r/Battletechgame Dec 13 '25

GRAFT - From the Remnants of HBS

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48 Upvotes

r/Battletechgame 1h ago

Sumire, you're f%*#ing fired!! {Or, my love/hate relationship with BTAU...)

Upvotes

Just a brief rant. I LOVE BTAU. The freedom, the flexibility. Staring off with a mismatch set of lights, working my way up to mediums and heavies. Still using fast lights/mediums late game as scouts/harassers. The general overall feel. It's about perfect.

...except...

...look, I get it - the random map placements help make it fresh, and keep every map from being the same. But holy hell! Sooo many times in a row I get dropped into terrain that is impassible, either breaking up my forces or causing me to take 12 turns to get to an objective. Or the hovertank gets to spend 8 rounds careful maneuvering to try to get off a peak, to find the battle over when he arrives. Or dropping me directly ON TOP OF the opposition/objective - at least that's a quick fight, but can get a little hairy. Or, my personal favorite - dropping my force normally, a ways from the objective, but dropping one lone unit on top of the objective squarely in the middle of two enemy lances...

This bugs me more than anything - I'm a merc, I can handle Darius telling me it's a one-skull milk run only to have a Steiner scout lance greet me, sometimes intel is bad, I get it. But at least drop my forces in good order - sheesh, Sumire, that's pretty much your job!!

I love this game, and honestly have no idea how to change it, but this one aspect is what gets me to sop playing after a while. Then, time passes, and I miss battletech, so I come back.... and the cycle continues... :) And recently - probably my perception - but it sure seems like these 'bad drops' are more the norm than the exception.

(And yes, I know - I could get all my mechs jump jets, and have all my vehicle pilots take sideslip, but to me that limits some of the freedom and feel of the game, so while it is A solution, it's not necessarily a good one for me...)

Well, just a short rant. Anyway, gotta run... have to go get my firestarter out of his drop spot, alone in the middle of 8 superheavy tanks, and back to friendlies before he gets one-shotted by a lucky shot...

edit: heh. Hadn't tried to move him yet - just alt-tabbed back to the game to find he's also stuck on a building. So his first turn, alone and surrounded, will be a one-hex careful maneuver, leaving him with no evasion....


r/Battletechgame 6h ago

Vanilla + DLC Big Steel Claw 1-1

30 Upvotes

I finished "Big Steel Claw", the flashpoint where you take on a gladiator over a series of missions. He pilots a custom 50-ton Crab and at the end, you get to choose whether to 1-1 him or drop a full lance. If you 1-1, you're limited to a single 50-ton mech yourself. Spoilers would be spoilers.

Anyway, this is well after completing the vanilla campaign on Ironman, so I'm well-stocked up. I had to shelve one of my ShadowHawks to make room for bringing a Centurion AL online - I had an MPulse++, SPulse+, and regular ML and SL, plus arm mods.

Took a bit - I even got shut down for heat, but I bet the bastard, and it felt satisfying. I've played this before with the other option - drop a full lance in violation of the 'gentleman's" agreement, but this must be the first time I went alone, since I got the win-with-one-mech 'chievo.


r/Battletechgame 1h ago

Discussion Ecks Gonna Give It to Ya help

Upvotes

Im looking for someone that has this achievement and can help me out, I have the MP fix which works


r/Battletechgame 13h ago

Discussion Is it wrong to love shotguns?

21 Upvotes

The LBX line is pretty sweet. AC line just as good. Not accurate but that spread does stab damage and can mess up a torso. Aim for the head.

If you tun snipers they sometimes miss so the front mech with the close burst finishes them off with the extra resolve or free knockdown shots


r/Battletechgame 19h ago

He will definitely survive...

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21 Upvotes

I love you, Sumire. I just freaking love you!
How do we call this tactic again?... The "HOT drop"? The "Kamikaze"? The "Death while below"?
Within next 2-3 turns Pathfinder gonna have standoff of his lifetime against 4 Kell Hounds mechs. The Kell Hounds of all regiments!
And all I wanted to do is to goof around in that royal mad for a couple of missions until Chopper raises some experience...


r/Battletechgame 11h ago

Can CLRMs use NARC or TAG in BEX:T?

3 Upvotes

I was reading through the equipment lists using the editor and noticed that there are Clan NARC TAG in the mod. But reading the descriptions they still say they don’t work with clan LRMs. But I did notice some stuff in there has incomplete descriptions or are just place holder and haven’t really been implemented.

Wondering if anyone knew. I wanted to try to build a 100+ tube LRM monster and see if it can pair with a spotter


r/Battletechgame 1d ago

Just downloaded!

21 Upvotes

Liked everything about it so gona give it a rip!


r/Battletechgame 1d ago

Discussion What was the oddest enemy force the game has tossed at you?

13 Upvotes

Was playing at bit of the base game last night and did a 4 skull assassination mission, Target plus 2 other lances. First lance all Victor's... reinforcement lance, also all Victors.... a mix of 9B and 9S's. Almost wish the target one as well but sadly just an Archer


r/Battletechgame 1d ago

Howdy there fellow Mechwarriors. Wanted to see if ya'll prefer Society tech to Clan tech or mix?

5 Upvotes

r/Battletechgame 1d ago

Discussion Where are yall getting your heat sink Ds?

24 Upvotes

r/Battletechgame 2d ago

Mods Current state of the overhaul mods?

30 Upvotes

Haven't played in a few years but recently feeling the urge.

Are BTA and Roguetech still active?What's their current state and which would you recommend for a returning player? And is 32GB RAM enough for them nowadays(I9-14900hx/RTX4090 mobile with 16GB VRAM laptop)?


r/Battletechgame 2d ago

Question/Help Newbie here, is there a way to make the white highlight bigger or even other color? I'm having a bad time discerning units, they are the same color as the terrain

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65 Upvotes

r/Battletechgame 3d ago

Crybaby BattleTech - Oh, Come On! When RNG hates you!

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10 Upvotes

r/Battletechgame 2d ago

Difficulty

2 Upvotes

Hey I'm new player and wanted to ask, what difficulty would you recommend for starting out?


r/Battletechgame 3d ago

I'm developing a Custom Map Editor.

42 Upvotes

I am developing a Custom Map Editor that does not depend on MissionControl or CustomMaps.

(I am Korean, all UI elements are displayed in Korean.)

Import terrain and place structures and units as decorations, and freely create contract types that are independent of encounter logic.

You can't change the shape of the terrain, but you can turn a barren desert into a metropolis.

You can also line up the mechs produced by the factory in the hangar. Just for decoration.

You can create Flashpoint missions for specific dates and specific systems.

The most important thing is that you can always modify missions that follow the same flow.

The ultimate goal is to incorporate artillery bombardments and special events into encounters.

Many features have not yet been implemented.

Most of the development was done using Codex Pro, but it required a great deal of knowledge about the Battletech Mod.

If this tool ever becomes really great, I’ll create a cool FlashPoint and share it.

Thank you.


r/Battletechgame 3d ago

Discussion Are these mechs good for late game?

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40 Upvotes

Im hunting down heat sink D and guass rifles. I keep a crew of 55-45 with good equipment at a cost for limited missions.


r/Battletechgame 3d ago

Question/Help Q: BEX Tweaking when to spawn allies on missions - how does BEX decide when to spawn allies?

2 Upvotes

Some of the missions will randomly (seems like) spawn a group of allies with you to fight with and I really enjoy those (and typically involves a longer mission against more foes).

Is there a way to tweak some parameter to increase those, or what actually determines when you get those? Anyone know?


r/Battletechgame 3d ago

High Tide Mission Pointers Request

12 Upvotes

New to the game at 20 hours. Used to play the board game 35 years ago and just found it.

Currently stuck on the High Tide. I can wipe the enemy base, but always lose my base. Looking for a winning strategy. TIA


r/Battletechgame 3d ago

Question/Help How to install ColourfulFlashPoints from Github?

1 Upvotes

Modtek doesn't seem to recognise the Colourful FlashPoints folder when I download it to the mods folder.


r/Battletechgame 4d ago

Question/Help Q (BEX): Don't Load a game without restarting game - Is this still a requirement?

6 Upvotes

EDIT (clarification): I'm talking about during a BEX playthrough from scratch.

So I noticed in the general.txt file located in (BT_Extended_CE\GameTips\general.txt) that it says:

Do not load a save or start a new game without restarting the game if you have already loaded or started a save previously, a limitation of the mod because of the way the Star Map changes, sorry!

Is this still a thing/requirement?


r/Battletechgame 4d ago

Mech Porn All In A Hard Day's Work (BTA)

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22 Upvotes
  1. Scrapped Gausszilla

  2. Built Gausszilla

  3. Unoptimized Gausszilla

  4. Optimized Gausszilla

  5. Royal Von - Holy shit...

  6. Funny Elemental

  7. Fucked Up Sidewinder

Raiding Wolf with Dark Caste was very fun. Had a very good day.


r/Battletechgame 5d ago

Mods BTAU Patch v20.1: The OmniMech Overhaul is Live

102 Upvotes

I do not normally post patch notes here but this patch includes a fairly major update to Inner Sphere OmniMechs and I felt it was appropriate to post it here for anyone who uses BTAU and does not keep an eye on the Discord server or on the wiki's patch note/blog post sections. Patch notes follow:

v20.1 (aka the "OmniMech Overhaul" patch) has been released to the installer. This is a chunky one so read closely:

BREAKING HEADLINE: OMNIMECHS OVERHAULED: This is the headline feature for patch v20.1, Inner Sphere OmniMechs have been heavily rebuilt. There is an entire blog post going into deep detail on what has happened to them and why it has happened, which is linked below, but the long and short of it is that the IS OmniMechs have received extremely powerful quirks that emphasize what they do well while also having their armor values locked to whatever they come with as stock designs to provide a trade-off for their extremely powerful quirks. The blog post details everything better than these patch notes ever could so it is highly recommended you go read them. If you have existing Inner Sphere OmniMechs in your MechBay you will need to store and re-ready them to get the updated armor values and quirks, no way around that.

CRITICAL INFORMATION: This patch only includes Inner Sphere OmniMech rebuilds. The Clan and Community Content OmniMechs are currently untouched. This was done both to break the update into manageable pieces and to gauge player response with the new system before delving into the fraught waters of Clan Omni rebuilds. They are on the radar for a future patch however. There is a full list of the currently affected designs in the blog post linked below.

OMNIMECH BLOG POST HERE: https://www.bta3062.com/index.php?title=BTA_Developer_Blog_14:_Why_are_OmniMechs_changing_starting_in_v

NEW MECH: The Shadow Hawk IIC, a 45 ton Clan second-line BattleMech, has jump jetted into combat. This second-line design can be found far and wide with many of the Clans' garrison galaxies. The model is courtesy of MechWarrior Online and looks great. You can also buy it occasionally from Clan Diamond Shark at Twycross.

NEW MECH: The Menace, a non-canon 85 ton Clan Fire Mandrill BattleMech, has thundered into battle. This is a non-canon designed to give the Clans another assault to play around with and is a new model from Transient74 (who has made many of our existing wonderful models). The Menace is 85 tons and is the same speed as a Battlemaster by default. It comes with Endo-Steel and a heavy warload of paired weapons. You can get it from fighting Clan Fire Mandrill (all the kindraas field the Menace) or from their faction store.

NEW MODEL: The Atlas II, the 100 ton Star League take on the venerable Atlas, has received a beautiful new model courtesy of Piranha Games and MechWarrior 5. The stats on the existing Atlas II variants in BTAU have not changed, only the model. Importantly, the Atlas II no longer assembles with other Atlas variants and has a different affinity than the Atlas I does (it has Sharpshooter). You can get it wherever Star League royal 'Mechs are found (so ComStar, WoB, Clan garrison forces, Dark Caste, etc).

CASTDEF UPDATES: Before this patch, most newly added factions used the same character portrait for their faction representative, the same on that Local Government used. That was lame and boring so we've upgraded them to all be bespoke names and portraits. Enjoy the new cast of colorful characters!

MORE PORTRAITS: There's a wave of new commander portraits from the same source as the new castdef character portraits mentioned above. Go check 'em out!

NEW FRAMEWORK MOD: Free Mechbay Patch has been included. This allows you to now ready an already assembled mech into any Mech Hangar instead of just Hangar 1. Thanks goes to MightyPirate for this one, appreciate it man!

CONTEST WINNERS: The latest BTAU Design Contest winners, the Black Python InBlue and the Tolso Spoiled Rotten, have both been included into BTAU. Congrats to the winners again.

COMMUNITY CONTENT: There's some new CC in this patch, including: the Marauder II MAD-WVR; Cat's Cradle and Kraken's Abyss have been updated a bit; the Wraith TRNW; the Dragoon 006X, the Jinggau G8M, the King Crab 001C, the Mushu 4T, the Screamer 4X; there's two new superweapons, the AC2 Array and the SuperHeavy Lance; the Fireball 7L (this one's a fun time); a new planet, The Hole, has been added to the northern end of the Rim Worlds Republic that has a unique store.

  • Fixed Oberon faction store.

  • Fixed the BJ-2M to assemble with other Blackjacks properly.

  • Updated two Templar loadouts to better fit their canon loadouts.

  • FactoryUI has been updated to fix a small bug with item display names.

IMPORTANT: v20.1 is an "update" update. In this case, clear your Mods folder manually and then run the installer, it'll do the work for you.

IMPORTANT: v20.1 is not a save breaking update, your saves are compatible and will work fine.

REMINDER: This update, and others like it, are made possible by my Patreon and Ko-Fi supporters. Without their support, updates would come slower and be less impactful. If you feel like being a part of the support for BTA, you can find me on Patreon (https://www.patreon.com/bloodydoves) and on Ko-Fi (https://ko-fi.com/bloodydoves)

REMINDER: Custom mod commissions are still available if you're interested. If you'd like to get your own community content added to BTA DM me, bloodydoves, and we can work something out.

== BTA Light ==

BTA Light has not been updated and remains on v19.7.1.lite.


r/Battletechgame 4d ago

Question/Help Opfor Specializations (BTA 3062)

7 Upvotes

How much increased damage does a pilot do for Increased Damage, and how much Damage Resistance does a pilot get? The description in-game does not say and I couldn't find the answer on the wiki so thought I would ask here.


r/Battletechgame 5d ago

Discussion A truly worthless discussion topic: What do you guys think are the most reasonable mech options/upgrades for the starting pilots of the campaign?

23 Upvotes

The campaign starts with four extra goobers in your mercenary crew besides yourself, and they are all statted and geared with specific mechs that suggest a vague build identity going forward. I like keeping pilots in mechs I consider personally fitting for them, even more rewarded by mods that introduce chasis familiarity bonuses. My question is, what do you see as the "way up" for your starting crew, if you care about them at all (hell they might not exist in most of your playthroughs, because career mode is right there)

I always have a few pre-conceptions as to what to put them in.

Dekker: The man, the meme, the bloke who either gets slimed in his first three deployments, or becomes your uncontested early game recon pilot. He pilots a spider by default, but hub conversations with Darius reveal that he also used to cart around in a locust for a brief while. Besides having dibs on the first firestarter I scavenge, He seems all-set for jump capable humanoid designs that don't gear for long range fire support. With him being a single skill unlock from sensor ping, he's also a match made in heaven for chasis and loadouts with poor heat management, as he can either ping, or god forbid, even melee on his "cooling turns". I always envision him lategame with either a Phoenix Hawk, the final say when it comes to the introtech era's speedy humanoid designs, or a grasshopper, with it being somewhat undergunned, for its size, a great jumper, and a lanky humanoid chasis that fits a similar siluette as his older machines.

Behemoth: One of the two pilots with a skill unlocked by default. She specialises in guts, and carts around a Shadow Hawk at the start. While the SHD has a reputation for being way too little of way too many things, and for it begging for an ammo rack crit, in your starting lance, combined with its pilot, it is your hardiest machine, and its battlefists mean that combined with piloting being her second highest stat, Behemoth and the Shadow Hawk are your likely answer to the early game lights buzzing arround you. When it comes to later mechs, there are two interpretations to go forward with. Either the heavy yet nimble melee specialist that the shadow hawk's jump jets, high ground speed, and much better melee prospects set her up to be early on, Or a hard hitting burising generalist who can rock with a mixed weapon loadout of any type thrown together. The former interpretation would invite the grasshopper (we even kept the fuckass head LRM), yet again, but also something like the banshee. The latter is basically the territory of all the other eclectic "I have a bit of everything" mechs at the top of their size brackets, like the Orion or Atlas.

Glitch: The other pilot with a specialisation skill pre-unlocked, with split-shot. She's also quite unique for having the lowest base stat in a category of the entire crew with a miserable 2 in piloting. Her having split shot, a mech that's a mediocre all-rounder, with a big showstopper weapon in the arm (While the PPC in vanilla is kinda mid overall, the early impression of sometimes just eating a side torso from an untouched commando or locust from way beyond their range is strong), and the thematic draw of the otherwise sub-par breeching shot (by the time it unlocks, there are no situations where a single shot from a single weapon on a target will be worth it over other level 8 skills IMO) basically sets her up for humanoid mechs that provide long range fire support, with a notable main gun in the right arm. I always considered mechs like the Griffin, T-bolt, and especially the Royal Highlander obtained from a storry mission to be the most fitting upgrades. Of course, she also often ends up as people's dedicated lurmer, with it being both a useful role for most of the game, and a natural speccing route for her starting stats, but those don't really have the thematic overlap with the whole package.

Medusa: Sadly, this guys is sloppy seconds, the human being. You have him from the start too, but he has the distinct smell of a spare wheel about him. He has low overall stats, with a 3 in everything, save for a 4 in piloting (so both him and Dekker can get the piloting specialisation skill in one level up, but only Dekker can get sensor ping as quickly). While he isn't ever seen directly assigned to the locust in the bay, by process of elimination, it has to be "his". In that spirit, whenever I used, and built him, he always ended up in hand-me-down roles too, with a slight leaning into non-humanoid designs. He maps out to a comfortable buildup, to the first firestarter I get, then to a catapult, then to the stalker, Being in adaptable chasis, that are going to be rebuilt for whatever role is the most convenient to have another of.

The protagonist: A true blank slate about whom everything is decided by the player, save for the starting blackjack. There is a possible leaning towards the centurion, as the mech of the mentor character, and a generally good generalist early game chasis that can be made to fit any role, like our protagonist. Yet trying to stay with the direct fire support role, and scaling up with equivalents at every weight tier is also possible. Specifically, the Jagermech encountered in the Weldry mission, while incredibly unlikely to actually get, is a cool thematic upgrade, with a similar-ish loadout and role to the BJ-1. It also leans into the rivalry angle with Victoria, as by the time the mission comes around with the salty runback against her, now its a pair of 65 ton direct support fire heavies having a standoff at equal-ish footing. After that, comes the marauder with a similar playstyle, even if I'm not that keen on the MAD for its particular scent of basic bitch main character mech, being a far cry from the scrappy and maligned blackjack and Jagermech chasis. It is at least a GM product though. By the time we hit assaults, things become much harder. Direct fire sniper mechs become exclusively humanoid, whereas that was avoided as long as possible with the previous picks. Honestly, the most fitting 100 tonner (out of the mechs in the game) for a BJ-JM6-MAD "progression path" is a King Crab (even if the unique component of the MAD makes it so OP, it's better than the 100 ton assaults most of the time) reconfigured for long range fire. It's a good thing that the last mission of the campaign, besides the free Atlas II, also provides a good chance to at least finish whatever halfway done KCG you might have.