Massive Build Opportunities - Battletech Modded / Roguetech Lance-A-Lot 28
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- เผยแพร่เมื่อ 5 ต.ค. 2024
- We are playing Roguetech! This Battletech Mod introduces the full Inner Sphere star map, a huge variety of new Mechs, weapon systems and equipment for a true roguelite experience. In this update we are actually able to field tanks on the battlefield.
Get Roguetech Mod - roguetech.fand...
This series is about the third Battletech 2018 PC game DLC that introduces the new new Flashpoints, Weapon Systems like the Ultra Autocannons, Coil Guns, LBX and a lot of new Mechs: The Assassin, Flea, Vulcan, Annihilator, Marauder, Warhammer, Phoenix Hawk, Archer and the brand new Harebrained Schemes original Mech - the Bull Shark!
Battletech is a turn based strategy game in which you field giant battlemechs against your enemies in a large variety of missions. You can customize these machines of war and tweak them to your personal playstyle.
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If you renamed the Jager the " Mallard " when you put the disco's on those energy points you would have a " Disco Duck "
AARGH! :)
what you need on the new QS wacker is multitrack, then you can turn the battlefield into a SEA OF MINES
In the "mod options", you need to enable something called "new quicksell interface" or similar. That is default for new careers after.. One of the recent rogue tech updates. I think Lance-al-lot 2.0? That'll allow you to sell components from the end of mission screen, and from the mech bay, and more. Also neat is they always go into the "buyback" of your local store.
Hellhound and Grasshopper were in the Marik Online Store immediately
Jager is a German word meaning hunter. I found it very funny to put the disco lasers on it. The mech becomes a disco hunter. He needs to paint it white and paisley.
If you want to build the DiscoJaeger, there were some big engine cores in the Marik online store that dropped from the mission you just did, pretty sure there was a 330, 350 and 360
You can sell mech parts from the salvage screen if you enable the option in the settings > mod settings. When you do that it's no longer shift to sell, when you hover of the icon on the left it will change then click to sell.
I tried to link the patch notes directly, but I guess YT doesn't like that - the details of the feature are in the "Lance-A-Lot 1.1.0 - 2024-04-02" changes under "New Features" -> "Other Features"
Bara might have to check the mod settings as he started before that feature was enabled. Instructions on how to check are in the notes.
In order to sell mech/vehicle parts from the salvage screen you will need to enable the In-Game settings: Game Options -> Settings -> Mods Settings -> Loot Magnet -> Improved quick sell UI -> Change to YES. This doesn't change anything else in gameplay, and can be toggled on and off without a reinstall. With this option ON, you will see sell prices above each item (including partial mech/vehicle parts) and can sell each by just clicking on the little part icon just under the sale price. It's an easy change and, in my opinion, you will prefer this enabled
Bara asks why the Kintaro isn't at full armour, then leaves its front LT at 120/130, LOL
And legs at 125 each. Maxed rear armor but not front... it happens. My eyes miss things sometimes too, though less so when, y'know, *actually looking* :D
QS LRM + DEADFIRE ... achievement would be to NOT hit everyone around your target except the target itself :D
I am SO for it!
Make the Poptart into Speedy Gonzales!
The Loup de Guerre (War Wolf) was the largest Trebuchet ever made. Used by Edward I at the siege of Stirling. Not sure if it was used or worked, but it was a big scary thing so morale effect, maybe?
If I remeber right? He refused their surrender because building it nearly bankrupted England, and by GOD he was gonna atheist lob a rock at them
I think if you were to use an LRM5 or 10QS it would be a better usage of tonnage for mines. You could also add a ton of flare ammo to launch first and that would help you get through AMS for anything that also shoots other missiles when you are not trying to target mines.
Using 80tubes for mines that are not very accurate is going to spread a lot of mines into areas that you cannot control for little value. If you could target them well enough to make the enemy not move, that would be valuable and a 5 or 10 would do that.
Some nice builds coming along - exciting times! 2nd vote for Disco Duck...
Loup De Guerre translates to War Wolf. Dog in French is Chien.
This came out just as I needed it
This game can occasionally @#$% me on the percentage chance of things, much like XCOM. "I have 11 evasion, should be fine..." *AI hits with every weapon from a primitive engine mech*
Did I see a UAV launcher on one of the Bushwackers? You can launch them the first round. No need to wait for 2nd round.
Hotseat on discojaeger for faster and hotter disco action?
MOAR REKT MECHS!
Hmm... disco Jager... would that count as a Jägerbomb?
Also the other thing that brings Nightvision is the Thermal Optics :D
At 11:01 loupe de guerre means "War Wolf" in english
Guerilla is a Spanish word, Gorilla is an English word. That mech is a Guerilla and thus you are pronouncing it correctly.
what setting do you use to get the dialog box in the upper right instead of in the middle of the screen?
click the actual icon of the item it will show the price too
What mods you using?
just RogueTech
Thank you
Anyone have a idea what happened to the weapon bays on the munin? Just a glitch? I backed up to when he shot, nothing was under the combat log that I saw. Weird.
AGM are streak launchers. If they wouldn't hit they don't fire.
@@Baradul I was meaning that round where they were red and you could not use them for anything. 14:15 for reference.
@@alenvire Sometimes selecting a ground attack and canceling it will clear those weapon bugs. You'll also legit red them out if you switch to/from AMS ammo for one round.
@@Baradul Not that round, it's about 14:14 , Munin can't use his bay this round because he shoot AMS flares in previous round, in ammo we can see he has only 32 of 50 flares left, that means he shooted 18 flares, and 1 bay can fire 10 max, therefore both launchers on CD for this turn...
@Baradul Agree with above comment, it was the AMS flares loading into the one launcher after the arrow IV was fired and 18 of them were used during the round causing both launchers to be counted as used for the round in question. The same thing happens when SRM counter-missile ammo is loaded into appropriate launchers and is used during subsequent initiatives, those launchers won't be able to fire anything on the mech's next turn but the ammo can be switched away from the counter ammo.
The French "Dog of War" ran away...I mean, just saying.