'elite' mechs that I'm creating for my mech's sub-mod.
 
Changelog for version 2.2:

ACE Pilot now makes the following number of pips permanent based on weight class 5/4/3/3 - Light/Medium/Heavy/Assault

ERML: -5 heat
ERLL: -3 heat

Lostech weapons now have a small chance to appear in shops where there is a black market or former star league presence



@don Zappo I've changed my own weapon files to make lostech available... if you want to drop the other lostech mod we can keep all the weapon changes in one spot (just thinking that's easier).

Did you confirm that SL strips these pips?
 
I think the damage profile should be attached to the weapon and not the ammo. I know this is probably not 'lore' or 'logical' but adding the complexity of a different ammo type for inferno and streaks is juice that is just not worth the squeeze IMO. The launch platform is going to be the big 'woohoo' moment, not... oh I got the launch platform, now I'm going to look for ammo... wah-wah.



the only reason I keep bringing up the changes in heat to ERPPCs is that I look at the LosTech as being near or comparable to +++ weapons. And the PPC +++ versions are just straight up better than ERPPCs, the min range is easy to get around, the increased optimal range is only an extra turn of shooting possibilities, so 10 heat for 1 potential shot at (less damage/less stability/less accuracy) is just not worth fielding.



I like the idea of 2 shots at 30, double heat. The reason I took the firing penalty away and added the ignore evasion was to mirror the other weapons that went from 1 shot to multiple (laser to pulse). In this balance mod, we say that multi-shots are more accurate. We could look at the 'jam' mechanic, but I think with less single location damage, heavier, and hotter is enough of a trade for 'accuracy' and a 33% pump in total damage.



I like dropping the heat, I'd go farther at -10 to really differentiate this platform from the AC10+++. Did you notice the increased crit?


When can you have these built into the mod? I want to add some of these to the 'elite' mechs that I'm creating for my mech's sub-mod.


I've never actually added anything new before.... I *think* all I have to do is add the JSONs and add stuff to shops, but I've never tried it.

I'm actually leaving tomorrow for a combo work trip / vacation so I may not be updating anything for the next week+