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TLRoff

Captain
5 Badges
Sep 13, 2018
303
23
  • BATTLETECH
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Crusader Kings II
so modded campaign.. I do use the "loot magnet" mod because it simply feels more realistic though its far from perfect, however, it aint bad!! I notice however that even though I choose to go 8 pieces to make a mech.. even if I manage to beat a assault mech pilot into paste inside his her cockpit without tearing any sections at all off the mech I still only get 3 pieces of that mech in the loot table. This is.... frustrating.. I'd like that to change. So who knows what about this?

I should be able to get the entire mech or see pieces for an entire mech

I want "Real Salvage" I want salvage based on what there, what the mechs and Vee's have, what they can drop and how they've been damaged. The mechwarrior games have had this.. the mech commander games even managed. This one.... not so much. And much as I'm a firm believer that one cannot have to many M.A.S.C. modules and advanced cockpits and such having them in the salvage list when none of the mechs or Vee's present had that equipment mounted. It gives me a real serious case of old mans [Mod edit: No bad language, even abbreviated]

Gotta be a better way then the games current default way of handling salvageables.
 
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I could be wrong, but I think the amount of salvage given, not needed to complete, is a hardcoded value. So no 8 pieces on a headcap.
 
It could be done. Well, I know roguetech does this. If you go for 5 pieces for mech, loot table will contain maximum all 5 pieces for that mech. Don't know if it depends on difficulty settings though (would there be all 8 parts if you set 8 parts to make a mech? I assume it would). Never tried this. But this value can definetely be changed.