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arithon

Second Lieutenant
41 Badges
Feb 3, 2013
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My apologies if this has been asked before but...


Is there any way to mod the game so that your pilots stop shooting once the mech they are shooting at dies?

Drives me crazy when they waste ammo and drive up heat blasting away at a dead foe.
 
I’ve never heard of such a Mod, nor of work toward such a Mod taking place. But then just because I’ve not heard of it doesn’t mean it’s not out there somewhere, I’ve lost the bubble on all the Mods our Modding Community have on the books and under development.

Choosing which weapons to fire and then living with the consequences... not firing enough and the Enemy gets to return Fire, firing too many weapons and shouldering the burden of Heat, expended ammunition and Opportunities Foregone to engage other Mechs - well... THAT’s at the heart of BattleTech and has been for more than 35-years now. :bow:
 
I’ve never heard of such a Mod, nor of work toward such a Mod taking place. But then just because I’ve not heard of it doesn’t mean it’s not out there somewhere, I’ve lost the bubble on all the Mods our Modding Community have on the books and under development.

Choosing which weapons to fire and then living with the consequences... not firing enough and the Enemy gets to return Fire, firing too many weapons and shouldering the burden of Heat, expended ammunition and Opportunities Foregone to engage other Mechs - well... THAT’s at the heart of BattleTech and has been for more than 35-years now. :bow:

Yes, I totally get that argument. Still, to me its kind of suspension of disbelief breaking thing for me.
 
Yes, I totally get that argument. Still, to me its kind of suspension of disbelief breaking thing for me.
At least we have only a single Mech sending shots into a dead OpFor Mech.

I served in an Armor Battalion where as Asst S2 I was responsible for running the OpFor as all 14 Tank Crews were in their Abrams Simulators. You might be amazed at how many times my lead OpFor Tank was engaged and struck by multiple Abrams Tanks sometimes for up to a minute or more after it was dead.

In the heat and chaos of combat or abstracted/simulated combat it can be difficult to tell when an Enemy Combatant has been destroyed. Sure the HEAT or AP Round has hit the Enemy... but is it a Mobility Kill and still capable of slinging Titanium-Core Rounds back at you? Short of it’s turret flying off and secondary explosions, you can make sure, the proverbial double-tap, or you can accept the risk and engage the next target.

When one considers that each BATTLETECH Turn is only 10-seconds of combat, sending some extra rounds into an already destroyed OpFor Mech is understandable.


Please understand that the only thing I need Suspension of Disbelief for is that BATTLETECH 100% of the time, all the time, every time, correctly identifies tot he Player when an Enemy Mech or Vehicle is Dead.

That just isn’t true in Combat. But all-in-all I easily give BATTLETECH my suspension of disbelief in this case, because Team HBS absolutely nailed so very many of the other CommandSIM and CombatSIM aspects of BATTLETECH.


As ever, good luck and good BATTLETECH gaming. :bow:
 
When you think of it, in the heat of battle are you going to pause after each shot to see if that big robot in front of you finally stops, or are you going to keep hammering into it until you are sure it is dead? In the fog of war, you don't really have a little health bar floating in the air telling you your enemy has ceased to function, so you would naturally keep firing at it until it stops moving.

Only with an event like an ammo explosion, where the whole enemy mech ignites in a giant fireball, would you be able to tell that your last MG shot did the trick.

So I think its more realistic for your Mechwarriors to keep firing even when you allocated far too many weapons than needed to destroy the enemy mech.
 
There is a mod that prevents support weapons from firing if a melee attack killed the target, but I'm not aware of any that stops all fire when the target dies regardless of the circumstances.

I think most players aren't going to make that mod because they have no interest. Speaking for myself, I like needing to make tough choices in a game and deciding how much heat to spend on being sure the target really dies ends up being one of the toughest choices I make in enough of the battles that I wouldn't want to give that up.
 
My apologies if this has been asked before but...


Is there any way to mod the game so that your pilots stop shooting once the mech they are shooting at dies?

Drives me crazy when they waste ammo and drive up heat blasting away at a dead foe.

well....it seems that in this game weapons are fired as a group and once you pull that trigger they all go off in couple seconds.

now there is a mod that will stop support weapons firing if your melee attack kills a mech called 'dont shoot the dead.
 
Just a heads up just in case: You can uncheck individual weapons before firing your turn salvo if you want to abstain from firing them.
 
there is a mod that will stop support weapons firing if your melee attack kills a mech called 'dont shoot the dead.

To help people find this mod without linking to it - it's not on NexusMods, it's on github (at least that's where I found it).
 
"Don't Shoot the Dead" is a github mod that while doing what it says on the tin has a bit of a bug... it still burns machinegun ammo.
I've only had that once I think. I don't mind those odds :)
 
"Don't Shoot the Dead" is a github mod that while doing what it says on the tin has a bit of a bug... it still burns machinegun ammo.
Hi @Mordray , i'm the author of DontShootTheDead and i'd like to fix that bug. Could you elaborate? Does your report mean that the weapons (MGs) don't fire but their ammo-count goes down nevertheless?
 
never noticed that in all the time over used it..but then....first thing i do with a mek that has MGs is to take em off....lol
 
never noticed that in all the time over used it..but then....first thing i do with a mek that has MGs is to take em off....lol

I used to do that too. Then I came to realize just how good they are. 0 Heat crit seekers...what's not to love? :) A Firestarter with 1 ML, 4 SL, and 2 MGs can jump behind a Thunderbolt and core it in 1 shot thanks to called shots and ammo crits, just as an example.

But there have also been times I've beheaded a mech with a punch only to lose half the salvage due to an ammo crit...so I can see why you might want to use a mod to prevent the support weapons from firing if the mech is dead.
 
Nice! I won't be able to play for a while, but this is much appreciated.

... on a side note... I just realized you are also the guy that does 'Mighty Charging Juggernaut' and 'Demanding Jumps' those are also some fun mods. Especially the return of Juggernaut as it makes a melee mech much more survivable and a viable rather than a nearly suicidal option in the later game when mechs some times just don't want to die.