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Insahnity

Private
4 Badges
Apr 13, 2020
16
1
  • BATTLETECH
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
I'm sure this board is filled with lots of requests, but I had some hopefully simple ones to throw on the feature request list.

If the amount of salvage available is less than the contracted salvage, then don't make the user "choose" salvage by painstakingly dragging each piece of salvage and then end up giving all of it. For example:
Your contract guarantees you 5/19 (5 picks and 14 others). But through brutal and wanton destruction you end up with 17 pieces of salvage, because you didn't carefully pick apart the heads and/or legs of that flea and locust and 4 trucks with your UAC20s. Don't make the person drag 5 pieces of loot when they are going to get all 17 pieces; as soon as you load that screen make the determination and auto award all the loot. The person can still review the salvage received after its been awarded.

For most of the game, there are +/- bars, like mech armor in the mech bay or selling gear. It's fine for fine adjustment but if you need to make wholesale adjustments, or sell a lot of Single Heat Sinks and Standard Jump Jets (but not all of them), either a slider bar for coarse adjustment along with +/- buttons for fine adjustment, or even numeric entry, would be appreciated. You already have sliders in the settings menu.

NARC and TAG are horribly inaccurate, especially TAG since it is a laser. Give them a little more accuracy? If this off-balances the game lower the damage bonus(es). It's bad enough the ranges are so horrible for the weight that you carry, you don't really use them by the time you get them.

And finally, I wanted to thank the designers of the Allied convoy drivers AI that need to be escorted. After wasted hours of escort missions after escort missions, when the enemies are down but you can't autocomplete the mission because the next wave of reinforcements don't spawn until one of those little stompable vehicles make it to the LZ (but appear to take hours to think about it before moving, and still get stuck occasionally despite AI improvements), I repeatedly experienced the 5 stages of grief at waiting for the AI to finish thinking (Denial, Anger, Bargaining, Depression, and finally Acceptance). And then it dawned on me, the sheer coding genius required, to have modeled it after a real life road warrior. Thank you. You guys must have great road trips with this guy at the wheel.

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Perhaps put in a hidden objective timer, where aforementioned reinforcements auto spawn either when a vehicle hits the LZ OR so many rounds have elapsed (whichever comes first). If nothing else, having that timer come in earlier than some players expected could make the mission slightly more challenging, which it needs to be. That way you can actually just kill the enemies and auto-complete.

Conversely, don't spawn reinforcements RIGHT IN FIRING RANGE of the base or vehicles you are supposed to be defending, so close that the light and medium mechs can destroy at least one building or vehicle before you even have a chance to move, eliminating (keep all buildings alive) contract bonus or outright failing escort mission. Because if you go with lights and mediums, the average player cannot take on the 2/3 heavy/assault lances that bring up the rear, and the Heavies/Assaults don't have enough initiative to move fast enough to prevent that first small or medium building being taken down. Most base defense missions are good about this, but there are one or two that are just ridiculous. If you want to make people pick lighter mechs force a tonnage restriction and/or don't put Assault mechs behind lights.

Mortar/Thumper fire should remove 1 evasion pip for each mech in the field of effect. Think about that one for a second. Conversely, just to nerf it a bit, rear armour should be off limits to mortar fire (just as head damage is). It's a little unfair that you can ambush a Leopard dropping a lance of light/medium mechs with a few mortars before the AI can even move, and score lots of structural damage through rear armour hits (as it is you can lop of more than a few arms).

That's it for now. I took a 3 year break after backing its early development (before release), and it has become a fine product.
 
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...After wasted hours of escort missions after escort missions, when the enemies are down but you can't autocomplete the mission because the next wave of reinforcements don't spawn until one of those little stompable vehicles make it to the LZ (but appear to take hours to think about it before moving, and still get stuck occasionally despite AI improvements),..
You have four vehicles to escort, any of which can trigger that final wave of Enemies. A final wave that once destroyed the game ends even if one, two or even three vehicles had been bugged and stopped of their own accord.

Are you saying that ALL FOUR of your vehicles STILL found pathing bugs despite being able to pass through each other AND not just your very own Mechs, but Enemy Mechs as well?



With its final patch(s) HBS solved the Convoy Bug. I believe that. I’ve tested that. I know that to be true. Let’s acknowledge and give HBS credit where credit is deserved. The Convoy Bug is dead.
 
You have four vehicles to escort, any of which can trigger that final wave of Enemies. A final wave that once destroyed the game ends even if one, two or even three vehicles had been bugged and stopped of their own accord.

Are you saying that ALL FOUR of your vehicles STILL found pathing bugs despite being able to pass through each other AND not just your very own Mechs, but Enemy Mechs as well?

Yes. It gets stuck about a third of the time, but 2-3 do manage to make it to the LZ, triggering the enemies, which I kill, and then auto-complete. But every once in a while, all 4 do get stuck. There is one particular map that is bad, a tundra map where you start off on the side of a mountain, with a winding road that leads to a base. Then you backtrack a bit down the road, go down the mountain at a fork in the road, across a river, and onto the next mountain to get to the LZ. When you hit the LZ the next set of spawns come over the mountain. I have had more than a few times the AI get stuck back at hte first mountain, with 3 mechs standing to the side of the road (so they don't need to drive through me), front of convoy, rear of convoy and one in the middle.

With its final patch(s) HBS solved the Convoy Bug. I believe that. I’ve tested that. I know that to be true. Let’s acknowledge and give HBS credit where credit is deserved. The Convoy Bug is dead.

Yes, I have seen the changes where the vehicles drive right through mechs (and other mechs walk through mechs), which is why it is not so widespread, but it still happens occasionally. I'll agree their fix works (most of the time), but it's just a bandaid for a really puzzling AI. I wouldn't be posting if the problem still didn't exist. And my suggestion is a pretty doable and easy patch. But no, the bug is not dead, it's just a lot less frequent.
 
Y... But every once in a while, all 4 do get stuck...
With over 5800-hours in BATTLETECH, since Launch, I have never had more than a single vehicle hit the Convoy Bug, even on the single map you mention that I have played many, many, many, many, MANY times.

And fortunately, according to the very latest reporting the Convoy AI on the map mentioned has developed some new behavior:

Had another weird experience last night.

Was doing an escort mission on the map where you start on a mountain on the left side, usually take out a blocking force, then escort the APCs down the mountain, through a water crossing and back up and across another mountain to the pickup spot on the right side. Depending on the skulls, you may have another lance possibly popup around the pickup once you activate the APCs. There is always a final lance over the mountain between you and your lance retrieval zone.

My tactic is to take out the blocking lance, then run 3 of my mechs across the water and up into forest around the other mountain top while keeping the 4th mech (usually the missile boat) to sheperd the APCs. They usually get spread out going over the water and up the mountain, so I hold back my escort so that they will group together 1 move away from their pickup site, since entering the pickup zone is what activates the final opfor lance.

In this particular instance, the 4 grouped together nicely and I used my moves to position my 3 other mechs to address the coming opfor lance, keeping my guys away from the APCs so they were out of the coverage umbrella and wouldn't move. In this case, the APCs actually reversed to get back closer to my shepherd mech, then moved on the next turn to the zone once I moved the shepherd closer.

I have seen them get stuck, plenty of times. And I've seen them take 3 turns to get everybody into the zone due to spreading. But I've never had them come back to my mech like that. Wasn't a real problem, but could mess up the timing for my battle plan if I was expecting them to either sit still or continue on to the zone.
That is some excellent and Real World Authentic AI mechanics right there.


...But no, the bug is not dead, it's just a lot less frequent.
Not only is the Convoy Bug dead, but HBS has crafted some very authentic to the Real World AI mechanics for us.

Well done HBS! :bow:
 
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With over 5800-hours in BATTLETECH, since Launch, I have never had more than a single vehicle hit the Convoy Bug, even on the single map you mention that I have played many, many, many, many, MANY times.

Good for you. People win the lottery all the time. Or people live their whole lives never getting cancer, but just because you didn't get cancer doesn't mean it doesn't exist. Nor does it detract from how great life is. Stop insinuating that this post is attempting to denigrate the fix.

Not only is the Convoy Bug dead, but HBS has crafted some very authentic to the Real World AI mechanics for us.

Well done HBS! :bow:

It isn't dead, it's just very very rare. I will try and record it for sake of the developers if I encounter it again, however, just dismissing something out of hand with no actual substance and then attempting to ingratiate yourself with the developers is not helpful or appreciated. There's no denying that's it a great game and the hard work of the developers paid off, but this forum is meant to improve game play, and they don't know what things to focus on unless users report problems, it gets tracked with an issue list, triaged to see if it is worth fixing or not based on critical nature of the problem, likely hood of fixing and effort involved, and then assigning the task to developer(s) if they do want to work on it.
 
... this forum is meant to improve game play, and they don't know what things to focus on unless users report problems, it gets tracked with an issue list, triaged to see if it is worth fixing or not based on critical nature of the problem, likely hood of fixing and effort involved, and then assigning the task to developer(s) if they do want to work on it.
BATTLETECH was sunset back in February.
 
Good for you. People win the lottery all the time. Or people live their whole lives never getting cancer, but just because you didn't get cancer doesn't mean it doesn't exist. Nor does it detract from how great life is. Stop insinuating that this post is attempting to denigrate the fix.



It isn't dead, it's just very very rare. I will try and record it for sake of the developers if I encounter it again, however, just dismissing something out of hand with no actual substance and then attempting to ingratiate yourself with the developers is not helpful or appreciated. There's no denying that's it a great game and the hard work of the developers paid off, but this forum is meant to improve game play, and they don't know what things to focus on unless users report problems, it gets tracked with an issue list, triaged to see if it is worth fixing or not based on critical nature of the problem, likely hood of fixing and effort involved, and then assigning the task to developer(s) if they do want to work on it.
Bugs get reported in the bug reports section of the forum, not the suggestions section. If you have a bug to report, please report it there. That said, as PH alluded to above, only serious game breaking bugs (ie, the game is unable to run at all) will be fixed from here on out due to patch 1.9 being last major feature patch.