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So far so good. Still early in the campaign (Liberation of Weldry is up but have not launch the contact), The AI seem a bit more aggressive. I am finding some heavy mechs fielded even on 2 skull missions which a I didnt come across the first play thought. I think the only adjustment I would make is to the stability to bump it down slightly because even rocking a medium with 1xLRM-20++ &+ 1xLRM15 is chore knock down. Also as a visible cue there are current 5 pips. Three should be a pip for every 20pts of stability on the hud. Also with the added stability, maybe start allowing for a single strike take down? This can be rolled against the piloting ability so for every point in piloting skill there’s a 10% chance to save from single knockdown. A second stability attack would guarantee a knockdown as currently implemented/

  • Medium 'Mech stability increased to 120 (was 100). Stability recovery increased to 1.2 (was 1.0).
  • Heavy 'Mech stability increased to 140 (was 100). Stability recovery increased to 1.4 (was 1.0).
  • Assault 'Mech stability increased to 160 (was 100). Stability recovery increased to 1.6 (was 1.0).
 
Again, purely anecdotally - I've not seen much LosTech since restarting the campaign after this patch...?
As far as I know, the only LosTech in the game is the SLDF mechs in the story. Without modding they don't show up in stores, loot, or the OpFor. I don't think this patch changed that.

It was being considered, but I never heard a definitive stance on them opening up LosTech availability.
 
I haven't actually been able to try the beta. At first I thought it was from some files possibly still in place from any mods I had. So last night completely uninstalled and reinstalled the game on Steam. Made sure to delete the directory structure manually as well before the reinstall. When I try to start a new game, I get the options menu if I select custom campaign, but then go to a load screen that never seems to end. Selecting standard campaign just goes straight to the loading screen with the little spinning circle in the corner.

Edit: OK found the issue. I couldn't load into Skirmish either. I ended up having to reload some of my modded files for extra variants I had added to the game and delete any custom mechs or lances using any non stock mech in it and then remove the mods again. Then the game seems to load fine. After a complete uninstall/reinstall Steam must have restored some of the files on reinstall or else they are stored somewhere outside of the main <drive>:\Steam\steamapps\common\Battletech\ directory
 
I haven't actually been able to try the beta. At first I thought it was from some files possibly still in place from any mods I had. So last night completely uninstalled and reinstalled the game on Steam. Made sure to delete the directory structure manually as well before the reinstall. When I try to start a new game, I get the options menu if I select custom campaign, but then go to a load screen that never seems to end. Selecting standard campaign just goes straight to the loading screen with the little spinning circle in the corner.

Edit: OK found the issue. I couldn't load into Skirmish either. I ended up having to reload some of my modded files for extra variants I had added to the game and delete any custom mechs or lances using any non stock mech in it and then remove the mods again. Then the game seems to load fine. After a complete uninstall/reinstall Steam must have restored some of the files on reinstall or else they are stored somewhere outside of the main <drive>:\Steam\steamapps\common\Battletech\ directory
I actually had a similar issue resetting mine. I knew to remove the lances with modded mechs before verifying files/patching, but I forgot that I had created a couple of variants of the new mechs. I had to add them back to the version manifest them delete the variants before patching. It helped that I only had the mechs in skirmish, so I didn't need to delete save games.
 
I actually had a similar issue resetting mine. I knew to remove the lances with modded mechs before verifying files/patching, but I forgot that I had created a couple of variants of the new mechs. I had to add them back to the version manifest them delete the variants before patching. It helped that I only had the mechs in skirmish, so I didn't need to delete save games.

They might want to look at a button to remove all custom mech/lance builds to make this easier in the future on people. Either for modders wanting to reset to stock or just as a safety precaution before updating major patches.
 
Thank u for such an awesome patch!!!! More difficulty options to make reruns more interesting, more build options thru lower heat, less stability cheese and therefore higher survivability of heavier mechs, personalisation of pilots for more heart break... just AWESOME!
 
Bunch of good stuff in there. PPC and LL buffs my have been a bit too big, and I think AC2/AC10 will still need some more love, but overall looking good.

Any MORE info on the increased salvage to create a mech? Like is it 5/5/5/5 across the weight classes or 3/5/7/9 ect.?

My only big complaint is I still don't see the option to move mechs around in the mechbays... Not being able to organize my mechs makes my gamer OCD trigger X.X
May wait until we get tutorial skip and mechbay re-arranging for another play-through.

This, please ftlog let us move our mechs around in the bay, I was super impressed with all the changes but down right shocked this wasn't included, could we at least have a timeline when this might be implemented ? Don't get me wrong I am very grateful for all the work and you guys have made an amazing game even better but the mechbay kicks my OCD into overdrive.
 
I only got to try one mission last night with the beta. I'm post-campaign in a lance with 4 assault mechs (King Crab, Highlander-P missile boat, and the two SLDF mechs), and a team with maxed stats. It was a Davion mission on a Taurus planet - base capture. It was five-star difficulty in the selection screen, 4.5 stars on the lance creation screen, but had me fighting 2 full lances of assault mechs. So definitely a 5-star IMO.

I ran out of ammo towards the end, and got somewhat shredded. The missile boat Highlander was still pretty effective, much much less so than previously. It was harder to knock assault mechs down, and I don't remember any of them taking a -1 initiative when they did. So they'd usually pop right back up again. Missile hits on called shots seemed far more randomly spread out. The enemy seemed a bit more cautious when I rocked their world, pulling back and regrouping outside of sensor lock distance, that kind of thing. They seemed to focus much more on attacking the most vulnerable mech as opposed to the closest. It was not an easy fight at all, and my old tricks... depending more on suicidal charges, I guess... didn't work so well.

My Atlas didn't overheat quite as quickly. I'm definitely going to have to go back to the drawing board and re-optimize my mechs, because the changes in heat and multi-shot weaponry have definitely changed things a bit. It looks like the AI changes are going to make me rethink some things a bit more, too, once I get used to it.

So... no complaints, no bugs so far.