Getting nasty weapons - Roguetech 0998+ / Battletech Flashpoint DLC Career Mode Playthrough #27 Baradul



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Getting nasty weapons - Roguetech 0998+ / Battletech Flashpoint DLC Career Mode Playthrough #27 video

Allow's test Roguetech / Battletech Flashpoint! This series is about the first Battletech 2018 PC apk DLC that introduces the newest Career Mode, the Flashpoint missions, a newest biome and some newest Mechs: the Crab, the Cyclops and the Hatchetman!

Battletech is a turn based walkthrough apk in which you field giant battlemechs vs your aggressors in a gigantic tons of missions. You can customize these machines of fight and tweak them to your personal playstyle.

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Robert Schumacher

And he FINALLY notices he had the obsolete part in the Black Knight! :D

Tyler Christopherson

Hell yeah battlemaster!!!!!!!!!!!!!!!!!!!!!!! Ive hoped for so long lol!

Imp Erativ

He found the obsolete item in the BlackKnight!! ...And everbody so: Hurrra! :P

FN's House

Cant watch till you obtain rid of loot mod, SOOO BAAADDD! The fun is building cool Mec's!!!!!

DJ Doc's Videos

Loot Magnet This mod for the HBS BattleTech apk strives to build a better salvage experience. In the vanilla apk, you can only pick so many pieces of salvage, regardless of their value. The same weight is given to a Box of SRM Ammo as to a piece of a BattleMech. Only a fully inept negotiator would adopt to such terms, but I suppose we have Darius to thank so perhaps this makes sense! Employer: Great work commander. You've exceeded my admittedly weak expectations for mercenaries, and finished the contract as requested. Allow's discuss the matter of battlefield salvage, shall we? Commander: What's there to discuss? We've already hauled away that Hunchback we place down and we're rounding up some of the armor plates. Employer: Unfortunately that's not your contract terms. We'll need you to pick which pieces of that unfortunate pirate you wish to retain, and turn the rest over to our salvage troops. Your contract only grants you the right to pick three equipment, after all. Commander: Three equipment of equivalent value, correct? So we took two mech parts and a bundle of medium lasers. What's the trouble? Employer: Your contract doesn't stipulate equivalent value, only 'individual parts'. Your negotiator was quite insistent on that target. Given the terms of the contract every of those medium lasers counts as a single item. Commander: .... DARIUS! In the BattleTech lore salvage was a hotly negotiated subject for mercenaries. Most employers wish to retain as much of the salvage as possible, and only the shrewdest, most respected companies should negotiate on anything like even terms. Young companies have to deal with like-in-type equipment trades, or dollars-equivalents, or outright theft from the employer. To simulate that negotiation process, this mod modifies your salvage choices based upon your MSRB rating and your faction allegiance. The vanilla experience becomes the default for weak MSRB and faction contracts. As your MSRB or faction allegiance increases, your employer will be more willing to negotiate bundles of equipment of equivalent value. At the highest lvls, you'll search all related equipment bundled together as a single salvage pick. Salvage Rollup If a faction trusts you and wants to continue working with you, they will negotiate more favorable terms. One of the most common 'tiny favors' is to let salvage to be driven by equivalent dollars amounts, instead of a strict item by item accounting. We refer to this as Salvage Rollup. Employer: Commander, we're used to working with you and would like to continue the relationship. We don't normally offer this, but given the nature of our relationship we'll negotiate salvage on an equivalent c-bill value rate. How does that sound? Your rating with a particular faction determines your companies negotiating power come salvage time. Your MRB rating sets a C-Bill threshold, which determines how many equipment will be rolled up into a single salvage pick. This rating is multiplied by your faction rating. When you're honored with a faction you'll search they let you to cart off more salvage, especially if you are a well-known merc company. MRB Rating Indifferent Liked Friendly Honored Allied 0 20,000 100,000 180,000 260,000 420,000 1 30,000 150,000 270,000 390,000 630,000 2 45,000 225,000 405,000 585,000 945,000 3 65,000 320,000 585,000 845,000 1,365,000 4 90,000 450,000 810,000 1,170,000 1,890,000 5 120,000 600,000 1,080,000 1,560,000 2,520,000 Example: A company with MRB rating 2 is Liked by a faction. Their threshold is $25,000 * 6 = 125,000k. They destroy multiple mechs and the salvage pool contains 10 standard heat sinks. Every heat sink is worth 30,000. 125,000 / 30,000 = 4.166, so the user will see 2 salvage picks of 4 Heat Sinks, and one salvage pick of 2 Heat Sinks. These values are controlled through the mod.json values RollupMRBValue and RollupFactionComponentMulti. Default values have been set to reflect a vanilla BattleTech experience, but you could feel nonpaid to customize them as you see fit. Mech Rollup Mech parts may also be rolled up, if your faction rating is nice enough. The RollupFactionMechMulti value in mod.json defines the multipliers to the base MRB threshold used for mech parts. Mech parts are priced at the full supermarket value of the Mech, typically making every of them valued at 3-12 milliion c-bills. The default value applies a 20x multiplier at friendly, 30x at honored, and 180x at allied. MRB Rating Indifferent Liked Friendly Honored Allied 0 0 0 400,000 600,000 3,600,000 1 0 0 600,000 900,000 5,400,000 2 0 0 900,000 1,350,000 8,100,000 3 0 0 1,300,000 1,950,000 11,700,000 4 0 0 1,800,000 2,700,000 16,200,000 5 0 0 2,400,000 3,600,000 21,600,000 Salvage Holdback Users are mercenaries, and mercenaries are contract workers. Even friendly employers that see you getting ready to cart LosTech off the field may invoke hidden contractual clauses and keep back equipment they really wish. This was extremely common in the early days of the Gild Invasion and anytime rare technology comes into test. Employer: I'm sorry commander, but Section A, Sub-Section 3, Paragraph ii clearly covers the exemption clauses for material deemed 'critical to the fight effort'. That bit of salvage falls under the clause, and thus out of your grubby hands. We'll be retaining it. You could be thankful we're honoring the terms of agreement in the first zone, mercenary. This mod replicates this result by giving employers an opportunity to remove one or more pieces of salvage from the salvage pool before the user ever sees it. The employer faction rating determines how powerful this result is, and how many equipment the employer will test to remove. Mechanically what happens is the employer makes one holdback roll for every item in the salvage pool. For every roll that's a success, they gain one holdback pick. The salvage pool is then rolled up and sorted by cost. The employer then removes a number of equipment from the list equal to their total holdback picks. They remove the most rare and valuable ones first, leaving the scraps for the mercenaries. The chance for a holdback is given by the table below. These values are controlled by the HoldbackFactionValue and HoldbackMRBMulti values in mod.json. Faction Rating MRB 0 MRB 1 MRB 2 MRB 3 MRB 4 MRB 5 Loathed 60.00% 52.50% 45.00% 37.50% 30.00% 22.50% Hated 40.00% 35.00% 30.00% 25.00% 20.00% 15.00% Disliked 20.00% 17.50% 15.00% 12.50% 10.00% 7.50% Indifferent 10.00% 8.75% 7.50% 6.25% 5.00% 3.75% Liked 5.00% 4.38% 3.75% 3.13% 2.50% 1.88% Friendly 2.50% 2.19% 1.88% 1.56% 1.25% 0.94% Honored 0.00% 0.00% 0.00% 0.00% 0.00% 0.00% Allied 0.00% 0.00% 0.00% 0.00% 0.00% 0.00% Optional Mech Holdback If the option AlwaysHoldbackMechs in mod.json is set to real (defaults to false), then the employer will attempt to holdback every and each mech part in the salvage pool. This is appropriate for users wanting a more lore-based experience, as salvage rights for mechs were hotly debated and often a sore target in negotiations.

Robert Wallace

OK, one thing I don't ever follow is the thought process on adding in the mele components in a certain order. Shouldn't all the base mele hurt be added up, then all the mele multipliers added up and multiplied on to the total mele hurt? Or is the thought process that you could maximixe extra mele over the multiplier? Because to me, it would seem like the finest hurt would come from having the most multipliers, and shove in as much base hurt item that you can obtain in the mech, am I wrong?

Night Hunter

Question does anything that is considered arty do splash hurt to another troops. Or is that not mod yet

Parjai Skirata

Until they patch RT correctly... test replacing the LootMagnet mod with the 1.2 ver, ever since I did, it works a lot better and I don’t obtain ripped off with mech parts -

Robert Wallace

AHHH sucks so hard that this is pre-played, cuz we all know the LootMagnet mod is bugged!

Hans Wurst

Other vid today? Hurra!!!


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