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Vurrath

Recruit
Apr 21, 2024
4
0
One line summary of your issue
Liberate Smithon keeps killing Dekker / abberant program-behaviour

What platform are you running the game on?
Steam

What operating system do you use?
Win10 / Win8

Which version of the game are you running?
Steam build ID 471953 (and earlier)

What DLC do you have installed?
(DID NOT ANSWER QUESTION)

Please explain your issue is in as much detail as possible.
The Dekker character keeps getting killed during the LIberate Smithon mission, even-when only incapacitated (and when the head has not been blown off) - sometimes EARLY when only having taken 1-3 injuries, sometimes when falling down and not even getting an injury before the fall, but the total is still less than 4. At the second time i considered it a coincidence, but it has now happened FOUR TIMES IN A ROW - wtf guys?

image upload just a blank image to complete the form. not interested in revealing half my computer's files just to end up not being able to provide something that would prove it happened anyway. Sometimes you've got to just listen to people and stop screwing around with guesswork handicaps or whatever else - contingent programing, whatever. This is literally STILL the first time ive played the game / started a campaign, and-ALREADY, i'm deserving of a handicap for some reason?

Maybe i'm just a cautious commander, and deserve to have all my pilots.

Have you tried verifying your files?
No

Steps to reproduce the issue
no idea. possible behavior of the AI? to target one of my highly skilled pilots amongst the others? i wish it was. I've literally seen it kill him with the FIRST REGULAR injury, again, while the head is still on. And no ... not >4 hits in the same strike ... seeing it SAY, visually ... 1/4 ... and then instantly die a moment later. ?? If some kind of handicap or something is happening, then perhaps activating that, but in that case, it's deliberate on your part and not a bug/hack/attack/vulnerability.

Attach DxDiag (PC), System Info log (Mac), or run sudo lshw -html > specs.html and uploaded specs.html (Linux)
File(s) attached

Attach Output Log
Windows: \Users\YourUserName\AppData\LocalLow\Harebrained Schemes\BATTLETECH\output_log.txt
Mac OS: Users >{name} > Library > Logs > Unity > Player.log
Linux: ~/.config/unity3d/Harebrained Schemes/BATTLETECH/Player.log

File(s) attached

If the game crashed, please attach the crash file with the time stamp closest to the crash.
Windows: [Steam library folder]\steamapps\common\BATTLETECH\DumpBox
For v.17 and beyond try here: C:\Users\[YourUserName]\AppData\LocalLow\Harebrained Schemes\BATTLETECH
OSX: Macintosh HD > Users > [username] > Library > Application Support > Steam > steamapps > common > BattleTech > DumpBox
Linux: [Steam library folder]/steamapps/common/BATTLETECH/DumpBox

File(s) attached

If a save game was loaded at the start of the game session, upload it. Please make sure to upload the save game with the timestamp closest to when you loaded it.
Windows:
Steam: [Steam installation folder]\userdata[SteamID]\637090\remote\C0\SGS1
GOG: 'C:\Users\USER_ID\AppData\Local\GOG.com\Galaxy\Applications\50593543263669699\Storage\Shared\Files\C#\SGS#'
Vanilla:'C:\Users\USER_ID\AppData\LocalLow\Harebrained Schemes\BattleTech\C#\SGS#'
OSX:
Steam: Macintosh HD > Users > [username] > Library > Application Support > Steam > userdata > [SteamID] > 637090 > remote > C#> SGS#
GOG: Macintosh HD > Users > [username] > Library > Application Support > GOG.com > Galaxy > Applications > 50593543263669699 > Storage > Shared > Files > C# > SGS#
Vanilla: Macintosh HD > Users > [username]> Library > Application Support > unity.Harebrained Schemes.BattleTech > C# > SGG#
Linux:
Steam: /home/.steam/steam/userdata/[steamID]/637090/remote/C#/SGS#
GOG: /home/[username]/.config/unity3d/Harebrained Schemes/BATTLETECH/remote/C#/SGS#/
Vanilla: /home/[username]/.config/unity3d/Harebrained Schemes/BATTLETECH/remote/C#/SGS#/

File(s) attached

Attach screenshot / video
File(s) attached
 

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OK, here's a photo, to give you some idea - just before this shot, the 3 small units were staying braced inside the crystals, but as soon as Dekker was on his own and within charging range, they exposed themselves (1 Zeus, 1 hunchback. 1 dragon, shooting you in the back - oh yeah, great tactic FOR SURVIVAL, that is ) ...

and in KICKING, one just got a head-hit FROM A KICK, not a charge/using their head (not that the height would have been high enough anyway (light versus heavy size))

& one got a shutdown from 2 flamers when he just RAN and did not fire, and wasn't running hot anyway.

THAT is what i'm talking about ... a head hit from a KICK?

who wrote the code on how the game is supposed to allocate damage?

i never get that ... only AI does?

what is it ... because it's SOMETHING.
 
OK, here's a photo, to give you some idea - just before this shot, the 3 small units were staying braced inside the crystals, but as soon as Dekker was on his own and within charging range, they exposed themselves (1 Zeus, 1 hunchback. 1 dragon, shooting you in the back - oh yeah, great tactic FOR SURVIVAL, that is ) ...

and in KICKING, one just got a head-hit FROM A KICK, not a charge/using their head (not that the height would have been high enough anyway (light versus heavy size))

& one got a shutdown from 2 flamers when he just RAN and did not fire, and wasn't running hot anyway.

THAT is what i'm talking about ... a head hit from a KICK?

who wrote the code on how the game is supposed to allocate damage?

i never get that ... only AI does?

what is it ... because it's SOMETHING.
wait sorry... a vindicator might be light too ... but nevertheless ... a charge MAYBE. but from a kick? I played the original battletech boardgame, i know the damage-allocation difference. just like this game does not have a DUCK / CROUCH function when it should ... as well as top 1/2 damage allocation. THAT would be fine to be causing head hits more often. Kicks. ffs guys... PATCH. fix. NOW.
 
wait sorry... a vindicator might be light too ... but nevertheless ... a charge MAYBE. but from a kick? I played the original battletech boardgame, i know the damage-allocation difference. just like this game does not have a DUCK / CROUCH function when it should ... as well as top 1/2 damage allocation. THAT would be fine to be causing head hits more often. Kicks. ffs guys... PATCH. fix. NOW.
To set your expectations, no patches will be forthcoming. The game is complete and has been for a while.

As for the kick to the head, in this game, the melee attacks are not the same as the tabletop rules. The animation for a melee attack varies from Mech to Mech and attack to attack. The target location for a melee attack uses the shooting table, I believe, so yes, it's possible for a kick animation to be paired up with the general 'melee attack' and for that attack to land on the head.

Regarding your Dekker getting multiple head hits multiple times, there have been many investigations into the random allocation for hits and it's been found to be biased in favor of the player, not biased against the player. Sorry to hear that you had bad luck!