I am still getting the occasional black screen or game freeze, but I think that is going to be a product of the memory leak that is present even in the base game.
Morale/eject should have been in the base game. One of the first complaints back in release month was how fanatical every opponent you face was and no one runs away.
I'd actually like to see something akin to the tabletop "Forced Withdrawal" rules, where the enemy force could retreat, not just eject. It would fit the 3025 lore, where combat rarely went farther than heavy damage to each side, and salvage was accomplished by both sides.
There is a flashpoint that you can ignore that will get you the Argo.The main question with that one is do you ever get the Argo, or are you stuck in the Leopard for the entire play-through?
I realize the Argo is a bit overpowering when completed, but until then it is a great money sink to make it harder to get to the C-Bill achievement.
Sorry for the late answer but here are some explanation. You also have to remember that the settings are the one chosen by Haree.Hey guys, need a bit of clarification on how the new Ace Pilot skill works. I'm looking at the code and there are some I'm not really sure on.
"AcePilotBonusPercentage": 40,
"LightKeepPipsCount": 0,
"MediumKeepPipsCount": 0,
"HeavyKeepPipsCount": 0,
"AssaultKeepPipsCount": 0,
"AcePilotBonusPips": 0,
"PilotSkillToKeepPips": false,
"PerSkillPointToKeepPips": 6,
"AcePilotPointToKeepPips": 8,
"MaxTotalChanceTokeepPips": 90,
So I get ace pilot gives you 40% base chance and max is 90%. When PilotSkillToKeepPips is false, I assume PerSkillPointToKeepPips is inactive. Does AcePilotPointToKeepPips give 8% on top of the 40%? Finally, what is XKeepPipsCount? Is it the amount of pips kept by default? Thanks.
Outstanding! :bow:A heads up for those that may be interested.
1.9 compatible release for Mission Control at Nexus.
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Is this part of BEX:CE? I can't see it mentioned on the nexus page for BEX:CE?A heads up for those that may be interested.
1.9 compatible release for Mission Control at Nexus.
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Is it just me or are the specialized skills choices a bit unbalanced.
I find that 'Master tactician' and 'Cool vent' are by far the most powerful and flexible options.
Breaching shot can be useful for mechs focusing on 1-3 high damage weapons, but it's a bit niche, and I just don't find myself using it much. I feel it would be a bit more viable if perhaps it also gave a small bonus to hit.
Evasive expert just doesn't seem to offer much of a benefit at all. I generally skip that to head for the +2 max evade (skill 10).
Am I missing something here, or could these benefit from a bit of a tweaking?
... Breaching shot is completely useless. Why fire only one weapon that *might* hit for full power, when generally you have multiple weapons with a chance to hit that will do more damage over-all?
I have issues with coolant vent as well, because honestly its an "I Win" button. It completely negates the need to actually manage heat build-up. And it also takes away the one time when a breaching shot might be useful, IE when you are trying to cool off but still do a little damage.
Evasive expert is a niche skill, but if you are using a pilot in a very fast mech as AI bait, then it comes into play. When you build up 6 evasive charges and the AI can't remove them even with all of its mechs concentrating fire, it buys you a free fire turn for your other 3 mechs. It is certainly far more useful than breaching shot is.