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https://www.nexusmods.com/mechwarrior5mercenaries/mods/269
But when something does break, its real obvious. Getting stuck on terrain, extended periods of inaction, trouble transitioning to action after an assigned target has been neutralized.
Also, did anyone else notice that Jump Jet capable mechs spend a LOT of time airborne? Not only that, but the Jump Jet physics for the player are weird too. You get an initial thrust (red jets), then horizontal thrust kicks in (blue jets), and you can really rocket yourself through the sky. Even as a 75 ton Marauder MAD-5D, I was very surprised at both my hang time and velocity.
While I have quite a few mods, I didn't get any that explicitly altered Jump Jet behavior, and I only noticed this behavior after the installing this AI mod.
Yes actually. I think the mod touches JJ behaviour aswell. The thing is, it should only be affecting AI according to the Nexus mod page but it clearly doesn't.
https://www.nexusmods.com/mechwarrior5mercenaries/mods/269
I consider them a big improvement.
I'm afraid you are right. From the Nexus page.
"Be aware jumpjet burntime is increased for AI, so if you want lore-based jumps try not to use for >2seconds (2 seconds gives TT rules distances). "
So yeah, players have access to the behavior by design. It's just on the player to not use them past 2 seconds if you want to stick to boring old 'lore friendly' JJ behavior.
With regard to jumpjets. I can only alter one file that is the same for the AI and the player. For TT realistic jumps the AI uses 2 seconds of burn. At 2 seconds of burn you should move forward 30m per JJ installed (that distance includes the descent) and reach an altitude of 10m per JJ installed. So a mech with 6 JJ would jump forward from standing still 180m with a max height of 60 meters. As a player you can feather JJ and use other techniques to get very fast (I can go 250kph in an assassin). Its up to you if you use the JJ in non-lorefriendly ways, I don't find it particularly game breaking.
Hopefully I will get the bugs ironed out in the next few weeks. But the editor is making it very hard.
And don't worry about the JJ's. Your JJ changes are actually great and make them fun.
I really appreciate the efforts you put in even though I'd wish PGI would do this themselves or not making this necessary in the first place.
Aside from the AI bugs, I think that the AI pilot skills should still add to damage, since enemy mechs that are Veteran or Elite have 20-40% damage reduction, which those maxed out skills only really work to offset that increase in durability they have.
Enemies seem to target more based off closeness rather than dangerousness. For example a Raven that's shooting some SRMs gets priority over a Victor pumping AC rounds into a mech if the raven is closer (assuming both are players, since players get most of the aggro).
Enemies sometimes will prioritize attacking the defense target over hitting the player or their lance mates, even in passing. This behavior should be reserved for lighter mechs than heavier ones.
Your AI Lancemates when they're told to destroy a target will go back into formation once they have done so, rather than finishing off whatever group of enemies remain there. It might be worth making them act as if they're told to stand in that area after the AI gets destroyed for some amount of time before they return, so you don't need to retask them for each individual tank that comes up.
What about how this works with coop? I'm noticing that the secondary players in coop never benefit from these jumpjet changes.