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Battletech Advanced 3062 - Dominate the Universe! - Episode-48 

DracoBT
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#battletech #mech #draco
Come join me on another play through of Battletech Advanced 3062!
Episodes come out MON/FRI at 3PM EST!
00:00 Intro
01:20 MISSION 1
Get the mod here: www.bta3062.com/index.php?tit...

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5 июн 2024

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Комментарии : 11   
@mathewkelly9968
@mathewkelly9968 Месяц назад
I thought you where massively talking their chances of taking an Assault out with their final level II
@Dracolich001
@Dracolich001 Месяц назад
I'm not quite understanding.
@AF-mw8gy
@AF-mw8gy Месяц назад
Thanks for talking through all that. I was wondering how the engine critting worked. So you hit the centre torso to crit the engine out without destroying the torso itself? Is incapacitating the pilot usually the easier option to get 4 parts? The pilot injury system seems fairly complex.
@Dracolich001
@Dracolich001 Месяц назад
Thanks for watching! Engines can also be in the side torsos as well. That's I check to see if the mech is running an XL Engine. Standard engines are only in the CT. Yeah, certain weapons have better crit chances and when the Engine is exposed I find it can be easier to get all four parts than to incapacitate. Pilots can have various health states dependant on pilot skill level. So let's a defender, pilot skill rank, is on the field. I know it has either 4-5 HP. So if I hit the head 5 times I have a good chance to incapacitate. Other than hitting the head to injure. You can blow off side torsos on a mech to cause injury. You can also destabilize a mech and knock it down and cause a pilot injury. Ok that's more or less the vanilla side of the game, now let's talk about what the mod adds. There's the panic system. The panic system is one of my favorite ways to recover mechs. If I see a mech I want to salvage I'll usually save it for last. When I take out their allies and they become outnumbered the chance to panic goes up. Unsettled/Stressed/Panicked/Critical are the states after confident(normal state). So if I want a pilot to eject I want to get to the highest state of panic. Shooting them with overwhelming fire power. Injuring the pilot. Also, in the mod are bleed states. Depending on an injury to the enemy or your own they'll have x amount of turns before they bleed out. So after the turns run out the pilot will be incapacitated.
@maikilangiolo
@maikilangiolo Месяц назад
I haven't figured out how the mod/game does crits compared to TT. In the tabletop, each engine crit is a +10 heat generated (which is the same as a PPC or LPL), and three crits "destroy" the unit. Pilot injuries are about the same, except TT has no bleeding and side torso destruction causes no injuries, but each injury triggers a roll to go KO (KO works the same as knocked prone in the videogame: you can choose the aiming location and it's the only way in TT to aim at the head). I haven't figured out, either, how salvaged mech parts work, aside from the fact that blowing the head up gives you the full mech. I'd guess that taking both legs also gives you full parts (easiest and second way to salvage in TT), but Draco always goes for head so maybe both legs being destroyed removes 1 part.
@Dracolich001
@Dracolich001 Месяц назад
Yeah, blowing off the head is a guaranteed 4 piece salvage or max mech salvage. You can set how many pieces of mech in the difficulty option from 1 piece to 8 pieces required to build a mech. The amount of parts doesn't make the game more difficult imo but it does prolong each weight class portions of the game. Now if you completely core out the mech 1 piece is your max. If you leg the mech you get half of the pieces. Two in my case. if you blow up a torso and crit out the engine that would get me 3 pieces. And criting out the engine gives you max mech salvage. I pulled this from the mod wiki, "NOTE: There are some combinations of parts-to-salvage and damaged parts that give wonky results and sometimes things just go wrong in game. All numbers provided below are based on 5 parts salvage and are verified where possible but please understand it's not an exact science 100% of the time and sometimes Unity just decides you're not allowed to have a good time anymore. Salvage works much like vanilla, but given all the new shiny 'Mechs lying around, you might be tempted to try and focus on getting some that interest you. That's a great idea. Generally, the same ideas in vanilla apply here - always take max (or as close to max as is reasonable) salvage except in duels. Generally speaking the value of anything you salvage in a mission will be greater than the max possible c-bill payout (with the exception of duels). Legging and headshots are best, and prioritize parts and engine cores over gear. But there are some new elements as well. The big ones are XL engines. You can blow out a side torso, which destroys the engine but you get a majority of parts. Note: this will not work with Clan XL engines. In addition to kneecapping and headshotting, you have two more high-salvage options: Ejecting: basically a self-headshot, a 'Mech with all limbs intact will result in max salvage on the 'Mech if the pilot ejects. Forcing pilots to panic is a fantastic early game source of new 'Mechs. Engine crit-out: an engine has three crit "wounds." If you manage to crit the engine three times without coring the mech, it leaves max salvage (assuming you didn't blow off any other pieces). Note that sometimes you will see "CRIT X3." These count as 1 crit. Sorry, game engine makes the rules, not me. In cases where there are some extremely high priority pieces of gear on offer or where you don't have many salvage picks, you may want to prioritize gear over parts. Instead of trying to save parts, core the 'Mech. You get 1 piece of the 'Mech and all of its undestroyed gear. If you really want to manipulate your loot pool you can pick all the arms and torsos off a mech to make sure it eventually only gives you 1 part and 0 gear. You can construct 'Mechs out of related variants - for instance, parts of a HBK-4G, HBK-4J, and HBK-4N can all be used to build a Hunchback. The one built is the one you had the majority of the parts for. Note that some 'Mechs may "appear" the same as others, but are in different weight classes and therefore cannot be combined together - Centurian-9s and -10s are good examples of this. A good way of telling what can be mixed is by checking the corresponding 'Mech page on the wiki."
@Dracolich001
@Dracolich001 Месяц назад
Mod wiki on heat...Hope this helps. "Overheating in BTA has been completely overhauled and no longer deals structural damage. Instead, you can be forced to shutdown, experience ammo explosions, pilot injuries, or critical hits, and experience significant movement and attacking penalties. These changes are tied to the Classic BattleTech (CBT) extended heat scale, which normally ranges from 0 to 50 heat. The HBS game expanded heat values on a 3:1 basis, so this implementation uses a 0 to 150 scale for heat. Multiple effects can occur at the same heat level, which can result in the unit shutting down, having an ammo explosion, and injuring the pilot all at once! The chance of a heat scale effect occurring is modified by the pilot's Guts skill, the higher your Guts the more chance you have to avoid the effects of overheating. When a roll is made for a heat event the Guts skill is multiplied by a set value (0.05) and the total is added to the roll value which is then compared to the event chance. Example: a 'Mech with 66 heat has a 60% shutdown chance (threshold of 0.60). The pilot has a Guts of 4 meaning their Guts modifiers is 0.2 (4 x 0.05 = 0.2). The random roll value is 0.23 therefore the total calculation is 0.23 + (4 x 0.05) = 0.43 which is lower than the 0.60 threshold therefore the 'Mech shuts down. Version 17.1 added an external heat limit. External heat limit is the maximum amount of heat that can be applied by external sources, this limit is 85 above their neutral value, anything above this value from player actions is lost. A unit can still go above this limit through own actions. External heat is also only applied if the target heat suppression for the current turn is 0 or below, if the target heat suppression, as in, the heat dissipation for the previous turn, has a delta of negative heat, this dissipation will be consumed before external heat is applied to the target The chances below are displayed in a tooltip shown when hovering over the heat bar in the bottom left corner of the UI, just above the 'Mech paper doll. These values are dynamically updated when you target an enemy, so you can predict what will occur at the end of your turn. Shutdown Chance is the threshold a percentile check (d100) must equal or exceed, or the Mech will be forced into a Shutdown. System Failure Chance is the threshold a percentile check (d100) must equal or exceed, or one randomly selected internal component will be destroyed. Ammo Explosion Chance is the threshold a percentile check (d100) must equal or exceed, or the most damaging ammo box remaining will explode and inflict internal damage. Pilot Injury Chance is the threshold a percentile check (d100) must equal or exceed, or the Pilot will suffer one point of damage. Attack Modifier is a penalty to the unit's chance to hit. Movement Modifier is a penalty to the unit's base Walking Speed, which also reduces its running speed."
@maikilangiolo
@maikilangiolo Месяц назад
@@Dracolich001 the heat scale is basically the same as TT, then, minus the guts thing. What I'm wondering about is if engine crits increase heat. They don't look like they do, I've yet to see the heat bar rise when that happens, and could have something to do with the fact the mod (or the base game) has "e-cooling" (i.e. engine heatsink) as a separate crit slot you can damage. Thanks for the wiki reference, regardless
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