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Other Projects => Other Games => Topic started by: kcwong on February 26, 2011, 01:45:49 am

Title: GearHead 2 - Mecha Roguelike
Post by: kcwong on February 26, 2011, 01:45:49 am
http://www.gearheadrpg.com/ (http://www.gearheadrpg.com/)

Anyone playing it?

I played GH1 before, and IIRC finished it once. I started on GH2 a few days ago.

I notice the official forum (http://www.gearheadrpg.com/forum/ (http://www.gearheadrpg.com/forum/)) has a minute amount of activity, and that Joseph is working on some large changes (switching to Lua, rework many game mechanisms).

But from the victory dumps in the forum it seems GH2 is very much playable at this stage. Unfortunately, the documentation, forum and wiki don't have a lot of information about GH2 - most information are either outdated or are for GH1. The Wikia page is empty, and the Yahoo! group seems to be deserted.

I have several questions:

1. Leadership skill is gone... it is used to increase max. number of lancemates and shared XP in GH1. How do I get more lancemates in GH2? New lancemate slots are earned by doing quests.

2. Is there a way to increase stats in GH2? I can increase stats in GH2.

3. Is the amount of XP required for a new talent different from GH1? (I haven't reached 10K XP in GH2 yet)

4. What places do you suggest a new character to visit to train up?

5. Are the good early weapons/mecha from GH1 still good in GH2?

6. Is there anything I can do about my lancemate jumping/flying and crashing all the time? If I don't give them jets they won't be able to fight with me in space.

I have 23 renown and what seems to be the main quest owned me pretty hard. I have one lancemate, and both of us are piloting Ice Wind, with only body armor and some medium range weapons.

Here's my save: http://www.box.net/shared/24oorbvbhg (http://www.box.net/shared/24oorbvbhg) (No registration required)
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Omegastick on February 26, 2011, 09:10:18 am
Looks cool, downloading now.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on February 26, 2011, 09:42:34 am
Damn, I'm gonna play this again.

3. I think it's the same, or at least very similar. Not 100% sure though.

4. I always like to clear the locations in Theles Spinner(derelict warship/abandoned mine in space; the abandoned building; the service way to middle level) and Caley(?) Rock(the mine - just don't go too deep. Once armoured fungi and hunters show up, you better scram; the combat arena there is also pretty much the easiest one).
If you're not very much personal combat oriented, then you can always do the random mecha missions, which always scale with your renown.

5. Can't help you there. Been too long since I played GH1.

6. I think there is a distinction between jet types - some let you fly in space and jump, some let you fly and skim? Check out the mecha descriptions - I'm almost certain that some of them have "space flight" attribute, and no "jump".
Alternatively, change your lancemate ;).

Keep in mind that cyberimplants mechanics have been revamped - you can't have as many as you could in GH1, as the associated skill is gone(as well as Cyberpsycho talent). There should be more details on the wiki, IIRC.

Also, the main quest is completeable, but the game sometimes crashes when following it - it's still free-form playable afterwards, but you can't continue the main quest
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blaze on February 26, 2011, 10:11:30 am
3. Learning a talent costs 1,000XP, but you need 10,000XP to for each talent slot.
4. Since XP gain depends on your PV vs the opponents, I suggest you try your hand at character combat. Take one strong gun and head into an easy dungeon.
5. Generally yes, but enemies now pack a lot more missiles, particularly swarm missiles. So unless you have an ECM I suggest you stick with a long-range weapon like a railgun or gauss rifle.
6. Did you equip his mecha with flight jets or arc thrusters? They can't jump without those. If you can find some space flight jets, use those instead.

The difficulty of the main quest isn't dependent on your renown, it just gets harder as you continue.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on February 26, 2011, 10:28:22 am
Thanks for the answers.

My character has no personal combat skills except dodge 4...
Spoiler (click to show/hide)
The only personal dungeon I managed to finish is the mines near Athera spinner.

I got lucky and finished the impossible fight I mentioned earlier... now I'm in chapter 4.
Spoiler (click to show/hide)

I'm still piloting an Ice Wind. I switched my lancemate into a Puma. I have a Daum, but I couldn't make it less than -3MV yet. I think I need to install a better computer and software.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 05, 2011, 07:32:04 am
I have a few more questions...

1. How do you create a robot? The Robotic skill is gone. I tried using Science on various objects (armor, repair fuel, computers) to no avail. What items do I need exactly?

2. From searching the official forum I found mention of Innovation talent, which requires 10 Mecha Engineering. But what does it do?

3. On a spinner I received a henchman's diary. It seems to require Insight skill, which I do not have. How should I continue this quest?

4. How many renown is required for the performance quest? I took "next step" twice, but I have now 50 renown and he still say I need more. How come people say that this quest is too easy to complete early on?

5. I found majority of available lancemates to be extremely weak... barely over 10 in stats, and very low skills all around. In fact I went back to my home and recruited my mother to be my second lancemate. I found one good lancemate that still has less stats than my mom, but 1 higher in most skills. He comes with a Savin, while I'm still using Daum, Trailblazer and Ice Wind... he also has combat spacesuits which I haven't seen before. Are lancemates all random, or are there places I can go to find good ones?

6. Is the amount of lancemate slots tied to the main quest? I have never added my Charm but I was able to recruit my mom after a few chapters. When will I get more?

7. When I test the new lancemates, I told my mom to quit. She refused to join back, so I reloaded. How does rejoining work? Will she agree to join if I wait a bit?

I uploaded my save here, if anyone want to take a look:
http://www.box.net/shared/2fb4uhmrrf (http://www.box.net/shared/2fb4uhmrrf) (No registration required)
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Frumple on March 05, 2011, 10:00:37 am
Heh. Check where you crosspost on the GH forums. Answered yeh there :P

For everything except #4, anyway.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 05, 2011, 06:56:05 pm
My one gripe is that the hints you get should be a bit more specific. Its a great world, but when you have to track down Steve for more info, and all you have is his name in say the Cesena Spinner, it takes a long time.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blaze on March 05, 2011, 08:35:01 pm
My one gripe is that the hints you get should be a bit more specific. Its a great world, but when you have to track down Steve for more info, and all you have is his name in say the Cesena Spinner, it takes a long time.

Use your phone (Shift+T) then enter his/her name to call them from anywhere; even out in space.

It'll only work if you're in the same Spinner though.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: freeformschooler on March 05, 2011, 08:44:06 pm
My one gripe is that the hints you get should be a bit more specific. Its a great world, but when you have to track down Steve for more info, and all you have is his name in say the Cesena Spinner, it takes a long time.

Use your phone (Shift+T) then enter his/her name to call them from anywhere; even out in space.

It'll only work if you're in the same Spinner though.

Interestingly you indeed can call anyone -- even those in a currently antagonistic position to you. You will get a blank chat window saying "..." or something.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 05, 2011, 09:13:47 pm
I didn't realize that. Should have, but didn't.

Just raided a warship with a shotgun and a spacesuit, got a new mecha out of the deal. Also picked up a spare Heavy Gauss rifle, so double cool. That phone thing really helped.

It turns out, my problems were stemming from having 1 charm all the time. It really helps.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: ein on March 05, 2011, 09:18:06 pm
Hey, I somehow missed this.
I should get back into GearHead.
Had a lot of custom design files for the first one that I then ported to the second, but I lost them all.
This is the only one currently in my possession. (http://www.box.net/shared/go2yudke3p)
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 05, 2011, 10:10:32 pm
Heh. Check where you crosspost on the GH forums. Answered yeh there :P

For everything except #4, anyway.

Thank you Frumple. :D

I got the next stage in the performance quest when I had 53 renown... so perhaps he's looking for 50+. The difficulty jumps up a lot though, I can't even please a crowd with a correct song. I had 9 in Performance, 12 Charm and +2 from a violin. I guess I have to save up for that +Charm skinsuit first.

On the other hand I finally saved enough to buy a Vadal. Yay!
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on March 05, 2011, 10:58:36 pm
I have several questions:

1. Leadership skill is gone... it is used to increase max. number of lancemates and shared XP in GH1. How do I get more lancemates in GH2? New lancemate slots are earned by doing quests.

2. Is there a way to increase stats in GH2? I can increase stats in GH2.

3. Is the amount of XP required for a new talent different from GH1? (I haven't reached 10K XP in GH2 yet)

4. What places do you suggest a new character to visit to train up?

5. Are the good early weapons/mecha from GH1 still good in GH2?

6. Is there anything I can do about my lancemate jumping/flying and crashing all the time? If I don't give them jets they won't be able to fight with me in space.

I have 23 renown and what seems to be the main quest owned me pretty hard. I have one lancemate, and both of us are piloting Ice Wind, with only body armor and some medium range weapons.

1.  You have a very limited number of lancemates.  IIRC you can have 1-2 to start, 1-2 from quests, plus 1 from a Talent.

2.  Last I knew, XP-related stat boosts were restricted to 10.  Your initial stats plus 10 additional points (1 for every 5000 total XP you gain) are all you get, barring cybernetics.  IIRC every 4th point of Ego allows one cyber mod without penalties.  Any more than that and you'll forever be fighting health problems.

3.  No clue.

4.  If you can survive personal scale combat, buy yourself a sealed spacesuit and visit Cayley Rock.  The caves are a decent place to grind for your first few talents/stat boosts.  Don't delve too deeply, though.

5.  Pretend you've never seen the equipment and mecha before.  The stats and mechanics have changed a lot.  Also, mecha engineering has harder limits now, so you have to optimize rather than add everything you want (kitchen sink included).  It's still very powerful, though.

6.  High piloting skill will let them avoid damage when falling off cliffs.  The jumping issue is best solved by giving them enough thrust to fly instead of jump.  Spaceflight jets are all you really need, and you do need them since so many battles are fought in space.

I think the main quest has renown-independent difficulty, so you should probably put it off for now.  Train, get better equipment and retool your mecha, and gather more/better lancemates.  You should be able to swap lancemates at any time (provided you've earned some), and with the right Talent IIRC your Friends can join your lance (any NPC who likes you enough will become a Friend).

Learn and pump the Initiative skill ASAP.  It makes a huge difference when you're limited by weapon speed (and number of weapons) rather than your own speed.  If you don't have a free skill slot, either accept the XP penalty or find some way to boost Knowledge (new skill slot every 4-5 points IIRC, but I don't know if cybernetics count).

Also, don't neglect Mecha Engineering.  Nearly all stock mecha are deliberately flawed.  Just rearranging their default loadout often yields an extra MV/TR point, and that can help a lot.  Mounted/held gear (esp. heavy weapons) have a lower weight penalty than installed ones.  Some mecha have lighter, heavier, or better armored limbs than others.  Some armor is lighter than others, including mecha-specific armor that may or may not have generic names.  Nearly every chassis has small modifiers like that.

Also, both enemies and stores sometimes have modified/themed mecha with a random selection of nonstandard, and sometimes quite powerful, gear.  You'll recognize them by their names;  things like Steel Dragon Buruburu or whatever.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 05, 2011, 11:06:42 pm
One thing to remember is to never dump charm. Even a few points helps, and it makes it far easier to get missions and rumors.

Whats everyone's preference on starting mecha? I find myself favoring the heavyfoot Buru Buru for its heavy gauss rifle. One shot a wraith with it and have loved it ever since.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on March 05, 2011, 11:12:18 pm
Whats everyone's preference on starting mecha? I find myself favoring the heavyfoot Buru Buru for its heavy gauss rifle. One shot a wraith with it and have loved it ever since.

I love the Heavyfoot.  I also like the Wraith (can't touch this).  At least two faction-dependent mecha satisfy my somewhat irrational love of the PAR-2 Particle Cannon, which are pretty sweet if you go the Sniper route (great range, low energy cost, no ammo, lightweight).
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 05, 2011, 11:17:06 pm
If you really want sniping fun, loot yourself another heavy gauss rifle from another heavyfoot. Things are nasty when you can rapid fire them.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on March 05, 2011, 11:43:34 pm
If you really want sniping fun, loot yourself another heavy gauss rifle from another heavyfoot. Things are nasty when you can rapid fire them.

The weight and ammo restriction (unless you like fidgeting with extra magazines, but that still adds weight) are prohibitive if you do that.  On the plus side, the damage is high enough you don't need Sniper.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: ein on March 06, 2011, 12:41:51 am
Heavyfoot fan here.
Haiho is a lot of fun too.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 06, 2011, 12:46:19 am
I just looted a haiho. Its lack of head for sensors seems to be a big flaw.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: ein on March 06, 2011, 12:49:56 am
It's for melee.
It doesn't need a head.
And if you want one, just put one on from a Mebsy or Buru Buru, or other common mech.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 06, 2011, 12:56:48 am
Alright, a question for those of you who have gotten farther.

While killing rats in the Dark Hovel, I found myself a golden crown. +1 charm, class 2 head armor, appraised value is 130k to sell, and 1.3m normal cost. Clearly this is a good item, but should I sell it, store it on my vault mech, or put it on my Mighty Soldier Mebsy?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on March 06, 2011, 01:50:37 am
If charm is your dump stat, then don't bother keeping it. Also, it's only barely useful, if you really need that extra reaction from npcs for whatever reason. Armour class 2 is rather low, and it's not sealed, meaning no using it in space.
Still, I tend to store all such cool-sounding items in my house, for sentimental purposes.

I just looted a haiho. Its lack of head for sensors seems to be a big flaw.
From the derelict spaceship? Then it's got that cool claymore weapon. I love me chopping stuff up with it's highlandery awesomeness.

2.  Last I knew, XP-related stat boosts were restricted to 10.  Your initial stats plus 10 additional points (1 for every 5000 total XP you gain) are all you get, barring cybernetics.  IIRC every 4th point of Ego allows one cyber mod without penalties.  Any more than that and you'll forever be fighting health problems.
I'm pretty sure that the experience cap for the purposes of calculating available stat upgrades is 100k, so it gives max 20 points.


In other news, I've found this exploit:
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 06, 2011, 01:57:33 am
No. I got the Haiho from a pilot who ejected. Got myself the Mighty Soldier Mebsy from the first warship I looted. Rearmed it with a pair of Heavy Gauss I picked up, tears everything to shreds.

As for charm, its not a dump stat, but I have no charm based skills. I was more curious about the cash value, since I recall that in GH1 high value on your mech made you fight better opponents.

Edit: Just made a throwaway character using Il's exploit. Yeah. I've made 800k and gotten about 40k xp so far. Its a tad broken.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Singularity-SRX on March 06, 2011, 07:09:24 am
I just downloaded this, as it seemed fun, but the controls and what I actually have to do is turning my brain to mush.
If someone could point me to a guide or something, that'd be cool :D
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 06, 2011, 07:48:31 am
I just downloaded this, as it seemed fun, but the controls and what I actually have to do is turning my brain to mush.
If someone could point me to a guide or something, that'd be cool :D

Press "h" for help, there's a Game Keys section inside.

These are the ones I use most often...
Keypad - Movement. 5 is wait.
H - Bring up mecha screen. Lancemate (i.e. party member) is also managed through this screen.
i - Personal Inventory
X - Save game. The game auto-saves by default, like right after your mecha exploded and your left eye was blinded. Unless you turn if off in the INI file of course.
Q - Quit game.
, - Pickup item.
. - Change weapon or change mecha movement type
+ - Go full speed
s - Use skill
u - Use scenery (e.g. use a computer console)
m - Bring up personal computer screen. Available functions depend on what items you have.
T - Call people with phone.
C - Bring up character screen.
Z - Rest for a while.


On the other hand, I am having trouble loading more than two or three weapons in my mechas (currently two Vadels and one Phoenix). In longer fights, for example those to capture a vessel, I may end up having to fire an overloaded laser weapon. The spaceflight jets, overchargers and heavy actuators I can salvage or buy just cost too many slots.

I updated my save here:
http://www.box.net/shared/2fb4uhmrrf (http://www.box.net/shared/2fb4uhmrrf)

Edit: I just captured a Harkney! This gunship looks like fun. :)
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blaze on March 06, 2011, 04:45:53 pm
Have you considered carrying extra clips instead of mounting a second weapon?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 06, 2011, 07:34:40 pm
Called shots and intimidation. Use your best weapon and do head and leg shots. Also, take the clips out of every weapon you find and store them. Take an early captured mecha for that purpose and use it as a part, weapon, and ammo dump. You won't get much cash for it anyway.

Also, do that early warship/mine run as early as you can. Seems it always spawns a custom mech. Has the potential to be quite nice.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 07, 2011, 12:44:37 am
Have you considered carrying extra clips instead of mounting a second weapon?

::facepalm::

Do lancemates know how to use spare clips? Because for personal combat I gave them poison antidotes and quick fix pills, but they don't seem to know how to use them.

How much does a weapon's base stat (Pe/Re/Bo) matter? Back in GH1 they use different skills; now both use Mecha Gunnery. My character has 9 Gunnery, 16 Re and 10 Pe, and I miss very frequently with a heavy gauss rifle. I end up dumping it for other reflex-based weapons.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 07, 2011, 12:52:39 am
How is your mech's TR stat? That's a direct penalty to you mecha gunnery skill. Minimize your weight on the mech to increase it. Transfer any mech parts you loot from battle to your storage mecha you leave in the spinner.

You can use the field HQ in personal combat to manipulate your allies inventories and have them use the items, or activate party mode which is REALLY slow but lets you directly control your allies.

Edit: If your exploring a mine or ship or other personal dungeon, and suspect a hidden door, attack the square with an arm or leg. Even with no skill, if there is a door, you'll do at worst zero damage to it, while there is no message about damage on walls.

Edit2: A question for everyone. If I dump knowledge and skip mecha engineering, can I use a party member to do the engineering, or is it a personal only skill?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on March 07, 2011, 06:55:36 am
How much does a weapon's base stat (Pe/Re/Bo) matter? Back in GH1 they use different skills; now both use Mecha Gunnery. My character has 9 Gunnery, 16 Re and 10 Pe, and I miss very frequently with a heavy gauss rifle. I end up dumping it for other reflex-based weapons.
You can view all rolls and modifiers by pressing {r}, or maybe it was {alt+r} (or maybe something else? - check the keybindings to find out).
There's still the problem of figuring out what do those numbers atually mean, but it's a step forward, I suppose.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 07, 2011, 07:15:45 am
Back in GH1 all DC10 and under mech weapons used one skill + re stat, while all DC10+ weapons used a different skill + pe. Now, all mecha combat with ranged weapons is covered by Mecha Gunnery, with the base stat being based off of whatever stat the weapon claims. Assuming the rolling system is the same in GH2 as it is in GH1, this table and page tells you a lot.

http://gearheadrpg.com/wiki/index.php?title=Guides:Skill_Rolls

For mecha combat, it looks like your rolling against the opponents Mecha Pilot + MV rating + Reflex bonus + ECM for certain attacks.

To work it out, you get a flat skill bonus of whatever the + is, so +5-6 if you max it out initially. Lets assume 5 for now for ease. Then you get your stat modifier, which is (stat + 2) / 3. Thus, even at 1 in a stat, you get a +1 to you skill, and at 21, you get +7, with +8 if you can get another point in that stat. Assuming +5 in the skill, you get between a 6 to a 13 initially. You then look it up on that table, and roll the requisite number of dice, virtually at least. In this case, assuming 13 total, you roll a d8, a d10, and a d12.

As for how much it matters? 21 vs 1, its more then doubling your score, and effectively making your attacks twice as effective. With your 16 re and 10 pe, you get +6 to gunnery with a re weapon, and +4 with a pe weapon. Not too significant, but I seem to see more +acc on ref weapons then pe weapons, which is also a factor.

Edit: Never take a Dora to an asteroid spinner. I miss that mech.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on March 07, 2011, 11:15:09 am
How much does a weapon's base stat (Pe/Re/Bo) matter?

Every 3rd stat point or so grants a +1 skill bonus.  There may be an offset (i.e. that first +1 may require a stat of 1 or 4).

If I dump knowledge and skip mecha engineering, can I use a party member to do the engineering, or is it a personal only skill?

IIRC non-combat skills are party-wide, though there may be an exception or two.  The highest value in the party is used.

Assuming the rolling system is the same in GH2 as it is in GH1, this table and page tells you a lot.

The roller in GH2 no longer uses dice.  It gives IIRC a Pascal distribution with your skill value (incl stat, condition, and other mods) as the mean.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 08, 2011, 04:17:57 am
Alright. I just had a really crazy battle. Basically I found a patrol, jumped it as I do, and got a message where a guy wasn't gonna stick around. At first, it was just a buruburu, so I proceed to start to tear it up with a recently modified wraith that swapped out the heavy gauss for a pair of laser rifles, when another mech shows up. No biggie, my lancemate and I tear them up, but the mechs don't stop coming. I must have shot down 10 mechs before a wraith got a lucky shot in. Should I have just ran?

Edit: Just had a delightful find on making a new character. A Strike Fighter Chameleon, +0 MV, -1 TR, +2 SE, Grenade launcher and a light machine gun backed up with 2 small lasers. The ONLY issue is that it only has wheels. Once I loot me some Buru Buru and get their gear, I can trick it out.

Edit2: I've taken that lovely strike fighter chameleon, picked up a pair of lancemates, and accumulated a million bucks, on the 6th episode, and currently have about 50 assorted mecha I've looted from everyone I run past. HOW do you get people into tougher mecha. I'm getting 100k a mission, but they just keep throwing more Bura Bura at me. Its up to like 6-7 bura's plus a couple of aerospace fighters every mission, with the occasional daum or mebsy. Where are the high end mecha?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: ein on March 10, 2011, 12:38:54 am
High-enders are all in the shops.
It's a conspiracy: nobody actually buys them except the protagonist; the pirates are working with all the corporations; Aegis is actually a front for the Russian Mafia.

Also, what's your fame?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 10, 2011, 01:02:01 am
I have no idea. I just completed the quest for the third lancemate slot and am averaging about 70k a mecha mission now.

Just picked up innovation, not sure if it would help or not since MV and TR penalties are feel much steeper then in GH1. Though jamming class 10 thrusters into legs would be nice. Hmm.

Edit: A VERY interesting discovery. Tech vulture is now a Craft + Knowledge roll, not a Craft roll like it was in GH1. So that would explain why tech vulture seems to be crappy if you have lowish knowledge.

Edit: A secondary discovery made while stripping mechs and piling their parts onto my vault mech. TR is very oddly calculated, since a stripped Revenge Buru Buru has -1 MV -5 TR, while a standard one has -4 Mv -4 TR, so its clearly no longer a straight mass calculation.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 10, 2011, 05:12:38 am
Quote
A secondary discovery made while stripping mechs and piling their parts onto my vault mech. TR is very oddly calculated, since a stripped Revenge Buru Buru has -1 MV -5 TR, while a standard one has -4 Mv -4 TR, so its clearly no longer a straight mass calculation.

Could the -1 TR come from not having a head?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 10, 2011, 05:20:06 am
It could be, but even still, with a full standard loadout it still had -4-4, so it should have improved somewhat, unless there is a ceiling on some designs, which would make sense. Lets see, my part dump is 1570 tons, with an MV of -154 and a TR of -158. Has a head with cockpit in the head, a Gorilla from the Crinha raiders specifically, and its a battroid with a class 1 gyro and class 5 engine. That means for that mech, its 10% of loose tonnage, with a +3 mod to MV and a -1 mod to TR.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 11, 2011, 08:42:09 am
I finally get to make a robot...
(http://i.imgur.com/FvVq8.png)

Made using 4 Data Bracelets, 5 Power Armbands and 1 Riot Shield. It is not sentient, but it will be a great body guard and mule.

Robotics is too difficult to get to now... 10 ranks in Science and a Talent slot. Which makes Science a hobby skill - you slowly get to it after you've already maxed the survival skills (mecha piloting, gunnery, etc.). Back in GH1 you can start a themed character surviving and growing using just robotics in personal scale.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 11, 2011, 08:51:39 am
Innovation isn't that much better. 10 mecha engineering, and there are still a ton of hard wired limits, such as Crinha Skulls not being able to mount most equipment and needing it installed, plus you don't get THAT much more room, at most one item exceeding the slot limit. I understand they wanted to cut some skills and such back, but I think they went too far with some.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 12, 2011, 12:37:35 am
Is there anywhere I can find better SF1 weapons and armors?

My character and my two lancemates are using Saga Powered Armor and dual laser rifles (DC15 with Ultra100 cell), while my robot above is using two mono swords with inferno tokens.

In a mine (looking for a hidden laboratory with alien tech) I found a robot guard (forgot its name) with some very tough armor and 63 HP... most hits we landed deal little to no damage. I tried a DC7 armor piercing laser pistol, but even that dealt no damage. I've attacked and retreated four times and that robot is still going strong, often dealing head injury to me soon after I went down the stairs.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 12, 2011, 02:22:49 am
I didn't realize GH2 had SF1 stuff. Unless your talking personal scale gear. If so, I recommend the rocket rifle with one person using acid clips to make it rust, another using frag clips to shred the armor, and you using standard for armorpiercing and smoke for retreat.

Try Hovel Manor on Theles spinner. At the top is a black market that tends to have good shops. Otherwise look around for pirate attacks and see if that spinner has a black market by asking about rumors.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 12, 2011, 03:15:42 am
I made my way to that black market before... it didn't have anything interesting back then. I also got a black market on Athena, but nothing exciting there too.

I'm now fighting fungus everywhere, trying to get more XP for 11 Science and for my robot body guard, which has close combat skill. I'll check the black markets again later.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 12, 2011, 03:24:41 am
Well, your doing far better then me. I'm stuck at a story option where I have to raid a lab on clund rock, having started with no personal scale self defense skills. Fortunately, those rocket rifles are the perfect fix for that. +4 acc, 5 speed, and 5 delightfully varied ammo choices make it good for running or fighting. This attempt should work.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 12, 2011, 04:17:37 am
Actually I am stuck on multiple quests...

- I found a Henchman's diary, but it seems I need Investigation skill to go further. I tried talking to people but none could help me further this quest.
- Retrieve a data slab from a secret lab in a mine. I found an alien device one stairs up at got 75xp from it, but the mean robot blocks me from exploring further.
- Cavalier's Club in Athena was taken over... there's a mad man with lots of tough looking critters around him, and there's no way I can defeat him now. This quest is in fact the reason I started training up my personal combat skills...

I went back to Hovel Manor... however this time the spinner is having a plague. The only merchant in the market is kinda sick and I chose the option to send him home. I hope I can find out what's wrong before I ran out of antibiotics...
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 12, 2011, 04:24:32 am
I think the plague is a chance to train up first aid. It will go away after a while. You can also get healed up at a doctor and it cures you of illness.

As for the other three, try to find a forensic investigator, haven't had that quest yet, and the mad man is very cowardly and easy to intimidate, assuming you've been working on it.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 12, 2011, 05:23:35 am
I see... I have none of those skills, and I'm already at 14/14 skills learned. The henchman diary is the one holding me in chapter 5. Perhaps I should choose Jack of All Trades as my next Talent...

Edit: I finally found a forensic investigator. He's inside a hospital!
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 12, 2011, 05:49:58 am
Well, the diary you CAN find me an NPC to do it, as for the other two, yeah. I'm at max skills myself, and while I could learn ranged combat and grind it up, I have 1 body and can't survive at all, plus the last time I died my right hand got crippled. Looks like its time to start again. However, with the new knowledge I can go much farther. Some things I've learned.

Tech vulture is nigh worthless. Whereas it was fairly rare to get whole mecha in GH1 and tech vulture was a great way to get parts and weapons, in GH2, you'll have a veritible cornucopia of looted mechs. Repair is good for xp, but you just need 1 rank to be able to fix things out of combat.

Innovation is similarly less then useful. It does let you shove more parts on a mecha, but not to the same degree. It is useful for shoving an extra computer or sensor suite in, but that's about it. There are still some severe limitations on parts you can mount or install. As part of the tech vulture problem, adding limbs to most mecha seriously damages their TR and MV.

Jack of all trades actually seems REALLY useful. You get xp for doing a lot of things, and with it you can do basically anything. Several keys are to never repair your mecha at a store, always use the repair skill.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: justinlee999 on March 12, 2011, 06:47:56 am
The concept sounds nice but... man the graphics are intimidating. Its navigation is hard too. I mean, I'd rather have ASCII art than this blur tileset...
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 12, 2011, 06:57:44 am
http://sourceforge.net/projects/gearhead2/files/gearhead2/0.628/

You want the ascii-win.zip variant most likely.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Singularity-SRX on March 12, 2011, 07:56:35 am
Could someone give me a list of tasks to do or something?
Or some kind of guide?

It's really confusing just trying to work out what to do :P
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 12, 2011, 08:01:28 am
Could someone give me a list of tasks to do or something?
Or some kind of guide?

It's really confusing just trying to work out what to do :P

Talk to people... depending on your character and the NPC, they may be willing to give you tasks to do. Matching personality (press @) helps; so is high Charm and Conversation skill. If you belong to a faction, they will most of the time have something for you to do.

Check the news too; when a town has troubles there will be more jobs to be done.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 12, 2011, 08:14:52 am
Head to the Cavalier's Club, it will be a C on the spinner map, and do the mission from your friend/leader guy. You can use m to bring up your phone menu, which provides email, memo, and rumor functions. Memo is your current missions while rumors are leads you've gotten from people with ask about rumors. Email lets some people send you missions. Shift + T lets you call anyone, and you can call people from any of the phone menus as well.

Once you've finished, or during it, there should be a mission from someone else in the club to recover an item he lost from a thief. If you have decent charm and conversation, you can bluff em, otherwise wait to do it since he's a VERY tough fight. There may be other options for it, but I'm not sure what they require.

Finally, there will be a derelict spacecraft or abandoned mine nearby in the exterior map. You'll need a spacesuit of some sort and a weapon, but you can get a nice mecha out of it. Or a crappy one, but it will ALWAYS be a custom variant.

After those doing all that, you can wander your current spinner, asking for rumors and doing missions, or head to another spinner. If you wish to advance the plot, you got to the one recommended by your first contact, otherwise check the news, either with a better phone or at a video terminal. Fungal infections = personal scale missions, while most other things are mecha combat. There are a few unique things among the spinners, Theles has some fun personal scale activities while a few other spinners have some mecha arenas.

For creation, put a few points into charm. Even 2-3 points will make a significant difference in the amount of rumors and missions you get.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on March 12, 2011, 08:27:45 am
Or, you know, invest in Ego and Intimidation instead. At least it's useful outside of getting rumours.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Singularity-SRX on March 12, 2011, 09:11:23 am
Thanks guys, got a bit of it sorted out, went to hunt down a guy who stole someone elses data thingo, got attacked and killed his guard mecha, then attacked him after he wouldn't hand it over, but he killed me in one shot :P
Title: Re: GearHead 2 - Mecha Roguelike
Post by: justinlee999 on March 12, 2011, 09:52:07 am
http://sourceforge.net/projects/gearhead2/files/gearhead2/0.628/

You want the ascii-win.zip variant most likely.
Right thanks I might use it later, though I'm somewhat getting used to this tileset, the 2d one I mean.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: justinlee999 on March 12, 2011, 10:30:15 am
Man I'm confused, I get lots of missions, but no idea how to do them.

Raid enemies? Investigate disturbances? WHAT? Any help?

Also how do I quit the game, properly?

Ah, ignore my comments, found out the controls mahself.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 12, 2011, 10:49:41 am
Most missions you get from people require you to leave the populated part of the spinner via the spaceport. Look for a ! inside the building to get out, then look around for a red *. Thats the target of most raid missions.

Shift+q
Title: Re: GearHead 2 - Mecha Roguelike
Post by: justinlee999 on March 12, 2011, 10:52:30 am
Most missions you get from people require you to leave the populated part of the spinner via the spaceport. Look for a ! inside the building to get out, then look around for a red *. Thats the target of most raid missions.

Shift+q
Thank ye matey
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 12, 2011, 11:13:58 am
One last piece of advice, don't pick a buru buru to start. They're reasonably solid mechs, but are inherently worse then equivalent mechs. A Puma or a Shard are good picks.

Edit: I think I may try my hand at mecha design. If there is interest, I'll post what I come up with.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 13, 2011, 01:11:14 am
I finally made it to the lab in the old Cayley mines... that "Watcher" robot guarding the place is SUPER tough! I used up 40 anti-armor grenades to strip its armor so the party can finally kill it. All the while being shot at by a bunch of poison/blind/disease-causing fungus.

But the items I found are well worth it... great loot in there. :D
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 13, 2011, 08:26:59 am
So, I'm fighting this new buruburu as part of a story mission, and it has a gun that does crazy things, like one round exploding rounds, next round a massive smoke bomb. Turns out its an experimental weapon. Looks fun to play with.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: justinlee999 on March 13, 2011, 09:03:00 am
is it possible to loot dead enemies?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 13, 2011, 09:07:12 am
Yes. Walk over their corpse, and either press , if your using rogue like mecha combat, or if its menu, go to options, get item.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: justinlee999 on March 13, 2011, 09:14:36 am
Yes. Walk over their corpse, and either press , if your using rogue like mecha combat, or if its menu, go to options, get item.
Ah yes thank you, figured it out later, but its helpful anyway :P.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blaze on March 13, 2011, 09:34:18 am
So, I'm fighting this new buruburu as part of a story mission, and it has a gun that does crazy things, like one round exploding rounds, next round a massive smoke bomb. Turns out its an experimental weapon. Looks fun to play with.
Ah, that's probably a modified L-Cannon.
The gun itself isn't that special, it just comes with a special ammo cartridge.  Technically, you could do the same with any weapon if you could find the cartridges.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 13, 2011, 09:44:14 am
Yeah, I wish spare mecha weapon clips were sold the same way they sell spare personal weapon clips.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: ein on March 13, 2011, 03:07:32 pm
Pretty sure it'd be possible to mod that into the sales list.
I've done it before with custom items, I'm sure weapon clips can be done the same way.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Singularity-SRX on March 13, 2011, 07:16:03 pm
How do I know how much ammo my weapons have?
When I choose to attack, they just show the stats, not the munitions.

Also, I'm using a HeavyFoot Buru Buru
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blaze on March 13, 2011, 07:42:54 pm
How do I know how much ammo my weapons have?
When I choose to attack, they just show the stats, not the munitions.

Also, I'm using a HeavyFoot Buru Buru
That's odd, it should be listed amongst your weapon stats on the top-left corner of the screen.
Other than that, you can manually check it through your inventory or field HQ menus.

Pretty sure it'd be possible to mod that into the sales list.
I've done it before with custom items, I'm sure weapon clips can be done the same way.
It's not difficult; the problem lies in that weapons have dozens of different bullet types so it's time-consuming to make a cartidge for each one. Adding something like the following to your PC_MECHA EQUIPMENT.txt file should work.
Code: [Select]
Ammo 12
Magazine 20
caliber <130mm self-propelled>
Name <L-Cannon Clip (EMP)>
Category <MEXTRA MEK_WEP>
factions <GENERAL>
Type <HAYWIRE>

Ammo determines the damage of the bullet deals.
Magazine determines the maximum size of the clip.
Caliber determines what guns can use it, examples include 45mm/70mm caseless, 30mm/120mm ferrous, Construction Bolts, 30cm explosive canister, 500mm ferrous ball, and so on. You'll need to check the weapon itself to see what caliber it uses.
Name is exactly what it says on the tin.
Category determines what type of shop the item can appear in. For mecha weapon cartridges you'd be fine with MEXTRA and MEK_WEP.
Faction determines which faction stores sell them. You'll probably be fine with GENERAL.
Type determines the bullet's special effect; a few examples are HAYWIRE, BURN, BLAST (#), BLAST (#) SMOKE, SCATTER, BRUTAL, HYPER, LINE, and OVERLOAD.
You can also edit things like Mass, Acc, and Range, possibly even things like speed and BV.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 13, 2011, 10:18:17 pm
Do you have any tips about using those gunships? I have salvaged a few custom Corriahs (sp?), but at best I can only make them -6MV -2TR -1SE, max speed about 340. I assigned one to a newer lancemate, who started with 7 in all skills. When my renown was about 60, he did okay. But now I have near 80 renown, he gets destroyed in all bigger battles.


I'm about to finish my first game... a team of 4 plus a robot pet, with so many salvaged mechas I don't know what to do about them. I have 4 Zero Savins... firing 4 Breaker Cannons are expensive (reward can cover it), but they often deliver one-hit kills.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Singularity-SRX on March 13, 2011, 11:27:09 pm
How do you restock ammunition?
I just finished the first mission, and I'm running kinda low :P
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blaze on March 13, 2011, 11:37:50 pm
Do you have any tips about using those gunships? I have salvaged a few custom Corriahs (sp?), but at best I can only make them -6MV -2TR -1SE, max speed about 340. I assigned one to a newer lancemate, who started with 7 in all skills. When my renown was about 60, he did okay. But now I have near 80 renown, he gets destroyed in all bigger battles.


I'm about to finish my first game... a team of 4 plus a robot pet, with so many salvaged mechas I don't know what to do about them. I have 4 Zero Savins... firing 4 Breaker Cannons are expensive (reward can cover it), but they often deliver one-hit kills.
Well, I haven't a clue how a "Custom" Corraich is kitted; so I'll start with a basic model.

1. The MV and TR is crap, and you're probably not going to be closing in with the thing. So install a few extra computers with Targeting, Maneuver, and TSC programs if you can.

2. You're not going to be able to fit the thing properly without more space, so equip an extra pair of pods. Since you've got so many salvaged mechas you can spare the parts.

3. Drop the bomb launcher and replace it with another long ranged weapon. You're going to need more dakka in general so a few extra breaker cannons would be nice if you could afford it; but if you can't, try a railgun or two. If you want to save some weight, you can use replace a few of them with energy weapons; but keep an eye on the overload level.

4. Replace the Lucky Jacks with Haywire or Scrambler missiles. Lucky Jacks don't really have the ammo for sustained fire. Install some better sensors too.

Optional: Strip the super vulcans and replace them with intercept lasers or lighter intercept weapons to save yourself a bit of weight.

How do you restock ammunition?
I just finished the first mission, and I'm running kinda low :P
Ask a mechanic to restock your mechas, you'll always find one in any spaceport.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: justinlee999 on March 14, 2011, 01:26:49 am
Got an Assault Fighter Chameleon after raiding an abandoned ship. Which is better? Puma or Chameleon?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 14, 2011, 02:38:24 am
One thing bothers me a lot in GH 1 & 2... the inventory interface.

1. Items do not always stack properly. Some of these are probably due to different HP, ammo count, or customized version. For different HP and ammo count, it's okay that they stack only after repairing/emptying/reloading.

2. The problem is in customized versions; for most parts you don't get any indicators. You will need a normal version next to it and read carefully to notice the difference. This is particularly troublesome for stripped parts; like all those limbs and wings salvaged. You will have heaps of them and no easy way to manage.

3. Sorting. It seems items are sorted in some order, but sorted on what is not always obvious. Ammo will be sandwiched between guns, which makes any bulk unloading to be very messy. Don't even try dropping things from your mecha when cleaning up salvaged mecha. I'd appreciate sorting or filtering that user can control.

4. You have to move everything one by one... which is really, really painful if you have 60 Deluxe rations and 50 Mecha welding kits stored on a mecha and then you want to change to a new one and sell the old.

5. I'd like some kind of bulk actions on a key press... like "unload all ammo from all weapons in this mecha", "remove all armor in this mecha", "move all unequipped items from this mecha to this one". Basically ones that make your life easier after a battle with salvage rights.

6. Lack of page up/down in the menus. Can't always memorize the shortcut key and use it, because the orders will change.

7. "Return to Main" returns you to the top of the list instead of the last position.


Has anyone made any mods for the inventory before?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on March 14, 2011, 06:38:55 am
I'd say that your problems with inventory, kcwong, would dissapear if you weren't stocking such insane amounts of everything on your mecha. There is no need for that whatsoever. One batch of nutrient pills can last you loooong time, if you care to stop by for a meal at a restaurant every now and then. 3000dp points of mecha welding set is enough to fix quite a few battered machines. I don't think I ever used a spare clip, and I stopped salvaging every limb, weapon and module from defeated mecha, as soon as I realized that I'm never gonna use 99,99% of that crap. The parts are easy enough to come by.

Do you have any tips about using those gunships? I have salvaged a few custom Corriahs (sp?), but at best I can only make them -6MV -2TR -1SE, max speed about 340. I assigned one to a newer lancemate, who started with 7 in all skills. When my renown was about 60, he did okay. But now I have near 80 renown, he gets destroyed in all bigger battles.


I'm about to finish my first game... a team of 4 plus a robot pet, with so many salvaged mechas I don't know what to do about them. I have 4 Zero Savins... firing 4 Breaker Cannons are expensive (reward can cover it), but they often deliver one-hit kills.
Aerofighters are best used by yourself, as they require some extra careful handling.
The key is to fly fast. 300+ speed gives enemies something like -16 to hit modifier, so you need to be going full speed when in range of enemy weapons.(it doesn't affect your targeting that much - maximum modifier for your own speed is -3 ar 'run', regardless of how fast you go) You need to be extra careful when turning, so plan your attack runs in advance.
Corriarh is armour less, which is a big problem. I'm not sure if it'll fit, but you might want to try refitting the comet catcher armour from Harkney, which is also classified as an aerofighter, I think.
Fitting in a better computer is not so easy. You already have a +2, +2(IIRC), and commonly available comps(e.g. from Savins), can only give you +3, +3. You can find a Chimentero, though, if you're lucky. It's got something like a +5 TR comp on board, so it might help a bit more.
Also, a 7th skill level lancemate doing missions at 80 renown? I'm surprised he survived those 60 ren missions at all, and it's probably a testament to how good a machine the Corriarch is.

In my last game, I found a "storm caller" on a custom mecha, a 6x10DC BLAST 3 OVERLOAD SPD:4 25ammo weapon. The DC looks modest, but it always hits, and at 6 initiative+14ish speed, it can fire continously. By the time it's out of ammo, every enemy that's still standing is at -15MV, -15TR, and have most of their armour stripped. You just need to carry a single high damage weapon to finish them off. With -15MV, pretty much everything hits. Life has never been so easy.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 14, 2011, 07:49:20 am
All aerofighters have MASSIVE penalties to their MV and TR. I think its like -7 -3. Sensor isn't too hard, just stock up on class 10 sensors if you see them in a shop. I always buy like 4-5 even early on just so I have them around. As for MV, remember that all weapons get -3 to hit against a flying foe unless they have anti air. I'm not sure how space flight missions are figured, if that counts as flying or not, so be careful there.

The other major thing to remember is that on asteroid and city missions, your lance mate WILL fly out ahead and take on 6-7 mecha by himself while everyone else dodges buildings.

As for neat tricks I've discovered, if you use hover fighters, you can switch between skim and fly to go from zero height to 5 height and back, popping up and down and shooting the enemy mechs from behind cover.

As for KCwong's inventory issues, I second it. If there were hotkeys in the inventory menu for drop, transfer and the like, it wouldn't be too bad, but when you burn through 2-3 mecha welding sets fixing up all salavaged mechs a run, and you suffer stat penalties in your mech for carrying too much, it gets tedious. I do agree that stripping EVERYTHING is nearly worthless, but so are the mechs you salvage. 4k for a buru buru doesnt even cover the missile I fired at it.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 14, 2011, 10:03:00 am
Quote from: Il Palazzo
I'd say that your problems with inventory, kcwong, would dissapear if you weren't stocking such insane amounts of everything on your mecha. There is no need for that whatsoever.

I'm a pack-rat... in many RPGs I tend to pick up everything not nailed down and sell them. I even did that in Witcher, until I realized money was no longer a concern after that $5000 piece of leather. :P

Quote from: Il Palazzo
Also, a 7th skill level lancemate doing missions at 80 renown? I'm surprised he survived those 60 ren missions at all, and it's probably a testament to how good a machine the Corriarch is.

My own mecha skills are at 9... the two older lancemates, one of them my mom, are at 10 to 11. So I figured a 7 wasn't too bad. Plus of all the random potential lancemates he has the best stats. Others choices have barely over 10. Plus it seems 7 Dodge is quite enough to jettison him unharmed. :P

I do outfit everyone with overload weapons... but they don't always use them first and I don't have the patience for tactics mode.

The two custom Corraiches I got are...

Ultimate Wyvern Corraich (no items):
-6MV -2TR -1SE
31.5t
Mnt:4 Fly:188 Space:178 Max:411
Two Flaming Doom (DC5x10 Chemical) installed on pods
Class 4 computer full with +2MV +2TR

I don't see anything special about this one... the equipped weapons are the same as a normal Corraich. Maybe its components are lighter.

Empire Drake Corraich (no items):
-7MV -3TR -1SE
38.0t
Mnt:4 Fly:174 Space:165 Max:382
Pretty much identical to Ultimate Wyvern, but this one has an extra Venom Cannon (DC12x10) installed in the body (18/14).

Corraich has a Body instead of a Hull... I can put normal mecha armor on it. I also have a Battle Marine Roc and a Emperor Drake Bargol to play with now.

Edit: I'm now selling the "warehouse" mecha and combining things into the Ultimate Wyvern Corraich. Pods in Corraich are integral; but luckily those in Harkney are not. Added two pods (with flight jets and mounts), took a class 8 armor from a Zero Savin, taking out the body mounts I swapped computer to a class 6. With 1 Breaker cannon in inventory it's now -6MV (seems there's a hardcode penalty, can't make it any better), -1TR -1SE. Can't find space for a better sensor than 6.

Now I'll find some more weapons to add...
Title: Re: GearHead 2 - Mecha Roguelike
Post by: EuchreJack on March 14, 2011, 01:59:23 pm
You can also rename nearly every bit of inventory in the game, if I recall.  I can't confirm, as I can't get the newest version of this game to work on my PC.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blaze on March 14, 2011, 05:38:19 pm
There's a bug that allows you to remove the "Salvaged" modifier if you fiddle around with a mecha's parts.

It's pretty much an exploit, but increases the sale price by ~10x.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: ThtblovesDF on March 15, 2011, 04:07:10 am
Sounds awesome, but when I play I get a little lost...

How do I locate a specific location on the overworld map (after you enter space viva the spaceport?)?

I know this sounds stupid: Does a spacesuite protect you from dieing in air-less areas or do you need airsupply, too?

Title: Re: GearHead 2 - Mecha Roguelike
Post by: ein on March 15, 2011, 04:22:31 am
Stick with the space trains for getting to other spinners.
If you're in the exterior, there should be a marker, or it's a semi-random occurrence.

All you need is an air-tight seal.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: ThtblovesDF on March 15, 2011, 07:42:57 am
Alright, got it working and having fun... but please tell me there is another, more easy way to find people then just talking to everyone?

"I have a mission... talk to orex..."
*search planet for 20 minutes*
Orex: (in the last building I check, fuuuuu): Oh Bob has it... his men are on the planet, dunno who it is...

oh boy.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 15, 2011, 08:00:13 am
Shift+t to call specific people, the call option in the various menus under the m command, and asking everyone for rumors. 99% of the time it should all be on the same spinner for normal missions. Even most story missions are on the same spinner.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blaze on March 15, 2011, 08:53:37 am
The two custom Corraiches I got are...

Ultimate Wyvern Corraich (no items):
-6MV -2TR -1SE
31.5t
Mnt:4 Fly:188 Space:178 Max:411
Two Flaming Doom (DC5x10 Chemical) installed on pods
Class 4 computer full with +2MV +2TR

I don't see anything special about this one... the equipped weapons are the same as a normal Corraich. Maybe its components are lighter.

Empire Drake Corraich (no items):
-7MV -3TR -1SE
38.0t
Mnt:4 Fly:174 Space:165 Max:382
Pretty much identical to Ultimate Wyvern, but this one has an extra Venom Cannon (DC12x10) installed in the body (18/14).

Well there's your problem right there. Installing weapons into parts instead of mounting them reduces MV.

Since weapons usually take more than a single slot, and mounts always cost one slot, you'll free up more space. It's a win-win situation. Rip mounts out of other mechas and install them, then mount the weapons; you'll gain 0.5t weight from the mount but gain +1MV and possibly some TR.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on March 15, 2011, 09:16:52 am
Mounted weapons are easier to destroy. I remember reading about the mechanics involved on the wiki, which stated that it's only profitable MV/TR-wise to mount weapons heavier than 7.5 tons.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 15, 2011, 09:54:36 am
Yeah I'm in the process of ripping the installed weapons out.

Mounts do get destroyed easier because of the low HP, but IIRC in GH1 they also have lower chance of being hit compared to other parts, and when ammo explode you'd be glad they're on the outside? Do that two facts hold for GH2?

Edit: Removing the installed Flaming Dooms out don't have any effects on MV. It seems you cannot stack MV software as well. After adding back weapons (on 6 mounts) and armor I got -7MV -2TR -1SE 375 max speed. Usable I think, as long as I don't slow down in range of too many foes.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: justinlee999 on March 17, 2011, 06:19:37 am
Is a puma or a war cry better?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Keita on March 17, 2011, 06:38:29 am
Ha wow this game looks good, going to defiantly check this out.

Also posting to watch.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 17, 2011, 07:52:47 am
Id say the puma unless you have a custom warcry. Both are huge steps up from buru buru's though.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: justinlee999 on March 17, 2011, 10:09:06 pm
Id say the puma unless you have a custom warcry. Both are huge steps up from buru buru's though.
Ah ok thanks, got a custom warcry from a story quest. My puma is my starting mecha. So what are custom mechas exactly? Are they just mechas with different parts?

Ha wow this game looks good, going to defiantly check this out.

Also posting to watch.
Ahahahahaha. Sorry couldn't hold my laughter
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 18, 2011, 04:19:19 am
They may have special weapons or weapons not usually found on the model. Their parts (arms, legs, etc.) may be lighter than normal versions.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: justinlee999 on March 18, 2011, 04:46:09 am
They may have special weapons or weapons not usually found on the model. Their parts (arms, legs, etc.) may be lighter than normal versions.
Ah ok, so its not possible for me to create a custom mecha out of an ordinary mecha?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blaze on March 18, 2011, 04:56:43 am
They may have special weapons or weapons not usually found on the model. Their parts (arms, legs, etc.) may be lighter than normal versions.
Ah ok, so its not possible for me to create a custom mecha out of an ordinary mecha?

You can customize any mecha as usual; it's just that not all parts are created equal. Stats can differ between different items of the same type.

For example, the average Heavy Gauss Rifle has SPD:1, but a Fortress Savin's HGR is SPD:2.

Also, Custom mechas can be generated with items that are unavailable anywhere else, such as weapons with the "Experimental" attribute.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: justinlee999 on March 18, 2011, 06:44:25 am
They may have special weapons or weapons not usually found on the model. Their parts (arms, legs, etc.) may be lighter than normal versions.
Ah ok, so its not possible for me to create a custom mecha out of an ordinary mecha?

You can customize any mecha as usual; it's just that not all parts are created equal. Stats can differ between different items of the same type.

For example, the average Heavy Gauss Rifle has SPD:1, but a Fortress Savin's HGR is SPD:2.

Also, Custom mechas can be generated with items that are unavailable anywhere else, such as weapons with the "Experimental" attribute.
Ah ok cool thanks, they are only available as rewards and enemy mechas right?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 18, 2011, 07:02:34 am
They may have special weapons or weapons not usually found on the model. Their parts (arms, legs, etc.) may be lighter than normal versions.
Ah ok, so its not possible for me to create a custom mecha out of an ordinary mecha?

You can customize any mecha as usual; it's just that not all parts are created equal. Stats can differ between different items of the same type.

For example, the average Heavy Gauss Rifle has SPD:1, but a Fortress Savin's HGR is SPD:2.

Also, Custom mechas can be generated with items that are unavailable anywhere else, such as weapons with the "Experimental" attribute.
Ah ok cool thanks, they are only available as rewards and enemy mechas right?
Pretty much. Supposedly stores will sell them, but I've never seen them sold. Basically, if you get a mech that isn't salvage, its probably a custom, and rarely will your foes be flying them, and never in mass. Be VERY careful fighting a custom though. Even a custom Buru Buru can be a VERY nasty threat with the right custom weapon.

"Oh look, a custom Buru Buru, how quain WTF LIGHT NUKES WITH HAYWIRE, BLIND, AND ARMORPIERCING!"
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on March 18, 2011, 07:29:40 am
Supposedly stores will sell them, but I've never seen them sold.
The most likely store(s) to have custom mecha is located in Gaos Spinner, upper level, in the Valhalla arena hall. I'm not sure if it's always available from the start, or if there was a store-creating mission popping up when you've got high enough renown.
You can randomly find a store with a mechanic(seller) dressed in brown overalls, with an unique name(something starting with G., iirc), who sells custom Crihna pirate mechas - custom Corriarhs, Dao Deojis, Harkneys, Bargols etc. I'm not sure if he can be found anywhere, or if only in Theles Spinner's Hovel Manor's hidden store(or any other "pirate" store), as that's where I've found him the last two times I remember.
I think it's entirely possible that some of these are not generated at all, for some characters, either due to pure (bad)luck, or maybe due to the starting proffesion type? - it's supposed to influence some stuff.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 18, 2011, 09:42:13 am
I have a question about Theles Spinner...

Spoiler (click to show/hide)
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 18, 2011, 11:55:52 am
Did you use the elevator or the door?

On a related question, is it worth it to access the upper levels of theles? I once had the option of buying access for 500k, but that was my entire bankroll at the time and I was hoping to buy a nicer mech then the chameleon.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: EuchreJack on March 18, 2011, 02:07:56 pm
Supposedly stores will sell them, but I've never seen them sold.
The most likely store(s) to have custom mecha is located in Gaos Spinner, upper level, in the Valhalla arena hall. I'm not sure if it's always available from the start, or if there was a store-creating mission popping up when you've got high enough renown.
You can randomly find a store with a mechanic(seller) dressed in brown overalls, with an unique name(something starting with G., iirc), who sells custom Crihna pirate mechas - custom Corriarhs, Dao Deojis, Harkneys, Bargols etc. I'm not sure if he can be found anywhere, or if only in Theles Spinner's Hovel Manor's hidden store(or any other "pirate" store), as that's where I've found him the last two times I remember.
I think it's entirely possible that some of these are not generated at all, for some characters, either due to pure (bad)luck, or maybe due to the starting proffesion type? - it's supposed to influence some stuff.

The Cavalier's Club often has a custom mecha store, but it is not guaranteed.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 18, 2011, 04:46:58 pm
Does anyone know if the Sniper talent affects melee attack rolls?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 18, 2011, 05:02:30 pm
It says it affects bonus to single fire rolls, so I would think so, assuming the melee attack doesn't have a BV.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 18, 2011, 08:53:11 pm
I'm either missing some fundamental combat mechanic or experiencing a fairly inane bug.

During personal-scale combat, enemies seem to be dying when I parry their attacks. There's no indication of an attack being made on my part (not on the interface or Ctrl-R), but as soon as I successfully parry, the enemy's replaced by a corpse. I think I'm getting XP for the kills as well.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 18, 2011, 09:25:15 pm
Did you use the elevator or the door?

On a related question, is it worth it to access the upper levels of theles? I once had the option of buying access for 500k, but that was my entire bankroll at the time and I was hoping to buy a nicer mech then the chameleon.

I paid the 500K (it's a small fraction of my bankroll at this point). There's a new area up there, with shops and quests. There's yet another elevator up, and that's where I get the quest I mentioned in the spoiler.

I haven't cracked open the locked door next to the elevator.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on March 18, 2011, 09:51:29 pm
I'm either missing some fundamental combat mechanic or experiencing a fairly inane bug.

During personal-scale combat, enemies seem to be dying when I parry their attacks. There's no indication of an attack being made on my part (not on the interface or Ctrl-R), but as soon as I successfully parry, the enemy's replaced by a corpse. I think I'm getting XP for the kills as well.
Sometimes the game starts in the bugged mode. Getting a new character usually helps.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 18, 2011, 09:59:17 pm
Saving and loading seemed to fix it.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on March 18, 2011, 11:42:32 pm
I downloaded this about 2 days ago and I'm really getting into it. After making 4-5 characters to learn the game (they all died horribly), I've settled on starting with a Wraith. It's working pretty well, and the Vulcan Cannons rip things apart in no time.

I tried installing some Level 7 Sensors but I just destroyed them in the process, so I'll just wait until my Repair/Engineering gets a bit higher before I try it again.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Qinetix on March 19, 2011, 12:15:23 am
oh nice , a new rougelike to add to my collection
Played it , its cool , gona play it more :3 , but i keep diing >.<
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 19, 2011, 01:34:13 am
Preparing for the final battle; I really need to figure out how things are calculated in Mecha Engineering... I pulled out two class 2 heavy acutators from arms and MV and TR went up by 1 each. Looks like there's a complexity factor in it, that the low class acutators couldn't counteract.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on March 19, 2011, 07:21:18 am
I don't think the actuators in arms contribute to MV/TR at all. As far as I remember, these only increase DC value of arm-specific melee weapons. HA in legs might contribute there(or not), or increase walk/run rate, or just increase DC of kicks. Anyway, even if they do help with MV/TR, it's going to be nullified anyway, should you fight in space/jump.
I've no idea what good are HA in torso for(e.g. Haiho has some, and Dao Deoji has a huge, integral one - I guess they must do something).
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 19, 2011, 07:45:03 am
I can confirm that actuators in the arms improve walk speed (one class 3 HA boosted it from 46 to 51). I think I remember HAs in the torso improving the DC of weapons in the arms, but I haven't tested that. My guess is that they just work like overchargers (that is, their effects are completely universal).

On the subject, class 3 HAs are significantly more efficient than class 2 ones if you have the room (they're 1/3rd heavier but look to be twice as effective at improving DC, and I can only presume the same applies to their other properties). Those are the only two classes I have access to at the moment but it's probably safe to assume that the trend continues into the upper ranges.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 19, 2011, 10:15:37 am
The last fight is very tough... so many enemies and a lot of status effects missiles (overload, burn, haywire) thrown at me. I switched from the custom Corraich to a Green Pixie. Turning around in a Corraich means death in that battle.

I guess I took too many "hobby skills"... performance and science. My piloting and gunnery are 9 while my three companions have 11.

I need to prepare better... buy 2 more Green Pixies maybe (I have the cash), to replace the Zero Savins.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Pnx on March 19, 2011, 11:29:32 am
Did you use the elevator or the door?

On a related question, is it worth it to access the upper levels of theles? I once had the option of buying access for 500k, but that was my entire bankroll at the time and I was hoping to buy a nicer mech then the chameleon.

I paid the 500K (it's a small fraction of my bankroll at this point). There's a new area up there, with shops and quests. There's yet another elevator up, and that's where I get the quest I mentioned in the spoiler.

I haven't cracked open the locked door next to the elevator.
There should be a doorway leading to a maintenance area type place (I believe it was opposite the elevator) if you hack into it and go through that it will take you to the upper level, at which point you will be awarded with access for making it up there, because it's really all about proving you're exceptional.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on March 19, 2011, 11:36:43 am
There should be a doorway leading to a maintenance area type place (I believe it was opposite the elevator) if you hack into it and go through that it will take you to the upper level, at which point you will be awarded with access for making it up there, because it's really all about proving you're exceptional.
You can also crash the door, instead of hacking, if you've got good enough close combat damage potential(test it in one of the "dungeons" to see if you can handle it this way). You'll receive a warning about the usage of weapons indoors, but unless you do it again, nothing bad will happen to you.

Watch out for the missions in the mid-level of Theles - they have a fixed difficulty rating, which is roughly 50 renown equivalent, I think.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 19, 2011, 02:12:35 pm
Anyone had any experience with a Largo? I just got a ninja-flavoured custom one, and it's the first transforming mech I've owned.

Of course, it's horrible at the moment, but I wanted to see if anyone thought the design had any potential.

I'm mainly considering just ripping the head off it and putting it on my melee Custom Vadel for the fang weapon - INTERCEPT is fairly useful, but I already have enough trouble maintaining the Nova Scythe I've given it (I've already had to install a pod to get enough battery space for ~10 attacks, and I'm reluctant to add too much more weight, as it's -0MV/TR now).
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on March 19, 2011, 02:28:09 pm
Well, I eventually traded my Wraith out for a War Cry (That Railgun...), and then later bought a Vadel. I outfitted the Vadel with a Lestat Rifle, Apollo Rifle, and Mecha Bazooka. Sadly, I got completely stuck on Episode 12, where even the enemy grunts were owning me left and right. Perhaps it's because I only had 1 Lancemate, and he was using a custom Ice Wind...

I've now started a new playthrough, using a Haiho (THAT HAMMER).
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on March 19, 2011, 03:06:14 pm
I've just made a character named Johnny Bravo with 6 Ch and 15 Ego. Used the naked martial artist exploit to bump his ego by additional +20 points, and am now going around hitting on every female NPC I can find(and getting invariably turned down).

Also pirating the hell out of everything.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Faizal0908 on March 20, 2011, 12:38:09 am
Ahh man, am I the only one that hasn't played this yet!?!?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on March 20, 2011, 03:40:57 am
Yes.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Ringmaster on March 20, 2011, 11:11:55 am
Quick question: Is the creator still working on this?

Awesome game, been playing it on-and-off for months, have incredible difficulty staying afloat money-wise though, whenever I lose a mecha I usually can't afford a new one. I mostly have to rely on SF:0 combat to make money if that happens.

The randomly-generated storylines are awesome, the only problem I have is that it is rare for me to have a single Big Bad last for the entire story. They usually die by the third or fourth episode and get replaced by the next one.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Pnx on March 20, 2011, 01:11:43 pm
Quick question: Is the creator still working on this?

Awesome game, been playing it on-and-off for months, have incredible difficulty staying afloat money-wise though, whenever I lose a mecha I usually can't afford a new one. I mostly have to rely on SF:0 combat to make money if that happens.

The randomly-generated storylines are awesome, the only problem I have is that it is rare for me to have a single Big Bad last for the entire story. They usually die by the third or fourth episode and get replaced by the next one.
Yes, he is, but he's been doing a major rewrite to put in lua code, which allows for easier content programming and modability.
I believe he's nearly done, but it could be a while. He's had to redo all the mech statistics etc. in their new lua format.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Silleh Boy on March 20, 2011, 01:59:01 pm
Oh man, Gearhead...

This is up there as one my my all time favourite roguelike's.
I've been playing it since it was in the 0.3x (I think) releases, had a randomly generated overworld map (...I think) and was still hosted on Geocities.

It deserves more attention than it gets, especially given how its been actively maintained and expanded on all this time.


Anyway more on topic (even if late), the exploit with MA that Il noted, works I believe, because exp gains are calculated off your PV, that's worked out from factors such as your body score (or was it HP now?), gear worn and carried, etc. The higher your PV, the higher the DC of your weapon, the less exp you gain per kill.
Encounters scale off PV + Reknown I believe, so, if you want tougher earlier encounters, store a number of high value items in your mecha.
I don't think it affects direct XP gains from using a skill however, that you can check with @ or ~ or something, so you don't waste exp raising a skill that's at 1370 / 1400 to a free gain. Direct gains I believe, are somewhat more linear, but, don't hold me to any of the above being accurate, as it's all from memory.


I should pick it up again and see what state my badass preacher's in.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 20, 2011, 02:45:19 pm
Haha, oh wow. I just got given a custom "Great Dragon" Ramuh with not one, but two HYPER nuclear weapons on it (one of them's ARMORPIERCING ACC+2 SPD:3 as well), and a DC18 ARMORPIERCING EXTEND melee weapon. I can't use any of them on my main mech due to the weight (two extra tons ends up penalising MV at this point), but it'll be great for a lancemate after some tweaking.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on March 21, 2011, 05:17:28 am
I got a 'core story error' after finishing episode 9, so now I can't progress the main story.

Sucks, but now I've made a new file.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on March 21, 2011, 10:03:11 am
The randomly-generated storylines are awesome, the only problem I have is that it is rare for me to have a single Big Bad last for the entire story. They usually die by the third or fourth episode and get replaced by the next one.

My nemesis survived from episode 2 to the final chapter... she's the boss in my final battle. So it's possible... just keep playing! :)

And not making called-shot on her cockpit helped, I think.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 21, 2011, 10:08:20 am
I think dodge rolls are what determines successful ejection or not, so if your enemy starts with no dodge, they might not be able to safely eject.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on March 22, 2011, 09:13:01 pm
According to the wiki, alot of mechs are technically in the game, but I've never seen them, not once. Maybe I haven't gotten enough Renown for them to start appearing? I've seen Dragon Savin's, but I've never once seen a Zerosaiko. I saw an Argos all of once. Never seen a Luna II or an Ovaknight either. Same with the Tauner, both Hoverfighters other than the Skull, and the Fenris (I know GH2 isn't finished but...one Zoanoid?)

Just alot of Buru Buru's. So...many...Buru Burus...

Unrelated note, I can't seem to find any quests that let me have more than the starting 1 Lancemate slot. It would be nice to have more than one ally. I've even done the 'I ought to recruit a new Lancemate' option in the main story, but that doesn't give me a new slot, just gives me a free guy to recruit.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 22, 2011, 09:40:52 pm
I get tons of Lunas. What you during missions or not depends on who you're fighting, which often depends on which story the game gave you (my current game is fighting Aegis, so naturally I get tons of Lunas and Chameleons). There are less Burus now, but I'm still fighting loads of Daums at ~80 reknown.

I got an extra two lancemate slots via a quest series from the Cavalier VIP room.

Regarding Zoanoids, there are some mechs that can transform from one mode to another - ones I know are the Largo, which can flip between Battroid and Zoanoid, and another (I think it's the Cogan), which I think can switch between Battroid, Zoanoid, and Gerwalker (but I haven't piloted one so I don't know).
Title: Re: GearHead 2 - Mecha Roguelike
Post by: EuchreJack on March 23, 2011, 01:30:35 am
You can only recieve the quests to add lancemates at certain renown levels.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on March 23, 2011, 05:12:58 am
That must have been the problem then, I'm not fighting the right factions to see the mechs  :-\

I did get a Star Chameleon as a quest reward though. It's dodgy and fast as heck, probably at least as much as a Vadel. I stuck a high-end computer and some additional weapons on it, and it just tears everything apart.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Tnx on March 23, 2011, 08:30:01 pm
Am I blind or something? I don't see the Mecha Repair skill as an option in the character creation process.  Or is it Mecha Engineering?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 23, 2011, 08:33:21 pm
Repair covers both personal scale and mecha scale repairs now. If you take it, never ever ever buy repairs at a store, repair every mech you loot at drive to full with parts you purchase. It might be a touch more expensive, but it earns you a ton of free xp.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Tnx on March 23, 2011, 08:51:46 pm
Alright thanks, I was getting repair up to get the tech vulture talent.  All the guides on the wiki seem to be geared towards GH1, so I'm a bit lost now.  From reading the thread, its suggested to get some personal scale equipment and grind at a dungeon over at the mines.  What would you guys suggest I buy? I started off at the Galconde city that is a tech haven or w/e.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 23, 2011, 08:56:21 pm
Grinding at personal scale isn't too required any more. If your going to, I recommend an auto or combat shotgun loaded with slugs, carry some incendiary around too for line shots. A basic sealed suit and a lancemate are the other two things I'd bring.

Skip Tech Vulture. You will be TRIPPING over full mechs after about the third chapter, and tech vulture is very rarely triggered anyway, even with good repair and knowledge.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Tnx on March 23, 2011, 09:03:50 pm
So I can just skip all the personal combat skills altogether? Like ranged combat and such? Can I start making money and stuff right away by doing stuff in my mech?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 23, 2011, 09:11:18 pm
Yes, mostly. Good charm/ego, one or the other, and a rank of converstation/intimidation, again either or based on charm or ego. Ego + intimidation is potent, you'll see pilots ejecting rather then keep getting shot at. You'll want a point or two of ranged combat though, since its a VERY good chance that you'll need to do some non mech work during the story.

At that point, you'll ideally be using the SMRT Rocket Rifle, which is a fairly heavy weapon but extraordinarily lethal. High range, high speed, high damage, high acc, large assortment of ammo, including smoke. Its one of the few personal weapons that could work mounted on a mech.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Tnx on March 23, 2011, 09:22:48 pm
Hmm.  Any suggestions on what a good starting talent would be? Would stunt driving or jack of all trades be good?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 23, 2011, 09:25:06 pm
Stunt driving is excellent. Double rolling for dodge checks at full speed means you can dodge almost anything if your moving fast.

Edit: Picked up a flamethrower from a rival. DC10, 32 range, +1 acc, Burn, Line, 60 shots a clip. Line weapons in mecha scale combat are NASTY.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 24, 2011, 07:39:17 am
Yeah, I've managed to find a Dragon Cannon two characters in a row now, and I always end up mounting it. It's especially good for getting rid of Gaunts and other flying irritants.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on March 24, 2011, 09:46:10 am
On my latest character, the main enemy of the story is the Aegis Defense Force, and I've also pissed off the Rishiri Dominion. I happily engaged a Rishiri patrol to prove my awesomeness, but their leader was driving an Ultimate Salamander Savin, with a BADASS Flare Cannon mounted on it's head. Meanwhile, me and my partner with both driving Star Chameleons (With mine having a Heavy Gauss Cannon).

The fight lasted for a long time, but my lancemate luckily ejected when she got shot down. Later on, it was just me vs the Savin and an Ice Wind. I fired off a barrage of missiles towards the Savin, and by some stroke of luck, it killed the pilot without destroying the Savin.

So now I'm riding in a tricked out Savin at 25 Renown and my lancemate has a juiced up Star Chameleon. This'll be a good playthrough, I can sense it.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 24, 2011, 02:55:05 pm
That's ok. I just found an overload grenade launcher with 108 range, and my lancemate picked up a delightful talent in Born to Fly, while piloting a gaunt, from one of those little side "Hey I have something to show you" missions. He just tripled his usefulness.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 24, 2011, 03:10:51 pm
The biggest issue I see with Savins is their scores. They've usually got good components, but they're pretty average otherwise (that doesn't necessarily stand for custom ones, of course, but even then the best thing about those is the unique weapons). Personally I'd take the thing apart and put the useful bits on another base.

Currently having fun with the martial artist exploit. 35000 exp after ~3 hours gameplay without grinding at all (ran through the mines on both the asteroid colonies and did some main quest stuff, that's all).
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on March 24, 2011, 03:25:28 pm
Currently having fun with the martial artist exploit. 35000 exp after ~3 hours gameplay without grinding at all (ran through the mines on both the asteroid colonies and did some main quest stuff, that's all).

This continues to reinforce my opinion that PV-dependent combat/kill XP is horribly flawed right now.  Sure, destroying a Dora with your tricked out Ovaknight shouldn't yield as much XP as the reverse, but the effect is ridiculous.  The way it's set up right now, you pretty much have to run as lean as possible with the worst possible gear if you want general XP (as opposed to direct skill XP, which I don't have much problem with).

I suppose that wouldn't be a huge problem if the name of the game wasn't cool (expensive) toys.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on March 24, 2011, 03:26:19 pm
The biggest issue I see with Savins is their scores. They've usually got good components, but they're pretty average otherwise (that doesn't necessarily stand for custom ones, of course, but even then the best thing about those is the unique weapons). Personally I'd take the thing apart and put the useful bits on another base.

Considering this Savin is 75 tons and has pretty average MR/TR, you may have a point. I could always save the next Chameleon I get from battle with Aegis, and pimp it out with parts from the Savin. The Flare Cannon is truly awesome.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 24, 2011, 03:29:42 pm
I expect you'll find a Luna at some point, the only real disadvantage of which is that they have integral claws (I think they're 2 tons, 2 slots each, but they've got EXTEND, which makes them far more useful than they'd otherwise be). Other than that they're pretty impressive.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on March 24, 2011, 04:03:36 pm
Haven't encountered any Luna's yet, just Chameleons and the generic mechs everyone uses. I was doing the first Cavalier Club quest and got eaten by death rats and had to get a replacement spine, so that set my renown back a fair bit. I'm back in action though.

If I find the Luna's arms unsatisfactory I can always rip off the Savin's arms and slap them on. Then again, Savin arms are 10 tons...Hrmm.

The only thing I'm regretting about the custom Savin is it didn't come with a Breaker Cannon, and I heard those are awesome. The Heavy Flare Cannon (I don't think I've adequately explained how badass this is) is 8x10, has 100 ammo, +1 Accuracy, and has BURN and SWARM. It also has enough speed to be fired once every 2 turns, which is more than enough. The Savin also has 2.1 million PV when most mechs around this point have 200-400k.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 24, 2011, 04:27:33 pm
You should save the savin for story missions and run something cheaper during standard mech missions. More xp that way.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blackray Jack on March 25, 2011, 02:31:01 pm
I tried to get into this game and failed miserably; what with having no clue what to do for my opening moves and being blasted in outer space by some robots but this talk of randomized stories and personalized main villains intrigue me.

Can anyone tell me the features of this game besides those already stated in the OP (unless you can elaborate with more detail) and make a few suggestions on how to start out, good skills, etc?

My first character was some young kid with a ton of money by the way, I can pull up specifics if needed.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on March 26, 2011, 04:57:05 am
I tried to get into this game and failed miserably; what with having no clue what to do for my opening moves and being blasted in outer space by some robots but this talk of randomized stories and personalized main villains intrigue me.

Can anyone tell me the features of this game besides those already stated in the OP (unless you can elaborate with more detail) and make a few suggestions on how to start out, good skills, etc?

My first character was some young kid with a ton of money by the way, I can pull up specifics if needed.

First, this is the wiki, though it doesn't have alot of Gearhead 2 info, just Gearhead 1. (http://gearhead.chaosforge.org/wiki/index.php?title=GearHead)

First of all, your starting mech will shape your strategy alot. Don't start with a Wraith or Shard, as aerofighters are slightly difficult to use for a new player. The best starting ranged mech (IMO) is the War Cry, because the Railgun on that thing is just brutal. The Haiho is the close combat mech of choice because it has the mighty ROCKET HAMMER and it's decently armored. Failing those, Pumas and Ice Winds are solid choices. Don't get a Buru Buru or variant of one because they're honestly pretty crappy.

The game took me a little while to get in to as well, but I can tell you a bit about combat.

You know how your mech HUD on the bottom left has one red bar on the left and a green one on the right? Green is elevation, red is speed. Pressing + causes your mech to go forward at full speed, reducing enemies chance to hit you but also reducing your accuracy. Pressing 5 on the numpad will cause your mech to hold position, meaning you have greatly increased accuracy but enemies also can hit you more easily. Also, pressing Shift + R in battle will allow you to see the math and rolls.

Also, your character might be flawed at character generation. Reflexes affect your piloting the most, Perception and Speed as well. Charm and Ego are two sides of the same coin. If you're getting Charm, get Conversation, if you're getting Ego, get Intimidation and Taunt (Taunt is GREAT).

As for skills, Mecha Piloting is hands down the most important skill. After that, get Mecha Gunnery or Mecha Fighting depending on if you're ranged or melee. Mecha Engineering is used for taking parts off a mech or installing new parts, so it's also fairly important. Initiative increases the speed at which you perform actions, so that's also a good choice. Spot Weakness increases chance of critical hits, and Electronic Warfare gives you a chance to negate attacks if your mech has an EMC Suite.

It also wouldn't be a bad idea to get Dodge and either Ranged Combat or Close Combat, because the chance of having to do at least a few missions on foot is pretty high. You'll be glad you did when you start fighting things like Armored Fungi.

Anyway, I've rambled enough, so yeah.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: adwarf on March 26, 2011, 10:38:22 am
Sweet this looks cool must try.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: adwarf on March 26, 2011, 10:50:17 am
What button do I press to get past the pick colors part of character creation ?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blaze on March 26, 2011, 12:04:39 pm
Escape usually works for me.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: adwarf on March 26, 2011, 12:06:28 pm
Dangit I can't play it every time I turn the camera it crases.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on March 26, 2011, 01:23:02 pm
Dangit I can't play it every time I turn the camera it crases.

There should be a 2D executable.  Try that one.  There should also be an ASCII release you can download.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: adwarf on March 26, 2011, 01:25:48 pm
Dangit I can't play it every time I turn the camera it crases.

There should be a 2D executable.  Try that one.  There should also be an ASCII release you can download.

My computer deleted it said it was a virus
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on March 26, 2011, 01:44:30 pm
My computer deleted it said it was a virus

I'm pretty sure that's a false positive.  If it deleted it without your consent, try to add it to an exemption list or tweak your AV settings to not automagically delete.  It probably has a "just warn me" or "ask me first" option.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: adwarf on March 26, 2011, 01:48:00 pm
My computer deleted it said it was a virus

I'm pretty sure that's a false positive.  If it deleted it without your consent, try to add it to an exemption list or tweak your AV settings to not automagically delete.  It probably has a "just warn me" or "ask me first" option.

When I ran it said there was a virus from it, and neutralized said virus deleting the file.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: ein on March 26, 2011, 03:55:20 pm
Did you download from the right site? (http://www.gearheadrpg.com)
Title: Re: GearHead 2 - Mecha Roguelike
Post by: adwarf on March 26, 2011, 06:28:29 pm
Ill see if that works.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Thorns on March 27, 2011, 05:49:05 am
Hey guys, could some of you post the mech/weapon loadouts that worked best for you towards late game?  I somehow got up to late game without knowing anything about mech loadouts.  I'd kind of like to snipe with energy weapons, how do I keep from running out of power with those though? What are overchargers? Idon'tknowanything. :<
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 27, 2011, 06:04:11 am
You can help avoid running out of energy by installing batteries. They can be tricky to find - the best source I've found is the Savin (not sure about all variants), which has four or so. Note that you can check the weapon's energy usage/supply in the stat block. Even with a load of batteries I wouldn't advise relying entirely on energy weapons. Get some heavy rockets or something.

When choosing weapons you'll be best off just comparing things in the stat block. Obviously weapons with extra effects are good - the best (fairly) common ones are probably ARMORPIERCING, LINE, and HYPER (RUST and OVERLOAD are good too, but it really depends on your build). Pay attention to the weight and such as well (if you're mounting a heavy gauss cannon you're basically guaranteeing yourself -1 or -2 MV/TR). I find it best to completely strip mechs and only mount the things I absolutely need, but I often go for CC, where speed's a lot more important.

Some of the best mech chassis overall are the Pixie, the Gladius (good luck finding one of those), the Zerosaiko, and the Custom Vadel (but don't mount energy weapons on that last one unless you like exploding dramatically).

Also, read this (http://www.gearheadrpg.com/wiki/index.php?title=Guides:Mecha_Design). It was written with GH1 in mind but a lot of it holds true for GH2.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on March 27, 2011, 08:23:05 am
Having a mech with a high-output engine also helps with energy weapon usage. Just don't mistake high-output(in e.g.Ovaknight) with high-performance(in e.g.Custom Vadel).
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blackray Jack on March 27, 2011, 10:08:14 am
I could really use some pointers here; the initial advice was pretty great, but I still have no clue what to do aside from buy a ranged weapon and a space suit. My personal stats are in the red, I have a purple glowing body icon on my hud, my guy has a red frowning angry face, WHAT IS THIS I DON'T EVEN--

Edit: I found a heavy duty engine ice wind in an old asteroid mine. I think I just bugged the game out because I was tasked to find this guy, and after subduing him, I agreed to get the person who sent me to get him off of his back but when I talked to the originator, I saw no option to tell her off.

Edit Edit: Ok, I got a mission from the story guy to stop some jerks from attacking a target; I find some woman who I beat in a duel (rocket hammer woo) and she agreed to send her gang to help me. I was told they were at the 'exterior' of the station I'm on yet when I flew around space, nothing was out there. What's up with that? Also, the station was rocked as the guy with the unpronounceable name destroyed his target
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on March 27, 2011, 10:17:16 am
I could really use some pointers here; the initial advice was pretty great, but I still have no clue what to do aside from buy a ranged weapon and a space suit. My personal stats are in the red, I have a purple glowing body icon on my hud, my guy has a red frowning angry face, WHAT IS THIS I DON'T EVEN--

Angry face means morale is low, from losing battles and dying alot. Eat Chocolate Bars and win battles to raise it, usually eating at a bistro or something will raise it too. Personal stats in the red is because of your reduced morale. I don't know what the purple body icon is, but it apparently doesn't do anything.

Anyway, buy a cheap space suit to start off, like a Pilot Suit, you won't need a ranged weapon yet. Go to the Cavalier's Club on the map and talk to the person it tells you to talk to. Then you'll get a randomly assigned quest as the first 'main story' quest.

When you get that, just walk around town, ask for rumors, and such. If someone says something like 'Joe says he needs help defeating some raiders' you can press m to open your messenger and Check Rumors, or Check Memos which lets you see your current missions. Shift + T also lets you type in anyone's name to instantly call them as long as they're on the same Spinner as you.

Basically, get some easy quests from rumors to improve your skills, call the quest giver back when you're done to get your reward. Since the main quests are randomized each time, I can't really tell you how to finish the first one you get since it'll be different for everyone.

Spoiler: Other random stuff (click to show/hide)

Edit: I found a heavy duty engine ice wind in an old asteroid mine. I think I just bugged the game out because I was tasked to find this guy, and after subduing him, I agreed to get the person who sent me to get him off of his back but when I talked to the originator, I saw no option to tell her off.

Yeah, I actually did that my first time around too. You need to get a bit of money first, then you can pay off the originator to forget about it.

Edit edit edit:
Edit Edit: Ok, I got a mission from the story guy to stop some jerks from attacking a target; I find some woman who I beat in a duel (rocket hammer woo) and she agreed to send her gang to help me. I was told they were at the 'exterior' of the station I'm on yet when I flew around space, nothing was out there. What's up with that? Also, the station was rocked as the guy with the unpronounceable name destroyed his target

Alot of times, you're not given an actual coordinate in the Exterior of a Spinner, which basically means search freakin' everywhere until a message comes up saying 'You have been attacked!' which is always related to the main story. Other times, you WILL get coordinates and you can just go to it and press > like normal missions.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blackray Jack on March 27, 2011, 11:07:51 am
Well I'm learning the ropes but Christ on a cracker everyone elses mech is faster than mine. It's only by sheer luck I managed to get close with ye olde rocket hammer and send them rocketing away. Also, I'm on another storyline mission and since I failed to kill his buddies quickly, he got away, and no one knows where he is. I think I hit a brick wall in terms of story. Also, someone told me to start a mission in the administration building, I'm there and talked to everyone but nothing happened.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 27, 2011, 11:18:05 am
The Haiho isn't very fast, no, but NPC mechs move at full speed a lot. If you didn't know already, note that you can throw the rocket hammer and it'll return to you.

Regarding the missing guy, you just need to mope around for a while in the area you last found him and he'll show up eventually. And I do mean "eventually". I've been flying in circles for twenty minutes in the past (it's not usually anywhere near that bad).
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Akura on March 27, 2011, 12:32:12 pm
Started a new game, and in the first place dungeony I looked in I found a Chameleon. It's not spaceworthy, and doesn't seem to be well-equipped(not really sure, though).

Also, I can't seem to find the mission target I was given...
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blackray Jack on March 27, 2011, 12:46:32 pm
Should I upgrade my Haiho or should I wait until I find a nice mech before I work on it? Rocket hammer, light rockets, and mining lasers are doing the trick so far but I'm not really feeling it. I did hit a couple milestones in which I raided my first merchant ship, getting 20K per pirate kill due to this guy giving me the assignment, and right now, trying to figure out where raiders are coming from.

EDIT: Is there a way to save reliably so I don't have to be forced to load at my last, randomized autosave that puts me in the beginning of battle or some such? Or do I have to bite the bullet on that one?

Edit Edit: Is there a way to buy ammunition for my weapon aside from heading to the store where I bought it, selecting another of the same gun, and then pick the buy spare clips option?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 27, 2011, 12:57:31 pm
Whenever I find myself using a Haiho I always try to get it a head - sensors get a significant bonus when mounted in a head, and that helps with all sorts of things, not least missile accuracy. I'd also rip out the rockets/laser and get something better instead - a laser cannon or railgun is ideal, if you can find one, or nothing at all if you're aiming for close-combat.

The hammer'll be able to do a lot of damage for a fair while (providing you can hit with it). Personally I tend to save up until I'm either feeling seriously challenged or something catches my eye. My ideal mech in the early game would probably be a Chameleon; they're manuverable enough to benefit from stripping.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on March 27, 2011, 01:32:47 pm
The hammer'll be able to do a lot of damage for a fair while

By fair while you mean the whole game, right?  Melee attacks start getting multiple hits as your skill improves.  Melee becomes far more powerful than ranged combat.  The drawback is limited range, but that's less of a problem with the Haiho's rocket hammer, especially after you install better heavy actuators (IIRC they improve throwing range, but only to some upper limit).
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 27, 2011, 02:05:36 pm
The damage output drops off massively when you start fighting heavily-armoured mechs. Obviously to deal with that you'd want a BRUTAL or ARMORPIERCING weapon, but the hammer's neither of those.

Edit: To clarify what I mean by "drops off massively", even with a mecha claymore + heavy actuators (now DC21 and armorpiercing) the armour of that Savin or whatever I'm fighting has a decent chance of completely absorbing one attack, and a better chance of lowering the damage to non-critical levels. This means I either have to slow down and try to hit the thing again, or carry on, turn round, and make another pass (and yeah, I apply roughly the same tactics on the ground as in space). Neither option is desirable, especially when I'm fighting something with Mjolnir Missiles (which every third custom seems to have) or equivalent, as they can feasibly oneshot me.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blackray Jack on March 27, 2011, 02:38:18 pm
This game can be ludicrous at times; right now I'm on episode two and I was told to start my search at a particular building, after talking with everyone they don't offer any insight nor did they help me. Now they'll either never talk to me outright or act very rude toward me. Have I screwed myself over completely?

Edit: Actually after the initial talk with some of them, I asked one if they saw anyone suspicious and the politely told me to piss off; after which they no longer want to talk to me.

Edit Edit: After some time they decide to come down from their high pedestals to talk to the lowly duelist association pilot; but aside from the rare chance of asking for rumors, they don't even bother with me assuming they even decide to talk to me at all. I think this mission is botched before it even began.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: ein on March 27, 2011, 02:55:28 pm
Trying to set up a community repository of design files.
Anybody mind testing to see if they can upload stuff? (http://www.box.net/signup/collablink/d_76779344/7628e1089448c)
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on March 27, 2011, 03:09:54 pm
words

If you speak to someone too often in a short amount of time they begin disliking you for being an annoying butthead.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blackray Jack on March 27, 2011, 04:00:16 pm
words

If you speak to someone too often in a short amount of time they begin disliking you for being an annoying butthead.

How much time should I let pass before trying again, and even if I do get to talk to him again isn't the option closed out to me forever since I failed it? The save system is pretty wacky, only allowing you to save and quit or allow you to load at the beginning of a battle if you died. Or at the hospital if you lived. Is there a way to work around this?

I'm still having trouble with arms and ammo; once I buy a gun I only have one chance to buy necessary clips and then I never get a chance to buy more spare clips for that gun again. How can I change or work around this?

I found a pretty highly skilled pilot charging me 30K to join me. All his mecha stats are in 6s and he has pretty high toughness and what have you, no stat under 4. He's flying a wraith. Close Combat, Dodge, and Toughness, and Ranged Combat at 6. Mecha fighting, piloting, and combat at 6, and gunnery at 7. Can I safely assume that this man is a badass?

I know the railgun is badass, but on my first mission against this enemy BuruBuru I found a HEAVY railgun, and everything seemed to scream improvement so I bought it, I have yet to test it however. Is it possible to repair salvaged guns and etc or is it already at full power once salvaged?

Thanks for putting up with my newness to the game; or newdity as it were, heh.

Edit Edit: Ok how does mecha customizing work? Each time I try to take off the head of the mecha salvaged at the mine outside Galconde, I keep ripping it's head off and destroying it. Some pointers would be appreciated.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 27, 2011, 04:16:39 pm
If I'm remembering correctly, the way spare clips work is that once you've bought one, it'll get reloaded with your gun when you pay someone to reload you. It's basically a permanent backup clip, and as such you shouldn't need more than one or possibly two.

I've never bothered hiring a merc. From my experience, lancemates in general have higher skills than the PC does (my current lancemate has +10/+11 in all of her skills while I only have +9/+10 at best), so I don't think he's exceptional. Wraiths can be quite cool to have around early on due to those heavy rockets.

The heavy railgun weighs 10 tons. That's about the only disadvantage to it. I think a mech loses 1 point of MV/TR per 7 tons of load over the basic loadout, so you'll be getting slightly higher penalties (but you're probably removing something else in the process). Salvage can and will get repaired just like anything else.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Akura on March 27, 2011, 05:18:13 pm
Found the mission target, a shifty guy in the back of a mall. Bullied him into ratting out his employers(intimidation is cool, but pressing an autopistol to his face probably helps :P), a pair of raiders waiting out in space. After a fight in which one guy ejected leaving a barely damaged Haiho(lancemate killed the other guy, and I salvaged a heavy gauss from the wreck), I hear the name of who might be my story's big bad.


By the way, if I sell a mech with equipement on it, do I get the value of the equipment? Then again, I should probably strip it and juggle some equipment to turn that Chameleon I found into a killer.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on March 27, 2011, 06:37:52 pm
I found a pretty highly skilled pilot charging me 30K to join me. All his mecha stats are in 6s and he has pretty high toughness and what have you, no stat under 4. He's flying a wraith. Close Combat, Dodge, and Toughness, and Ranged Combat at 6. Mecha fighting, piloting, and combat at 6, and gunnery at 7. Can I safely assume that this man is a badass?

Those are good scores for the beginning.  By the final battle you should expect to fight enemies with IIRC skills up to 12-14.  However, everyone in your lance (except you, of course) randomly gains skills when you complete a mission (complete as in get the XP reward).  They gain IIRC +1 to a random skill (maybe just a random primary combat skill?) up to a maximum determined by your reputation.  So don't bother spending their XP on anything but their base stats unless you really need it, because their skills should improve over time (primarily due to the rep/quest thing, but they can improve through use just as yours do).

I think a mech loses 1 point of MV/TR per 7 tons of load over the basic loadout, so you'll be getting slightly higher penalties (but you're probably removing something else in the process).

I'm pretty sure it's every 7 tons, but that's only for installed components.  Mounted/held components have a different increment;  something like every 7 + (0.5 x Size Class), where Size Class depends on the base chassis.  IIRC a BuruBuru is 5 or 6, Savins are 7, and Ovaknights are 8.  The only size 10 was the Monstrous in GearHead 1.  Compare the DP of various mecha torsos to get a sense of size, as heads and other limb sizes vary but the torso size always matches the chassis (as you might expect).  Check the forums or source code if you want to double check the formula, but I should be in the ballpark.

FYI mounted/held components include anything on a mounting point (aka hard-point, weapon mount, or whatever), held by a hand, or in the mecha's inventory (if you're carrying it but it isn't equipped, it's in the general inventory).  Equippable armor is also considered held, not installed.  These can be freely equipped or removed without a Mecha Engineering roll.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 27, 2011, 07:37:38 pm
If I'm remembering correctly, the way spare clips work is that once you've bought one, it'll get reloaded with your gun when you pay someone to reload you. It's basically a permanent backup clip, and as such you shouldn't need more than one or possibly two.
For 99% of mecha weapons, you probably don't need to carry an extra clip. Even if your in a REALLY long battle, you might need a spare clip, but otherwise, nah. Missiles are a good candidate to carry spares, and most missiles fit in all launchers. Fire full bursts of swarm/20's, fly past, swap out the clips, fly through and swarm em again.

If you NEED extra ammo, you have to take it from the same sort of weapon.

Oh, and for personal scale weapons, you can buy extra clips of a variety of sorts from the stores you buy the weapon from. Quite useful for many weapons.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on March 27, 2011, 10:17:04 pm
I put my Singer with a Savin (tm) playthrough on hold to mix it up with a melee-oriented character with a Haiho.

I tried to put an Eyre head on it but apparently it wasn't compatible. I also went exploring in some mines and found a Rusty Striker Haiho that I now use.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on March 28, 2011, 03:24:16 am
I just picked this up and started fooling with it.

I made a mechanic char with gunnery, piloting, initiative, and mecha engineering maxed - started with that BuruBuru Heavyfoot variant. First thing I did was buy my engineering higher and then customise my mech. I removed the jets from the legs and mounted them on the torso and head. I chopped off the legs (I failed on one and lost it, so no going back...). At this point it was -3,-3. Better, but I wanted more so I unequipped the gun buckler and managed to destroy the arm trying to remove it. I then installed the missile weapon into the arm with the gauss cannon (so it has 180 degree firing arc), and slapped the leftover machine gun into the collar mount.

So now my BuruBuru is now a flying one armed torso at -2,-2 and has the same weapons it had at -4,-4. It seemed to perform very well against my first mission fights (had to kill a few mecha), so I'm reasonably happy with it.

The fact that it's a flying torso with one arm using hover jets on the torso and head to fly summons up a rather entertaining mental image, but as far as I can tell the only downside is less useless limbs to act as random meat shields for the more important parts - but so far nothing has even managed to hit me due to the better MV.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 28, 2011, 03:36:14 am
If you lack legs, you can only skim on asteroid missions, or fly if you have enough thrusters. If you lose the ability to skim by having your hoverjets shot, you crash and can't move at all. Very risky. Otherwise, its a good idea. Buru Buru needs to have a limb or two chopped off.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: ein on March 28, 2011, 03:52:30 am
I once took a Dora and modded it into this (relatively) super killing machine with excellent thrusters and a really nice cannon thing.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on March 28, 2011, 09:33:31 am
Having a thruster installed on the head and the torso should be reasonably safe. I mean, wouldn't they have to actually blow up my torso to kill the thruster installed there? Or can they shoot off a thruster without damaging the regular parts? The real risky part is having both my big guns on the one arm, but hopefully nothing shoots it off. If it does I can still go in close with my head laser and the machine gun, though.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on March 28, 2011, 01:45:46 pm
That's...awesome, Paul. You make me wanna use a Buru Buru all game and just constantly modify it.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on March 28, 2011, 02:07:16 pm
Another downside(apart presenting more targets) of not having legs, is that in the city/asteroid combat, where you can actually walk, having legs is useful, as it allows you to perform turns much faster than in skimming mode, and can considerably improve your MV/TR. Of course, in space they're pretty much useless.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Pnx on March 28, 2011, 02:12:45 pm
Having a thruster installed on the head and the torso should be reasonably safe. I mean, wouldn't they have to actually blow up my torso to kill the thruster installed there? Or can they shoot off a thruster without damaging the regular parts? The real risky part is having both my big guns on the one arm, but hopefully nothing shoots it off. If it does I can still go in close with my head laser and the machine gun, though.
I don't remember how damage is assigned, but I believe it's possible for a component to get damaged directly, but it only really happens if the attack was close to destroying you anyway... so... it's pretty safe to say that they're not likely to take away your final jet without killing you.

In other news, my late game character just got erased after I accidentally hit "Start RPG Campaign" rather than "Load RPG Campaign".... *hate*
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on March 28, 2011, 02:26:08 pm
I just got a sponsorship from MUGL Enterprises, and told them 'Make it a custom mecha and you have a deal.'

So now I have the mighty Burning Burninator Haiho.

It has Fire Chain melee weapon that is 18x10, and has FLAIL, EXTEND, BURN, and BRUTAL. The ranged weapon is a 13x10 Fire Mortar with BURN and BLAST 2. It also has a Flamethrower in case I don't want to blow everything up with the Mortar.

I think I'm liking MUGL Enterprises already.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 28, 2011, 02:28:34 pm
A little while ago I got the "nemesis hates you and is sending everything to stop you" event. I've been fighting her henchmen for four in-game days, and they're still coming. There is so much salvage floating around the spinner that whenever I get attacked, chances are there'll already be at least one random item lying around on the battlefield.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on March 28, 2011, 02:34:05 pm
EDIT: Is there a way to save reliably so I don't have to be forced to load at my last, randomized autosave that puts me in the beginning of battle or some such? Or do I have to bite the bullet on that one?
Yes, there is. You need to modify the config file, by finding the #NOAUTOSAVE entry, and removing the "#".
Then, the game will only save if you press shift+x.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Funk on March 28, 2011, 02:44:48 pm
paul, thay can hit the thrusters with out killing the part but it is rare.
haveing both guns on one arm is a risk but with some good armor and some luck it will do.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on March 28, 2011, 03:34:23 pm
I got a few extra mechs (my first mission asked me to join the knights and gave me a custom IceWind, also got a custom Trailblazer from the starting dungeon). Been playing aroung with mech designing and reading about it on the wiki.

Figured I'd tell my findings from the reading and from experimentation (mostly experimentation) here, in case anyone might find them useful.

Things that affect MV and TR:
That explains all the MV/TR results I've seen so far, but im not too far into the game yet so if anyone has spotted some other way to change them let me know :)

-edited to make the wall of text a slightly more agreeable organized list.

-edit2 added point 7
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on March 28, 2011, 04:12:47 pm
Things that affect MV and TR:
  • Penalty from installed mass.
  • Penalty from equipped mass.

Seems I was off a bit.  Close, but off.

Also, does #4 only apply when walking?

Also also, for #4, I suspect what matters is total leg size relative to engine size.  Try a BuruBuru with 3+ very small legs, or whatever.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on March 28, 2011, 06:00:03 pm
Not sure if #4 is only when walking or not, I'll have to see if it still shows the bonus in space.

-edit- Yea I just tested, its only when walking. Not getting the bonus when flying in space or skimming on the surface. Oh well, still a handy +1 MV when walking.


My other char kept freezing up when loading the save for some reason, so I made a new one. My very first mission gave me the option of joining the Silver Knights, and my joining bonus was a Mighty Firestarter Ice Wind with a bunch of crazy weapons. It had 4 incendiary missiles and 3 volcano rifles with -2,-3 for the stats. I modified it a bit and got the stats to -1,-2 and even managed to add an extra set of swarm missiles that I had looted from the mission target onto it. I'm not sure how it'll play yet, but I imagine it will be pretty lethal when I unload all those missiles.

Spoiler (click to show/hide)

Total weight is 47t, 29.5 body and 17.5 carried (absolute max on both counts without getting more negatives). It wouldn't have been possible without some of the items being reduced weight. One of the volcano rifles is 1t lighter and its ammo is 0.5 lighter, so thats 1.5t of carried free. Then the torso seems to be 0.5 lighter than the standard (compared to my other char's ice wind, anyway). One leg and one arm are also 0.5 lighter. So all total it has 3t less weight than normal. Without those it would weigh 50t and be over weight on both counts and it would be at -3,-4 :D

In any case this is the first time I've even seen volcano rifles, so hopefully they work well. I've never used BLAST 2 BURN BRUTAL weapons before, but I have a feeling they're going to strip armor off stuff really fast.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on March 28, 2011, 06:03:56 pm
I'd say replace one of them with a high powered single shot weapon, preferably with armorpiercing. Those rifles will decimate the armor of anything in their blast zone, but won't do too much damage to internal parts. Invest in a rank of Electronic Warfare to get the most out of the Burn status.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on March 28, 2011, 06:25:04 pm
Wow, they are incredibly effective.

I got put up against two BuruBurus and I rushed in and opened fire and blasted them to shreds, didnt even need to fire my missiles. First couple shots just ate at the armor, but on like the 4th one they started taking heavy damage, and after like 6 one was dead, then another shot finished off the other one. I never missed once, I guess you can't miss with explosive weapons? This char only has 6 mecha gunnery, I usually run in and miss miss miss with my gauss rifle and machine gun and such. These guns blew em to smithereens.

I took a second mission and got put up against a single BuruBuru, I just went straight at it and fired a full burst of the missiles at short range. They all hit the head and not only did they blow the BuruBuru's head off the leftover damage blew up the torso.

Only downside is the PV is 500k so I don't get as much XP. I might have to temporarily remove some of the stuff and put it back on once the difficulty ramps up.


I removed the high powered missiles and one of the rifles. It cut the value of the mech in half, lol...

Hmm, now my problem is the guns are too expensive to reload. Haha. Even though I only fire a few shots and take no damage, it costs me like 4k to reload at the end. The mission I just did paid less than the reload fee. :D


Wow, took another mission and it sent me after a Chameleon. I closed with him and fired three times with the guns and his mech was on fire and the pilot bailed out. Now I have a Chameleon, with a class 2 computer preloaded with +1 MV and +1 TR software. Weighs 2t, but I think I can make room for that :)

These guns are crazy good. The game handing me this mech early on has kinda turned it into easymode, lol.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on March 28, 2011, 07:03:32 pm
The difficulty raises every time you win a battle, so you'll steadily fight harder enemies. Also, main story quests are pre-set difficulty, so once you get to episode 10+ it'll start getting really hard.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: ein on March 28, 2011, 07:13:22 pm
I just got a sponsorship from MUGL Enterprises, and told them 'Make it a custom mecha and you have a deal.'

So now I have the mighty Burning Burninator Haiho.

It has Fire Chain melee weapon that is 18x10, and has FLAIL, EXTEND, BURN, and BRUTAL. The ranged weapon is a 13x10 Fire Mortar with BURN and BLAST 2. It also has a Flamethrower in case I don't want to blow everything up with the Mortar.

I think I'm liking MUGL Enterprises already.

I like MUGL so much that I made the company I modded in friends with them.
It's cool though.
It means you can get their high-tech electronics and weapons at MUGL stores.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on March 28, 2011, 07:45:50 pm
First win. Didn't think that the game would pull the "reinforcements arrive" thing (bloody double-standards); if I'd dealt with the last couple of battleship hull sections before killing that last mech the battle would've been a hell of a lot easier. As it stands, I had to endure flying around in circles while haywired with eight or so mechs firing at me for about ten minutes. Also, I really want a Kraken, or at least a Triple Cannon. Damn things are nasty.

Spoiler: TEXT (click to show/hide)
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on March 28, 2011, 07:55:08 pm
For some reason the 3d version keeps freezing on me. I thought it was just my other char file, but now this one is doing it too - so I've swapped to the 2d version, and it works fine. Seems weird, my new games never have problems - its only after I've done a few missions and have collected some extra mechs.

Sucks to have to use the 2d version, don't seem to be able to zoom out on it...


-edit-

I found out that the freeze is intermittent. It's definitely in the save since its repeatable on every instance where I start getting it, but it seems to go away after a bit and come back randomly. If I play 2d mode for a bit and then go back to 3d it won't freeze again for hours of playing. Strange bug.

In other news, my high end character with two heavily armed 0,0 Vadels got blasted to bits by a Gigas. Quickest battle ever - my lance mate (in Vadel #1) closed first and shot down a BlueBird, then got one shotted by a nuke from the Gigas. I then shot the Gigas with my superheavy particle cannon and blasted off one of the wings. It then fired the second nuke (I guess I shot off the wrong wing...) and one shotted me too. I found myself back in the hospital with no mechs, and I had just spent almost all of my cash buying the second Vadel for my lance mate. I guess I was a bit overzealous in my selling of extra mechs and parts, because all I have now are a few special weapons that I had stored away on a cruddy stripped down Haiho (with no arms or legs) that I've been using for storage since day 1.

Rather than attempt to salvage that char by fighting on foot for money (no skills in that department, anyway) I started a new one. This time I started with a Haiho that has turned out to be an incredibly awesome mech. I stripped the heavy actuators out and ripped off an arm to get it down to 0/0 and fought my first mech mission with the mining laser, which proved very deadly with the 0 targeting and 6 mech gunnery. My very first mission put me against 2 Doras and an Ice Wind. The ice wind ejected when I blew off its head, and the two Doras blew up in one shot each.

I used the Utility Lasers from the Doras and the head from the Ice Wind for a while, upgrading to a particle cannon when I found one and just went from there. Since then I've made very few changes, just picking up a few upgrades - I grabbed a computer and some lighter armor off a Daum and bought a heavy particle cannon from a shop, and I forget where I got the thunderbolt rifle and guided missiles.

And just now with this humble Haiho I fought a Chimentero (first one I've ever seen, funny looking thing - no head, but two big thrust pods on top instead) and won, barely (it was the first fight that I got seriously damaged, torso was red leg 1 was gone leg 2 was yellow head was gone arm was yellow). Then the amazing thing is - I blew it up, but after the battle I salvaged the entire mech with TechVulture. It's a custom one - called "Ultimate Bolt Chimentero" - and some of the parts on this thing are ridiculously good. It has two size 5 computers, one weighing only 2 and the other 3. It's loaded with high powered weaponry - a pair of super heavy particle cannons, a pair of heavy lightning cannons, and a whole lot of missiles. The total PV of it is 2.9 mil. My Haiho is only 690k, and almost all of that is from the particle cannons. Since its a custom variant, it's not even counted as Salvage so I could sell it for half a mil.

I didn't even realize TechVulture could give you entire mechs after you blew them up. This one lucky salvage makes that talent worthwhile.

That Chimentero was part of a random patrol, this char is very new - all total he's only made about 500k from a few story missions. So now my nearly new char has a better mech than my older one had haha.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on April 03, 2011, 05:40:01 am
Does the martial arts talents (Kung Fu, Hap Ki Do) works for Mecha fighting?

I started a new character and tried a Haiho... it's so strong! I looted a few more rocket hammers and upgraded to an Eggman.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on April 03, 2011, 06:12:21 am
I didn't even realize TechVulture could give you entire mechs after you blew them up. This one lucky salvage makes that talent worthwhile.
Are you sure it's not from having high repair skill? I thought that gave a chance of salvaging some of the mecha after combat.
Also, with such a high-end mecha, you'll be hardly getting any experience from combat.

Does the martial arts talents (Kung Fu, Hap Ki Do) works for Mecha fighting?
I haven't seen any additional defense(block) rolls appear in {r}-screen while having Hap Ki Do. Maybe having a mecha with a reflex system would change this?

Kung-Fu supposedly lets you case extra concussion damage to the enemy pilot, when attacking with mecha limbs. Killing pilot+salvage awarded=new mecha.
I don't know if it increases penetration, as the personal scale kung-fu does, though.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on April 03, 2011, 07:17:06 am
Speaking of the Reflex system, is the Zerosaiko the only one who has it? And can you take it out and install it onto another mech? Still haven't seen any, so I'm curious. I also get a Mobile Trace System (from G Gundam) vibe from the Reflex System, and that seriously increases the badass factor.

My ultimate goal for my current character is to get a Razor Wing (Which is a mech-sized bladed boomerang) from a Picaro, shove it onto a Zerosaiko, and use the Reflex System to destroy everything.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on April 03, 2011, 07:58:15 am
My ultimate goal for my current character is to get a Razor Wing (Which is a mech-sized bladed boomerang) from a Picaro, shove it onto a Zerosaiko, and use the Reflex System to destroy everything.

I just did! I found a Picaro for sale in my Haiho game. It cost me my entire bank account, but the Razor Wing is totally worth it!
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on April 03, 2011, 10:21:22 am
Speaking of the Reflex system, is the Zerosaiko the only one who has it?

Pixies have it as well.

And can you take it out and install it onto another mech?

I don't think it even shows up on the component list, so no. Why you'd want to I don't know (these are two of the best mech chassis available we're talking about here).
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on April 03, 2011, 10:28:06 am
Why you'd want to I don't know (these are two of the best mech chassis available we're talking about here).

Why wouldn't you want to be able to control an Aerofighter with your body!? Think of the POSSIBILITIES!
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 03, 2011, 10:28:26 am
Oh, maybe it was just repair. I've never had it happen before I got TechVulture, though. My other char had 6 repair and never got any dead mechs as salvage, and this one only has 5 and hes getting them every couple tries. Does it only work on the special ones or something? Don't think I really fought that many special ones on the other char before he got blown up by that one super mech with nukes.

-edit- You're right, it is just repair. I made a new guy with 10 repair and hes getting tons of mechs that he destroys coming back as full salvage. Wow, thats crazy. Whats the point in getting tech vulture for a few crappy limb salvages at the cost of a talent, when you could take the repair skill (or the talent for 3x more skills if you were out of skill slots) instead and just get full mechs every so often. I looked back at my old save file, the reason my guy with 6 repair never got any is he only has 2 craft, haha. I guess that was a bad choice for a dump stat.

It's kinda broken actually, these super mechs are so easy to take with my little haiho that I've been flying around blasting them for xp and getting tons of them as salvage. I have like 15 super mechs sitting around. The only one I have to worry about is the Gigas because it has nukes (I finally lost my first Haiho to one of those, haha. But I just made another one even better with all the parts I had piled up).

The Haiho is definitely the best starter mech. If you have mecha fighting, the rocket hammer is badass. If not you can use the mining laser until you find upgrades.

I'm goofing around on a char right now on a stripped down Haiho with just the torso (with hover jets from a buruburu) and two arms (no hands) and a light machine gun for range. The PV is only 81300 so I get loads of experience. I just fly in and beat them to death with the arms. If they're an aerofighter or something I shoot the wings off with the light machine gun.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blackray Jack on April 03, 2011, 12:13:15 pm
Hey, I'm having a bit of a problem with starting out (again). I hear all these rumors concerning jobs, including the easy fungal extermination jobs but when I approach them asking for work, they keep turning me down or claiming they don't know anything, and I run into this problem ALOT, it's rare that I'll be able to convince them to give me a job. What can I do to convince them?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on April 03, 2011, 12:16:54 pm
The job-giver liking you seems to help. Get better charm/conversation/ego/intimidation.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 03, 2011, 12:29:25 pm
Getting that first job from someone can be difficult if you have low charm and conversation skills, but usually once you've done one and they have one later you have a much better chance of getting it since they'll like you a bit more. Once people start liking you more and more they start to give you jobs every time you ask for them.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 03, 2011, 12:31:46 pm
Craft is actually pretty important in mecha battle, since it controls spot weakness and electronic warfare. Reflex controls pilot and the smaller mecha weapons, perception the larger. Speed is used for initiative, which is more important then in GH1 since you can travel multiple squares a turn, whereas in GH1 massive mecha speed meant you could fire faster since you could only go one square a turn.

Charm is pretty much worthless in combat. Knowledge is used for engineering and probably something else. Ego is really important, since it powers intimidation and that can get you lots of free mecha, as well as eliminating combatants earlier in combat.

Oh, a point in conversation and shopping will net you tons of free experience even with low charm, since you'll be chatting and shopping all the time.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blackray Jack on April 03, 2011, 01:01:53 pm
So I was promoted to private in the rocket stars and I was given a 'custom assassin haiho' equipped with a rocket hammer, flash bombs, and an ink rifle... I'm not sure if this is an improvement over my war cry or a step down. Thoughts?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 03, 2011, 01:12:09 pm
The flash bombs and ink rifle blind mechs, but no clue if that is fully implemented or not. However, everyone else in the thread seems to be having great results with the Haiho. If its custom, its probably better then a standard unmodified warcry.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: EuchreJack on April 03, 2011, 01:18:27 pm
The Warcry sucks.  Really, the mech is quite lousy.  The only benefit of the Warcry is the awesome Railgun that comes with it.

The Haiho is quite a powerful little mech, about as survivable as a Buru Buru, but with decent MV and TR for such a cheap and strong mech.

Haiho + Railgun = WIN!
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blackray Jack on April 03, 2011, 01:32:12 pm
Really? Then I'll try and find a new mech on my latest game. I found a mint condition Skybolt rifle, which can cause a haywire overload status effect. Should I try this over the starting railgun?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on April 03, 2011, 01:38:00 pm
Hey, I'm having a bit of a problem with starting out (again). I hear all these rumors concerning jobs, including the easy fungal extermination jobs but when I approach them asking for work, they keep turning me down or claiming they don't know anything, and I run into this problem ALOT, it's rare that I'll be able to convince them to give me a job. What can I do to convince them?

When asking around for jobs, don't neglect the "I just want to chat" options.  Those actually mean "I want a job", but they use different skills/stats than the other options.  I'm pretty sure you'll always get at least one option tied to skills (mostly Conversation) and one option tied to reputation (likely to fail early on).
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on April 03, 2011, 02:31:18 pm
When asking around for jobs, don't neglect the "I just want to chat" options.  Those actually mean "I want a job", but they use different skills/stats than the other options.  I'm pretty sure you'll always get at least one option tied to skills (mostly Conversation) and one option tied to reputation (likely to fail early on).

Doing some experimenting with the Shift + R menu and conversation makes me believe that 'I just want to chat' is Conversation + Charm while the option to straight up ask for a job is tied to Ego + Intimidation. If Reputation is tied into it, it must not show up.

On a fun little note, when you get a good amount of renown, use 'I'm <x>, ace pilot from <x> Spinner!' when it shows up to make people like you ALOT. It makes me feel so important  :P
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on April 03, 2011, 03:17:56 pm
Doing some experimenting with the Shift + R menu and conversation makes me believe that 'I just want to chat' is Conversation + Charm while the option to straight up ask for a job is tied to Ego + Intimidation. If Reputation is tied into it, it must not show up.

Maybe I'm wrong.  I could've sworn jobs become easier to come by as your rep improves, regardless of those skills/stats.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blackray Jack on April 03, 2011, 04:38:41 pm
I'm doing fairly alright now, getting some salvaged mechs for once instead of reducing them to scrap; I'm succeeding at a fair number of missions; won two arena fights so far at Yatate; I'm now trying to find an escaped prisoner as well as trying to save the cavalier club; but the missions are seeing three mechs now as opposed to two or one. Are there any spinners which have a guaranteed lancemate available for hire or one where lancemates-for-hire are most often seen?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: a1s on April 03, 2011, 05:49:06 pm
So what's with all the rumors about so-and-so being on patrol while enjoying a fortune cookie? I guessed that they were empty rumors (you got a success, but the the person doesn't know anything), but then why does the protagonist keep track of them?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on April 03, 2011, 05:53:06 pm
Nope, they're actual people out on patrol. Police officers and the like. They might attack you if you're a criminal or a member of an enemy faction.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: a1s on April 03, 2011, 06:41:28 pm
But... they aren't actually "people" though. You can't, for example, go talk to them in search of work or rumors, right?
(also what about cookie loving people? can you get something out of them with mysticism skill or something?)
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on April 03, 2011, 06:47:50 pm
Yes, they're actual people. When they're not on patrol you can find them on the spinner.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on April 03, 2011, 07:04:42 pm
But... they aren't actually "people" though. You can't, for example, go talk to them in search of work or rumors, right?
(also what about cookie loving people? can you get something out of them with mysticism skill or something?)

The "nonsense rumors", like the ones about fortune cookies, actually tell you something about the NPC.  If they like fortune cookies, it means they're more spiritual than pragmatic.  NPCs supposedly like you more if your personality traits match theirs (bonus to chat rolls or something).  Their random chatter, including the questions often asked on first meeting a particular NPC, also reflect their traits.

Also, your responses to those questions affect the PC's personality, which has actual game effects.  I know personality affects martial arts attacks (with actual combat effects, not just different attack names) and cyberware.  High pragmatism helps protect against cyberdisfunctions.  At least it used to.  That may have changed.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 03, 2011, 10:32:11 pm
The fortune cookie one is actually nothing to do with personality, it just means they have a tidbit of info to give you (stuff from PLOT_FortuneCookie.txt). Basic advice like:

"If you specialize in armed combat, you might want to think about getting a boomerang or a spear so you'll have a missile attack which uses your best skill."

and humorous (yet true!) stuff like:

"If you would be a great warrior, you must battle through the cave naked, armed only with a toothpick."

Some of it tells you things you can do in an indirect way, like:

"Scientists spend too much time looking at rocks." (you can use science on rocks to inspect them for valuable minerals)



I just had the most epic mission. One of the plot missions where I have to invade a lab to steal the enemy's secret mecha design. It was a basic combat mission in person where I had to fight my way through their lab, activate several computers to activate the mech, release the mech, open the bay doors, etc, then run to the mecha bay to steal the bot. Only most of this stuff was behind secret doors, and after activating everything I couldnt find the mecha bay itself. While searching for it an npc with a rocket launcher attacked me, and this set fire to the building (it was a space lab, but I guess all the walls and floor were flammable). Soon the entire place was a raging inferno, with me dodging fires and running ahead of the fire frantically searching for the mecha bay. All the monsters were burning to death, and all the walls were burning down and turning into walkable tiles.

I eventually had to double back (I ran out of map, EVERYTHING was on fire except the tiny bit of space I was in) and sprint through the fire. I emerged on the other side (apparently after it burnt up, it was safe to walk on - weird green looking tiles after the fire had finished with it) with only 2 hp left and my armor was pretty much shot from the burning. Safely on the other side, I walked to the places I hadn't explored yet on the map (and could not access before due to not finding the secret door) and found the mecha bay tucked into a corner as a free standing door with all the walls around it burnt up. I never did find that secret door, but mission success! It gave me a pretty badass dueling Vadel worth over 1 mil with a "master cannon" gun. DC9x10, 32-64-96 range, ACC:+2, SPD:3, 50 ammo, overload, armorpiercing, and antiair.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 04, 2011, 12:19:39 am
Ugh, I hated that mission. I tried it 5 times before I lost too many body parts to continue.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 04, 2011, 01:03:56 am
I barely succeeded it on my first try, hah. My char is specced to be good at personal combat though. He has 10 dodging and acrobatics, so things don't hit him too often. I also carry repair and first aid supplies to fix myself up between fights. What generally gets me are the effects you can't dodge and deal very high damage, like the fire (was full health at that point, and it nearly killed me and burnt off half my armor).

Another thing that sucks are smog monsters. They throw this smog bomb thing that has a big area effect that lasts for ages and damages you constantly and hits you for like 20-60 damage and if that doesnt kill you it also poison you, and if you aren't facing out of it and already on the edge of it the second it hits you'll be hit more than once. I had one of those in the fight to get the third lancemate slot. I save scummed on that one because I thought it was ridiculously broken, so I just reloaded every round until that one damn monster was dead (it either uses smoke or the instakill smog, so I just loaded every time it used the smog).

The main thing that really annoys me in this game are the respawning monsters. It wouldn't be so bad if they respawned a few here and there, but some places they spawn so fast you absolutely can not clear the level and end up just dashing through places hoping you survive all the shots you're taking to reach a safe spot and use first aid. In that cayley mines place (the deep area where you go for the lab) I got jammed in a corner and fought for like 20 minutes just bashing and bashing and bashing stuff to death. I couldn't get out, and stuff was spawning faster than I could kill it, even though it only took me 2 or 3 hits each. I wound up leaving that corner with 25k more experience than I entered it with. Not the dungeon, just that little hallway that I walked into and had stuff spawn behind me in. Granted, I get lots of XP per kill (cheap armor since I have acrobatics, plus a bit of supplies and a weapon - doesn't add up to that much).

Hopefully the author adjusts that on upcoming releases :D

I'd much rather the game spawn a static set of monsters when you enter the level, and only spawn more on leaving and coming back. That way you could clear off an area and search it for secret doors rather than fighting and fighting and fighting and fighting to move 3 squares and check a wall then doing it again because that wasnt it so you have to move to the other side of the wall through that room blocked off by 20 more monsters. You pretty much have to go melee for these missions because otherwise you'd never have enough ammo.



It's weird, both Gearhead 1 and 2 are flawed on so many levels - but I love them anyway. Another pet peeve from GH1 is the way your personal scale gear affects your mecha scale experience, even though it has absolutely no effect on the combat. Playing GH1 I started the game with a set of ceramic armor and a laser rifle. I expected personal scale stuff to net me 1 xp, I wasn't focusing on that anyway - I just wanted to survive it when I had to. But what I didn't expect was to have my mecha's value double due to it, since not only does it count it - it adjusts it based on the mech's MV/TR values. Luckily this doesn't seem to be the case in GH2. (To clarify, it does still count - just doesn't modify so much with the MV/TR values. Still annoying that high end personal scale stuff affects your XP in mecha scale though).
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Another on April 04, 2011, 02:32:28 am
While both are overpowered in certain areas and Gearhead 1 has more unbalanced stuff, I currently prefer 1 to 2. It is a finished game with very few bugs left and a fair amount of unique content. I think that Gearhead 2 will match that amount of content after a few more years.

Getting loads of XP by fighting with a toothpick is an example of basic mechanic that I consider almost equally broken in both parts. IMHO it should be based on sum of your skills relevant to the situation vs. your enemy's skills/task difficulty level. Basic mecha repair is a constant difficulty task so it would lessen the abuse of repeatedly getting yourself shot to later repair to level up unrelated skills because mundane repair should not give so much XP for a professional repairman who is basically just doing his day job.

Changes to initiative system may have some ground under them but I liked GH1 one more.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on April 04, 2011, 06:28:03 am
Smog monsters should be no problem when you're wearing a sealed suit at all times. Same with assassins exploding in a cloud of gas.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 04, 2011, 12:57:48 pm
I was wearing a sealed hardened skinsuit when the smog monster attacked, and it still hit me.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on April 04, 2011, 01:39:46 pm
Maybe you had a single non-sealed part, like an iron crown, or something? Or maybe one of the parts got destroyed(i.e.was shown in grey)?
Otherwise I don't know what's the problem.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Jack_Bread on April 04, 2011, 01:51:52 pm
Damn my laptop's lack of a numpad!
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on April 04, 2011, 02:30:38 pm
Damn my laptop's lack of a numpad!
GH2 doesn't need it. Use arrow keys.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Jack_Bread on April 04, 2011, 02:37:07 pm
Damn my laptop's lack of a numpad!
GH2 doesn't need it. Use arrow keys.
I try, but it's an isometric game, so I can't go through doors. Numlocking is just to inconvenient.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on April 04, 2011, 02:43:43 pm
...? I really don't understand what's your problem there. You really just need the four arrow keys to have a full freedom of movement. There's no need for numlocking.
I'm doing fine without the numpad, and unlike with GH1, I don't have to struggle with sacrificing half the keyboard to emulate it.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 04, 2011, 02:55:18 pm
You can switch all movement to menu. Then you just need up, down, and enter.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Another on April 04, 2011, 03:14:44 pm
Very valuable commands for precise tactical movement are '[' and ']' - turn 45 degrees left and right. A not so well-known fact is that turning left, then right (in any order) actually spends less time than pausing for one turn and may be desirable when in need to wait just a little for an enemy to move but not shoot.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on April 04, 2011, 07:07:21 pm
I challenged a guy to a duel to get his Lancemates to help me beat a story mission.

My Picaro is now destroyed and I am sad.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 04, 2011, 07:59:16 pm
I did a little modding of Gearhead 1, because I couldn't stand playing it anymore after I realized my XP was being neutered by carrying armor and weapons for personal scale combat (and food, and repair supplies, and loot I pick up...). Now I can play it again without pulling my hair out in annoyance. Huzzah.

Heres a link (http://www.gearheadrpg.com/forum/index.php/topic,1563.0.html) to where I posted the mod on their official forum if any of you guys want to play with it. I based it on that Michael guy's Christmas release of the game, so you'll have to also download his release here (http://www.gearheadrpg.com/forum/index.php/topic,1522.0.html) to get the rest of the files. Oh, and you'll need the appropriate DLLs (present in the official release of the game) either in your game folder or system32 folder. Also the image files if you're using the SDL version.

If anyone is interested in playing it without the changes Michael made in his release, let me know and I can release a file without those. I like them though, the inventory mass meter in ASCII mode is real nice.


I might have to try modding GH2 with the change to stop it from calculating SF0 stuff into mech PVs too. It wouldn't be much to add :D
Title: Re: GearHead 2 - Mecha Roguelike
Post by: a1s on April 04, 2011, 08:49:30 pm

I just had the most epic mission. One of the plot missions where I have to invade a lab to steal the enemy's secret mecha design.
I just did that one. I died once before, so I knew the basic layout of the place, but didn't really have the skill do do the mission legitimately. So we ran. Me and my lancemate (who, it turns out, didn't have any personal level supplies) ran like two cheetahs with their tails on fire. I messed up and took a wrong turn, but it was ok, because it seemed we had health to spare, but as we were making our final (literally) steps, a solider critted my mate and she died. We were together for most of the game. Worst part is- my previous mission was to get a better mech (as a reward), so I don't even need this one. :'(

This is why I love this game- you get stories like that, and they aren't even scripted!  ;D

I also have a question: what does "DISINTEGRATE" do?

Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on April 04, 2011, 09:09:15 pm
I also have a question: what does "DISINTEGRATE" do?

It's a better version of BURN, basically.  I think it might only work on metal targets, and maybe biotech too.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: a1s on April 04, 2011, 09:32:00 pm
the question is: is it worth 1000$ per shot?
(a lot of late game weapon suffer from this, it seems: you get a cool weapon, test it out on a routine mission, and end up leaving most of your reward as a refill fee) ((And unlike GH1, salvage rights are more or less worthless))
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on April 04, 2011, 09:45:35 pm
By reducing the value of salvage without reducing the reload cost of ammunition (which doesn't need to match its original sale price -- this is a game, after all), JH shifted game balance to favor beam weapons a bit more.  If you can't afford a ballistic- or missile-heavy mecha, try using more beam weapons.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 04, 2011, 10:39:01 pm
Some of the weapons get the bonuses on the gun itself rather than the ammo, that way it doesn't cost so much to reload. I've been using guns with an innate armor piercing bonus. The guns are really expensive because they give a big accuracy bonus, are long range, and are armor piercing - but the ammo is incredibly cheap.

If someone wanted to they could mod the game to add the special properties of different weapons onto the gun itself, which would make the ammo cost less but leave the functioning of the weapon the same. I don't think that trick would work with missiles though, or at least if it did it would make reloads extremely easy since you could fire any old missile out of a HYPER nuclear launcher and have it work as a nuke :)
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Budikah on April 04, 2011, 10:49:27 pm
Some of the weapons get the bonuses on the gun itself rather than the ammo, that way it doesn't cost so much to reload. I've been using guns with an innate armor piercing bonus. The guns are really expensive because they give a big accuracy bonus, are long range, and are armor piercing - but the ammo is incredibly cheap.

If someone wanted to they could mod the game to add the special properties of different weapons onto the gun itself, which would make the ammo cost less but leave the functioning of the weapon the same. I don't think that trick would work with missiles though, or at least if it did it would make reloads extremely easy since you could fire any old missile out of a HYPER nuclear launcher and have it work as a nuke :)

Completely unrelated, Paul, could you please PM me?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 05, 2011, 02:29:58 am
I also have a question: what does "DISINTEGRATE" do?

It's a better version of BURN, basically.  I think it might only work on metal targets, and maybe biotech too.
I think disintegrate is an armor ignoring attack. Not sure though.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on April 05, 2011, 02:48:16 am
I think disintegrate is an armor ignoring attack. Not sure though.

ARMORIGNORE (or whatever it's called) is a separate trait.  It's disgustingly powerful, too.  IIRC it adds a huge value (20-ish?) to penetration, resulting in something disgusting like triple damage.  That's in addition to ignoring armor.

IIRC you only need 4 penetration to fully ignore armor.  1 penetration ignores 50% of the outermost layer of armor (layers being equipped and internal, so at most two layers), 2 ignores one whole layer, 3 ignores 50% of the second layer if one exists, and 4 ignores all armor.  Additional penetration adds +X% damage (additive, so 3 extra pen adds +3X%).  I could be a bit off with those numbers.  It may ignore 25% armor per point, not 50%.

Also, fun fact:  For every few points an attack roll succeeds by, it gets +1 penetration.  That's how skill affects damage, discounting Sniper.  Skill also affects BLAST and SCATTER attack damage, but I don't know how that works.  Those hit so easily that I suspect you don't have to actually "hit" to cause damage.  Low rolls probably just reduce damage, to zero if you miss by too much.

I'm pretty sure that's how it used to work, anyway.  It's probably still true.  You can check the source code if you really want to know.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: EuchreJack on April 05, 2011, 09:34:43 am
But... they aren't actually "people" though. You can't, for example, go talk to them in search of work or rumors, right?

Actually, you can.  On the Station Exterior map, you may see a blue circle thingy.  Approach and press talk.  I believe they will occasionally give you the option to ask about work.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 05, 2011, 11:47:05 am
It's weird. I loved GH1, but I went back and tried to play it, and it seems so much slower and less forgiving then GH2. They really did an amazing job streamlining everything for GH2.

Edit: If your having trouble with personal scale missions, either pick up a Smart rocket rifle with various ammo, or a shotgun of some sort with incendiary ammo. It turns a shotgun into a flamethrower.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 05, 2011, 06:31:27 pm
GH2 does have some nice features. I especially like the rumor system where it saves your rumors and you just ask specifically for rumors.

GH2 got kinda boring for me pretty quick though. It just doesn't have enough content implemented yet, and many things are really unbalanced. I can't wait for the next release, I think its supposed to be a big balancing patch.

I keep finding new plots and stuff in GH1 that I missed the first time I played it.


Hahaha. In Gearhead 1 I just had a mission against a bounty hunter against me, who turned out to be pretty nasty. I killed him and his lance, but he managed to take out both my mecha's legs and I didn't have any hoverjets or anything placed elsewhere. So it put me on the worldmap on foot. I tried to enter town to get my mecha repaired (I had just run out of mecha repair supplies) and got attacked by mecha.

So there I was on foot vs two BuruBurus. I'm running around with a monosword, a set of light armor (armorweave clothes, heavy elbow/knee pads, light combat helmet), and a large shield. They seem completely unable to hit me, luckily since one shot would have likely done me in. I slowly hacked apart their mecha with my monosword. I got over 10k experience from it.

My new favorite way to gain xp in Gearhead: fight giant robots while on foot with a sword.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Another on April 06, 2011, 01:13:33 am
Watch out for BLAST missiles and forest fires.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Akura on April 06, 2011, 06:32:54 am
Only YOU can prevent BLAST missiles.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: a1s on April 06, 2011, 02:25:42 pm
Do implants add tens or hundreds of thousands of credits to your character's personal PV? And does that mean that if you get them you can forget about easy XP?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Earthquake Damage on April 06, 2011, 03:04:09 pm
Do implants add tens or hundreds of thousands of credits to your character's personal PV? And does that mean that if you get them you can forget about easy XP?

Yes, last I knew.  I usually remove that feature and recompile, though I haven't bothered doing so with the current version.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 06, 2011, 04:57:10 pm
Well, I had an interesting experience with my first lancemate this run.

Going about my business, killing mechs, when he takes me to a scrap heap. Sounds cool, like scrap, some interesting stuff including a gun that shoots steel I beams evidently, not as good as you would think but still cool. He picks up Jack of All Trades from this event, which is pretty sweet since it lets me do everything without blowing my own talent on it.

Evidently JoAT lets you earn XP in skills you haven't learned yet. He started with 9/9 skills, he currently has 24 different skills, actually pretty good in a lot of them for never having used them, and it takes 465 xp to take Toughness from rank 1 to rank 2. For an example of pretty good skill level for not starting with it, Survival is level 2, Science, Stealth, and Shopping are all level 3, Code Breaking is at level 5, heck he even has mysticism at level 2. I'm actually getting the impression that JoAT gives access to a seriously large xp pool that you'd otherwise miss without it, since he almost has as much total XP as my main pilot.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: EuchreJack on April 06, 2011, 07:36:54 pm
Hm, the ability for the PC to level skills that they do not have was a selectable option in GH 1, it was present but never worked in GH 2 as far as I knew, I stopped trying after JH changed the maximum skills to a bell curve, making it impossible to learn all skills.

The XP rating of the character reflects all earned XP.  It is different than skill XP, which is the amount of experience with that skill that the player has.  When you pay a trainer to learn a skill, you get more skill XP, instead of regular XP, for example.  You also get skill XP from using the skill.

So, your lancemate has the same skill as your character probably because their doing all your repair, medical, etc. tasks.  Good luck getting their next level of piloting, however.

So the point is that the system should default to your current character not learning any new skills, even if they have JoAT.  Which is for the best, as your main character needs to keep pumping Initiative, Mecha Piloting, Mecha Gunnery, and Electronic Warfare in order to survive.  And you lose if your main character dies.

...At least that was my understanding as of the previous update.  I can't get the newest version to work, sigh.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 06, 2011, 11:22:20 pm
I just recovered the Argoseyer in GH1, but im kinda disappointed that its a hoverfighter. My char is specialized for ground vehicles :D

It is a pretty badass machine though. It's at 0/+1 MV/TR after moving the two heavy guns from being installed in the turret to being in the external turret mounts and upgrading the targeting computer to a class 5 one I got from an Excel. The point value is showing up as 46.4 million, so I probably wouldn't get any experience fighting in it haha. Not really sure what to do with it, guess I'll leave it on the world map and swap to it if I need it for a tough fight or something.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: EuchreJack on April 07, 2011, 12:08:30 am
Lancemate?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on April 07, 2011, 12:18:22 am
So, as part of the 'Save the Cavalier's Club' quest you get at 25 renown, I attended a swanky party on a yacht. I mingled, danced, drunk some alcohol, and the owner of the yacht straight up agreed to fund the Cavalier's Club.

It was actually pretty cool, and I've never gotten it before.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 07, 2011, 02:49:04 am
Hm, the ability for the PC to level skills that they do not have was a selectable option in GH 1, it was present but never worked in GH 2 as far as I knew, I stopped trying after JH changed the maximum skills to a bell curve, making it impossible to learn all skills.

The XP rating of the character reflects all earned XP.  It is different than skill XP, which is the amount of experience with that skill that the player has.  When you pay a trainer to learn a skill, you get more skill XP, instead of regular XP, for example.  You also get skill XP from using the skill.

So, your lancemate has the same skill as your character probably because their doing all your repair, medical, etc. tasks.  Good luck getting their next level of piloting, however.

So the point is that the system should default to your current character not learning any new skills, even if they have JoAT.  Which is for the best, as your main character needs to keep pumping Initiative, Mecha Piloting, Mecha Gunnery, and Electronic Warfare in order to survive.  And you lose if your main character dies.

...At least that was my understanding as of the previous update.  I can't get the newest version to work, sigh.
I was just gonna shove him in a crappy mech with high armor and the cheapest decent gun I can find. The fact that he has every possible mech related combat skill, from mysticism to electronic warfare to intimidation to spot weakness, and the craft and ego to use em, makes him very useful on the field and off.

Yeah, the Cavalier's Club quests are fun.

Edit: God I hate the massive distances you move when firing in a fast hoverfighter/aerofighter. I've "lost" like 5 missions by moving 6 spaces at once after firing a shot.

Edit2: Fun fact, probably exploity. With the lancemate having JoAT, I can wander around maskless in an airless environment taking bits of damage while he cures me, and that quickly builds up max HP.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: a1s on April 07, 2011, 05:59:14 pm
I defeated some guy in the arena (the RPG arena, not the arena campaign) and now he is having a crisis of confidence. His sister has asked me to talk to him, but I can't find him and he says he's "too busy to talk" on the [T]elephone. What should I do?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Akura on April 07, 2011, 06:02:58 pm
Does your memo list tell you his location? Otherwise, you may have to try asking for rumors and hope to get lucky.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: a1s on April 07, 2011, 06:08:54 pm
There is no memo for this one. There was once a rumor, but now that I've talked to the sister that is gone too. This isn't just fluff though, because she reminds me to talk to him every time we talk, and he keeps being busy.
As for rumors, I figured the same way, but it's been a few days and I didn't get any rumors about him.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Akura on April 07, 2011, 07:25:06 pm
How do I get a non-spaceworthy mech to be able to go into space? Arc thrusters? Flight jets?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on April 07, 2011, 07:30:40 pm
Any kind of jet/thruster should work.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on April 07, 2011, 08:44:33 pm
So after I raided a Hoeller Industries ship and got a War Fighter Atgeir (Equipped with Mech Assault Rifle, Mech Claymore, and a Grenade Launcher), I got a 'Core Story Error - Dead End' making me unable to continue the main story.

This is saddening  :-\
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on April 07, 2011, 10:19:51 pm
So after I raided a Hoeller Industries ship and got a War Fighter Atgeir (Equipped with Mech Assault Rifle, Mech Claymore, and a Grenade Launcher), I got a 'Core Story Error - Dead End' making me unable to continue the main story.

This is saddening  :-\

http://www.gearheadrpg.com/forum/index.php/topic,1180.0.html (http://www.gearheadrpg.com/forum/index.php/topic,1180.0.html)

Joseph posted a way to load a new core story into a current game. But unfortunately like Shin Majin (who replied to the thread), I have no idea how to properly update the series directory with correct content.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: EuchreJack on April 07, 2011, 11:13:38 pm
Edit: God I hate the massive distances you move when firing in a fast hoverfighter/aerofighter. I've "lost" like 5 missions by moving 6 spaces at once after firing a shot.

Edit2: Fun fact, probably exploity. With the lancemate having JoAT, I can wander around maskless in an airless environment taking bits of damage while he cures me, and that quickly builds up max HP.

RE Edit-> I usually use lancemates to pilot hoverfighters/aerofighters for that reason and because they're so flimsy.  Granted, you'll rarely get hit in such craft, but it tends to be fatal if enemy weapons connects.

RE Edit2->Bet your lancemate also getting XP like no tommorow.  Awesome exploit.  It should also work with medically-trained lancemates, if you want a character with controlled skill gain.  Looks like you lancemate is gonna make your PC look like a chump, lol.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 08, 2011, 12:04:14 am
Well that sucked.

I played through GH1. The entire game I kept trying to join the Guardians, but the entire game Britaine just kept sending me on shitty low paying missions about some bandit lair he was investigating, and he never would give me the chance to join them. I should have joined the thieves guild when I had a chance and stabbed Britaine in the face for his stupidity.




The end boss was a bit lackluster, but I guess it was probably due to a crazy high powered crit I got. I hit him for 1600 damage and one shotted him, all he managed to do was fire off one shot which missed me. I beat the game solo in a Vadel, just to see if I could, even though I had the Argoseyer. Fun game, but the whole unable to join guardians on the char I made entirely FOR joining the guardians really sucked. Looking in the char file I see the options to join the guardians, but they were all being superceded by his mission offer for some reason.


I just went through Snake Lake and murdered everyone because Britaine refused to let me in the Guardians. From law abiding wannabe cop to mass murderer just because Britaine was too busy investigating some crap bandit lair to accept my resume.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on April 08, 2011, 07:52:51 am
So after I raided a Hoeller Industries ship and got a War Fighter Atgeir (Equipped with Mech Assault Rifle, Mech Claymore, and a Grenade Launcher), I got a 'Core Story Error - Dead End' making me unable to continue the main story.

This is saddening  :-\

http://www.gearheadrpg.com/forum/index.php/topic,1180.0.html (http://www.gearheadrpg.com/forum/index.php/topic,1180.0.html)

Joseph posted a way to load a new core story into a current game. But unfortunately like Shin Majin (who replied to the thread), I have no idea how to properly update the series directory with correct content.

I took a look at my GH2 folder... there's a subfolder called "series", and judging from the last modified dates, this folder has not changed at all since I unpacked GH2 there.

So I guess what Joseph meant was simply to overwrite the series folder from a GH2 zip, then run the script. That also meant something wrong happened -- either GH2's program or an error from user changed the contents of the folder -- caused the core story error.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 08, 2011, 09:19:23 am
Edit: God I hate the massive distances you move when firing in a fast hoverfighter/aerofighter. I've "lost" like 5 missions by moving 6 spaces at once after firing a shot.

Edit2: Fun fact, probably exploity. With the lancemate having JoAT, I can wander around maskless in an airless environment taking bits of damage while he cures me, and that quickly builds up max HP.

RE Edit-> I usually use lancemates to pilot hoverfighters/aerofighters for that reason and because they're so flimsy.  Granted, you'll rarely get hit in such craft, but it tends to be fatal if enemy weapons connects.

RE Edit2->Bet your lancemate also getting XP like no tommorow.  Awesome exploit.  It should also work with medically-trained lancemates, if you want a character with controlled skill gain.  Looks like you lancemate is gonna make your PC look like a chump, lol.
I've got him flying a custom Corriach with a 84 range BV4 DC16 railgun and a DC7 BURN HYPER immolation cannon, plus an intercept cannon and a pair of Swarm 60 launchers. Myself and my other lancemate are running around in a pair of Zero Savins. DC 10 ARMORPIERCING HYPER is broken badly.

As for the other part, yeah, tons of xp. He's already surpassed my main character in total XP. It is amazing how effective he is and the number of skills he automatically uses in combat like mysticism is amazing. I wish I knew what mysticism does for mecha combat, but even with lower skills in pilot and gunnery he's stronger then my other lancemate who has 10's in the mecha skills.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on April 08, 2011, 11:38:10 am
Do 2nd and later lancemates give you mini-quests? So far it seems only the first one do that. What if he/she dies? Will your other lancemates take over the mini-quests giving role?

You gotta love when they take you to their favorite scrap yard though. I just found a Fearsome Mod Puma -2/-2/+2 (while piloting Haiho and Daum), which has interesting weapons.

Incendiary missiles
Chain whip (Extend Rng:8 and Flail)
Zhuge Nu (Armor piercing and 100 ammo)
Fist of Heaven (DC5x10 Nuclear Hyper 30 ammo)
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 08, 2011, 01:01:44 pm
There's always random weapons lying around those sites. Gotta love em. Especially the possible random ammo they all have. Nothing like shooting building materials at your foes.

As an aside, I recently picked up a Tauner for 300k. Its a little 19 ton mech, with relatively little in the way of weaponry or features, except for the fact that its a ground car that comes with a turret. What should I do with it? Yes, I know its always gonna be crappy, but compared to a lot of mechs it has a heck of a ton of health.

Edit:Spoiler contains definite exploit.

Spoiler (click to show/hide)
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Emong on April 08, 2011, 09:08:13 pm
Huh, the next story mission tells me that the people I'm looking for 'may be in Wagner Station Exterior,' but there's no quest mark out there and I'm not quite sure what to do.

Am I just supposed to wander around out there until I find them?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on April 08, 2011, 10:03:09 pm
Yeah. Just wander around the Exterior for a bit and you'll be attacked, furthering the quest. It can take anywhere from 30 seconds to 5 minutes.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Emong on April 08, 2011, 10:36:41 pm
Yeah. Just wander around the Exterior for a bit and you'll be attacked, furthering the quest. It can take anywhere from 30 seconds to 5 minutes.

Thanks!

Also my Reflexes and Speed are being debuffed by something and I have no idea what. My character doesn't have anything listed in the injuries screen, and it doesn't seem to be equipment related.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Ale and Axes on April 08, 2011, 11:21:00 pm
It sounds like over-encumberance. Maybe check out how heavy your equipment is. Unless you have a Body stat like 12+, you can't carry very much at all before it starts slowing you down.

If it's not that then it might be a very slight bad mood.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on April 09, 2011, 12:18:59 am
Alternatively, your character might be hungry. Check out a restaurant?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Emong on April 09, 2011, 12:24:38 am
Yep, I was over encumbrance. I was carrying around a dozen or so rations for some reason.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on April 09, 2011, 03:07:13 am
Sometimes the random generator is very annoying... several times I can't find a single repair fuel for sale in the whole spinner. :/

Also, what are your end-game characters like? How many stat points and skill points do you have?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on April 09, 2011, 03:12:30 am
Don't know if you saw my post earlier, but there's one there (http://www.bay12forums.com/smf/index.php?topic=78332.msg2125483#msg2125483).
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 09, 2011, 05:13:49 am
I've decided to take a break from the storyline and mecha combat and do some diving at Caley mine. I got a mission to deliver an Urn to the lower mines, L5, and I've dropped it there, but the guy doesn't seem to think that's enough. Am I missing something?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on April 09, 2011, 05:23:26 am
Are you sure you're in the "lower mines"? There are three or four levels(meaning, eh, separate "sections", each with it's own depth-level count) to the Cayley mines, you know. Lower mines is the second one.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on April 09, 2011, 05:38:13 am
Don't know if you saw my post earlier, but there's one there (http://www.bay12forums.com/smf/index.php?topic=78332.msg2125483#msg2125483).

That's significantly a lot more XP than mine (2-3 more in skills, 2-4 more in stats), who's struggling at the final battle against a big bad. So I've been doing it wrong...
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on April 09, 2011, 05:40:23 am
Maybe, maybe not. You do get your last talent at 100k XP, so that's what I aimed for.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 09, 2011, 05:43:50 am
Are you sure you're in the "lower mines"? There are three or four levels(meaning, eh, separate "sections", each with it's own depth-level count) to the Cayley mines, you know. Lower mines is the second one.
Yeah, I hit the lower mines, then I hit bottom and was hungry so I had to go back up for food. Diving again to go down past mine bottom and just leave the urn on L5 this time. Screw it.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Ringmaster on April 09, 2011, 06:50:25 am
Huh, the next story mission tells me that the people I'm looking for 'may be in Wagner Station Exterior,' but there's no quest mark out there and I'm not quite sure what to do.

Am I just supposed to wander around out there until I find them?

If you want to save time here, pressing shift+6 will list all encounters in the area you're exploring with coordinates.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 09, 2011, 11:38:30 am
Beorn,

That urn quest I did didn't say lower mines, it said mines. As in the first area. Not sure if its random, but I only had to drop it at a level in the regular mines and go back up.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 09, 2011, 11:58:13 am
Meh. I failed it, bottom of the mines are covered in rubble. Any other exploration areas around. Already did the Hovel and the Mines.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on April 09, 2011, 11:59:22 am
If the urn was damaged in combat, you'll fail the mission there and then (even though it's possible to get it repaired like anything else). You don't get a memo about failing that way, so that might've been the cause.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Majestic7 on April 09, 2011, 01:37:46 pm
Any tips on keeping my lancemates alive? I usually get one guy right at the beginning, but they tend to overwhelmed and killed regardless. :/

Is camaradie useless talent? I've heard you can have maximum of three lancemates, one from storyline and two from allies/mercs. Cavalier ViP room quest opens second slot it seems, so what is the point of taking that talent? It isn't like you could get a horde of minions anyway.

If I want to play a flier for a change, can I only get better planes from faction shops? Better than Wraith that is. I noticed Privateers at least sell a superior rocket plane.

Do lancemates use their out-of-combat skills at all? I reckno not, since... well.. at least I can't get them to use them. :/ It would be nice to have a medic etc in the group, but seems like waste of skillpoints. 
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 09, 2011, 01:52:07 pm
In order of your questions.

Give them a decent mech with some armor, or a flier. The +3 bonus to their defense roll due to being a flying unit will help them, especially if you can get a half decent MV for the mech. Oh, and don't give lancemates blast weapons.

Camaraderie is basically useless. There are always a few people willing to join up, and you can always choose to look for a lancemate in story missions.

Loot mostly. There aren't too many fliers out there, Skull, Wraith, and Shard are the most common, but don't give your lancemates the Shard since it has a blast weapon. Otherwise, just keep looking. I got a Coriache from a mission against pirates, and its an amazing hoverfighter. The skull is likewise an amazingly good hoverfighter, and it starts with a delightful turret.

Lancemates do indeed use any out of combat skills they start with. If they have repair and repair materials on them, they'll fix their own mech up after combat automatically, if they have first aid fuel and medicine they'll heal you automatically in dungeons, and if they have an activated skills, you can use them yourself. Unfortunately, 99% of the time, they only have the combat skills, since this was a change from GH1 to promote your pilot being the focus. I lucked out and my first lancemate got Jack of All Trades, so he has a massive number of skills and xp now. He's also far and away the most powerful in the group, even though his mecha skills are 4-5 points lower then my pilots and the other lancemate.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Majestic7 on April 09, 2011, 02:36:25 pm
Okay, thank you for your reply. My current companion is actually a nurse, who runs around with a gyrojet rifle (her original weapon) killing everything. I gave her a first aid kit, but haven't noticed her ever healing me with it though. I'm pretty certain I had a companion with science earlier though and never had the option to use science skill? I had none and he had five levels or so.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 09, 2011, 02:49:18 pm
You use active skills with the s key. Brings up a menu to perform science on things.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Majestic7 on April 09, 2011, 05:07:40 pm
You use active skills with the s key. Brings up a menu to perform science on things.

Yes, that is what I tried. Science never came up there, only Code Breaking that my main character had. Maybe it was one-time freakout.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 10, 2011, 10:16:45 pm
I need some help from those more knowledgeable then I. So I'm going to list off all my questions I have so far (or can remember atleast).

Where can I get stuff like tanks or are they not in GH2 (havent seen any for sale)? Want to try making a sniping tank loaded with with biggest bfgs I can find and as much armor as feasable.

If there are no tanks I suppose I could try making a mech like that. What mech should I shoot for if I want to load it up with as much stuff as possible?

How do you tell if you got a good cyberdoc or not? Just find the one with the highest knowledge?

I see all these computer programs for sale. I would like to get the one that helps with targeting, but I dont know if I need to somehow install it in my mecha or buy a computer and carry it around with me.

I was wondering if there was any way to tell what the loadout of enemy mechs are. I used the look key but all I get is three "?" (forums screws with me if I just put ???), would help a lot if I could tell who has a blast weapon at the start of battle and where its equiped.

Speaking of loadouts, is there anyway to reorganize my mechs component list? Having my head listed below my feet really bothers me.

What does the number next to blast weapons mean? Ex- Blast 3. I would assume that it would indicate blast radius (3x3) but thats not the case.

Thats all I can think of atm in terms of questions. Need some advice but I'm afraid my post will be eaten again if I continue. I'll just make another post before things get glitchy.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 10, 2011, 10:33:23 pm
Tanks are rare. I've found ONE groundhugger for sale in many many games. Hoverfighters are similar, but not the same.

Zero Savin. Huge, massive armor, and the Breaker Cannon is the only weapon you need.

No clue about cyberdoc. Never used one.

You buy a SF2 computer, and install it in the mech, then transfer the programs to the mech and install them in the computer.. For personal scale programs, you just carry the computer around with you. Note that multiple computers stacks, but I don't think multiple programs do.

Short of uninstalling everything and reinstalling, no.

Blast radius. Look at the shard, it has a BLAST 1 shard cannon, and that cannon is a 3x3 shot, thus 1 radius. Just test out the weapons. Not like one shot matters too much.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 10, 2011, 10:36:22 pm
Ok, part 2

I just hit my 10k talent slot. I'm not to sure what I want though, but I did narrow it down a bit. Leaning toward Hull Down, but I am not to sure how much it will increase my durability in battle. I was wondering what you guys would recommend.

Hull Down: -3 penetration when in walking/rolling mecha

Polymath: +3 skill slots. Would get Insight, Code Breaking, and Initiative.

I plan to hold off on these two until I have the funds to make the most of them.

Extropian: +5 points of cyberware

Robotics: Make robot followers. I will probably make this my 20k talent slot pick. (How much science do I need to make the most of this btw?)

Extropian: +5 points of cyberware

I should probably say that my normal MO is sniping the enemy while I stand still. I normally use my ecm and warcrys (-2 MV -2 TV) good mv to keep from being blown to hell first. I have a Flash Rifle (Blast 3, Brutal, Blind) now that makes it so I dont really have to wait for a good opening anymore.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Bouchart on April 10, 2011, 10:40:07 pm
I like Polymath and Hard as Nails.

Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on April 10, 2011, 10:42:29 pm
I honestly don't know how much help Hull Down'll be. Most of GH2 is set in space, after all, so you're flying the vast majority of the time. It'll be very good when it's active, but nothing compared to Born To Fly.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Bouchart on April 10, 2011, 10:44:18 pm
Yeah Hull Down is probably useless.

Sniper might be a skill you like, though.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 10, 2011, 10:49:13 pm
Hard as Nails would be useful, but I dont have any ranks in resistance to get it. I only have something like 14 or 16 hp anyways atm though, so I avoid personal combat when I can.

Already have Sniper, was my first pick :D

Yeah, I was thinking the same thing about Hull Down. Its a shame the environments are not more varied, I've always liked the ideal of walking/tracked mechs over flying ones.

I may have to settle for polymath...
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on April 10, 2011, 10:50:50 pm
Or you could wait and get something later.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on April 10, 2011, 10:51:51 pm
I thought Born to Fly didn't work in space? If it does...wow, that's broken.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 10, 2011, 10:52:17 pm
If you like driving and running around, try gearhead 1. Its based on earth rather then in orbit, so all the missions are on the ground.

Also, Stunt Driving. Doubled chances for dodging is quite nice.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on April 10, 2011, 10:57:01 pm
I thought Born to Fly didn't work in space? If it does...wow, that's broken.
While I haven't really tested the talent, combat in space does not include evasion bonuses for "flying", so it's likely that it doesn't work there.

Does anybody else love pirate mecha? Dao Deoji, Bargol, Harkney, Gorilla - neither is streamlined like e.g. the Savin, but boy, do they have some character.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on April 10, 2011, 10:58:38 pm
I'm hunting for a Corriach myself.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 10, 2011, 11:04:51 pm
Checked Stunt Driving on the GHwiki, I'm not speedy enough for that though it does look pretty good.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 10, 2011, 11:07:42 pm
I thought Born to Fly didn't work in space? If it does...wow, that's broken.
While I haven't really tested the talent, combat in space does not include evasion bonuses for "flying", so it's likely that it doesn't work there.

Does anybody else love pirate mecha? Dao Deoji, Bargol, Harkney, Gorilla - neither is streamlined like e.g. the Savin, but boy, do they have some character.

I captured a Gaunt on a protect the convoy mission, they were really hard to hit but when I did hit them... well lets just say there was a reason it was intact. Makes me too paranoid to use it.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on April 10, 2011, 11:11:50 pm
Gaunts are amazing. If the Reflex System were a proper, installable, item, a heavily-modded Gaunt would probably be able to beat a Pixie.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 10, 2011, 11:15:08 pm
Well, maybe I should tinker with it then. Still worried I will be cruising around and get my cockpit blown up/one shotted though lol.

Need to switch from my War Cry sometime after all.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 10, 2011, 11:22:44 pm
1. They don't have any ground huggers like the Ultari in GH2. The only wheeled vehicle I know of is the Tauner, it's a ground car with a turret. Well, technically also the chameleon - but it's just a battroid with wheels on the legs.

2. If you want to load a mech with lots of armor and weapons, find something thats light (so you get less mass penalties to MV/TR just from the body) and has a large engine (bigger engine = larger carried weight before you start getting penalties). If you can get your hands on one, a Dao Deoji is an amazing mecha in this regard. It has a huge class 8 high performance engine, and most of its parts have significantly reduced weight. I got a real nice one as salvage after fighting a Blades of Crihna patrol. The high performance increases your MV/TR by +1/+1, at the cost of a 1/2 battery for energy weapons - but you could always strap on some low weight batteries (which you can pull off a variety of sources - ovaknights have a bunch of 0.5t class 2 batteries in the legs, and the lowly starwarrior buruburu carries a 2t class 4 and 0.5t class 1s) to get plenty of power. A regular class 8 engine produces 5k power, the high performance one makes 2500 - a class 4 battery makes 2500, so one class 4 battery that weighs 2t offsets the disadvantage of the +1/+1 bonus that lets you carry at least 7.5t (even more if you're carrying the stuff externally).

3. Not sure about cyber docs, I haven't really did much with implants in GH2 yet.

4. You need a computer to install the computer program. There are personal scale programs and mecha scale programs - the mecha scale ones are the ones that take up really high numbers of ZeGs (computers are rated in that, thats how much space it takes on the computer). You can buy computers, but the stock ones are really heavy - you can pick up light ones off mechs. The Crown comes with a 1.5t class 5 and the Vadel has a 0.5t class 2. The software from stores goes up to +3, but you can get a +5 TR and a +4 tracking bonus (that helps against fast moving bots) from some of the higher end designs (Kraken or Chimentero, for instance).

5. To get loadout readings you need a target analyzer software. Trailblazers come with light class 1 computers preinstalled with that.

6. I don't think you can reorganize it without removing and replacing the parts, but you can't remove the torso so if you replace the head you're stuck with a torso above the head. You could edit the save file to move it I guess.

7. I believe the blasts are X tiles out from the center, so a blast 1 is a 3x3 and a blast 3 is a 7x7.

8. Polymath is nice. All of the situational bonus to mecha combat ones like Hull down or Born to Fly or whatever are good on asteroids and inside spinners, but in most cases you'll be fighting in space where none of them apply. Not entirely useless, but the usefulness is limited. Hard as Nails is a great way to improve your survivability in personal scale. Acrobatics is also nice if you have dodge skill, since it gives you double the chances to not get hit at all. It restricts you do tier 2 armor, but wearing a cheap tier 2 armor with a cheap weapon is a great way to get experience - and anything really lethal you're probably better off dodging than hoping for the heavier armor to save you anyway. Stunt driver is real nice because it applies any time you're going full speed, and honestly going full speed is a bit OP in GH already - if you're moving fast enough the enemy gets a huge penalty to hit you, while you only get a -3 to hit him, and with the talent on top of that you also get two dodge rolls.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 10, 2011, 11:30:32 pm
Thanks Paul  :)

That cleared up my confusion on computers and the blast thing. I'll have to fight more Blades now and hope for a Dao Deoji.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on April 11, 2011, 12:06:33 am
In regard to #4 Paul, I thought you couldn't remove programs from a computer? Or at least, I never got the option. Do you need Science skill?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on April 11, 2011, 12:07:55 am
In regard to #4 Paul, I thought you couldn't remove programs from a computer? Or at least, I never got the option. Do you need Science skill?

Navigate to the computer in the component list. There will be an option to Uninstall Software, no science skill needed. It will always uninstall everything though.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on April 11, 2011, 12:10:45 am
I've tried that, I suppose the computer has to be out of the mech before you can do that. I'm a derp.

Also to #5, you can press the * key to look at mechs/people like they were yours, seeing weapons, stats, etc. Though I don't know if that's considered cheating, and that's what you mean by 'loadouts'.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 11, 2011, 12:20:53 am
Yep, that was what I was looking for, thanks.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on April 11, 2011, 12:24:10 am
I've tried that, I suppose the computer has to be out of the mech before you can do that. I'm a derp.

No it doesn't... I uninstall software from computers inside a mech all the time. Are you doing it in a safe location and with your character out of the mecha (i.e. inside spaceport)?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 11, 2011, 12:27:43 am
Another thing to look out for in custom mechs is additional weight reduction. It applies varying amounts of weight reduction to random components of custom mechs, so you can sometimes get super light components off them. Like I got a 0.5t class 5 computer off a custom Crown from a mission reward, and I have a pair of 1.0t class 4 batteries I snagged off custom Starwarrior BuruBurus.

As far as getting custom mechs, every patrol leader will have a custom mech and some missions reward a custom one - if you salvage a custom mech it doesn't get the salvage tag applied to it, so it's worth a lot too. They will all have a special name, but not all mechas with special names will have the weight reduction. For instance, the starter dungeon that rewards a mecha at the end gives you a special themed mecha with a custom name, but it doesn't actually generate as a custom mecha and doesn't get the weight reduction. On the other hand, the faction reward mechas you get for increasing in rank are always custom, and can have lightened components.

The upside to these lightened components is you can stick more things onto the mecha before hitting penalties to MV/TR, the downside is they cost more and thus add more to PV and cut your xp gain. But if you're trying to build a super mecha (especially if you want a decked out Dao Deoji) you probably aren't too concerned with XP gain anyway, since that mecha will have crazy high PV even without some small additions due to weight reduction.

My last game I made it a sort of hobby to collect lightened components off of all the custom mecha I've taken. I have a collection of super light batteries, heavy actuators, arms, legs, armor pieces, weapons, computers, etc. With Innovative talent (lets you add 5 extra points of complexity to every component) and all these light parts, you can build ridiculously well armed mechs without even dropping from 0/0 MV/TR.


In the end though, you don't even need a super mecha. With all the money selling the various custom mechas I'd captured I trained my skills so high that I could take any old mecha out and blast apart a well armed patrol group. With a high mecha gunnery and spot weakness (and sniper, which doubles the effectiveness of spot weakness), even a lowly mining laser from a Haiho can one shot Savins :D



Huh, for some reason I was thinking that * thing didn't work in combat, but I guess it does. The mecha infodex thing lets you see their equipment while targeting them though, letting you specifically target certain weapons and such - so still kinda useful.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 11, 2011, 06:47:03 am
Ran into an issue with installing targeting programs on a computer I looted. It works right with the Vadel inc software it came with, but when I uninstall that and try to install a +3 or +2 TV program it doesnt add to the targeting value. Is it something I'm doing wrong or is this a bug of some kind?

-Edit- Also, it may be worth saying that I did double check and made sure it was SV2 programs.

Unrelated, I'm now cruising around in a custom Phoenix I got as a reward, only -1 MV/TV then the warcry I was using. Much more durable then it (in part due to having class 4 and 5 armor when the warcry only had class 2). Also, has a lot of weapon mounting points and 2 class 2 heavy actuators and 1 class 4 heavy actuator already on it. It came with a nice single shot brutal gun (20x10) and a handy smoke launcher too. Only problem is it has a head cockpit, which leaves me with 75 less dp between me and death. Not to mention I have a bad habit of somehow confusing my head with a shield in fights it seems :\
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on April 11, 2011, 06:50:44 am
So on my latest character I've gained a new appreciation for the Overload ailment.

I started wit Jack of All Trades and a Trailblazer. It's actually a surprisingly good mech. Taking the Mecha Infodex out of the computer and replacing it with a Vadel Inc targeting system put it at 0/0/+3, which is incredibly good. Even though both the Plasma Spear and the Particle Cannon both use energy, I never found myself running out. Opening up with the Particle Cannon to reduce MV/TR then finishing them off with the Spear worked like a charm.

Fastforward to now, I'm on Episode 8, I am now piloting a Crown with a Heavy Particle Cannon. It works excellent, weakening enemies for my partners to mop up. If anything gets close I have the Pulse Lance which does amazing damage + Haywire. My most skilled lancemate is riding in a Ramuh, he does fairly good. My less skilled lancemate is riding in a custom Argos I got from the main villain. It has a Glass Cannon and a Quark Gun, and enough missiles to be it's own Macross Missile Massacre.

It goes well. Overload is such a good status ailment and I can't believe I haven't noticed it before.

@Grimshot: Computers can only do so much if your mech is too heavy. Your mech might be hardcapped due to weight/mass limitations. Removing some equipment or limbs should make the computers raise MR/TV further. The cap is different for every mech apparently.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 11, 2011, 07:01:19 am
Thanks. Atleast the computer makes it as agile as the warcry was so I can't complain.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 11, 2011, 01:18:57 pm
Hardcap? I've never experienced any hardcaps on mechs, except the universal 0/0. Even my huge Dao Deoji with a crapton of equipment is -2/0 due to the class 5 targeting software and class 3 mv booster software.

Are you sure it was a TR booster and not a speed compensator? Speed compensators add to TR against fast moving bots (technically reducing the penalty, but it's still extra TR), but it won't affect your mech's innate TR.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on April 11, 2011, 03:40:49 pm
Hardcap? I've never experienced any hardcaps on mechs, except the universal 0/0. Even my huge Dao Deoji with a crapton of equipment is -2/0 due to the class 5 targeting software and class 3 mv booster software.

Are you sure it was a TR booster and not a speed compensator? Speed compensators add to TR against fast moving bots (technically reducing the penalty, but it's still extra TR), but it won't affect your mech's innate TR.

I've tried adding the +2 Maneuver upgrade to a computer once. It had a Vadel Inc Maneuver system installed previously, and the MV was about -2. After taking out the Vadel Inc and putting in the +2, it still equaled out to -2.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 11, 2011, 03:48:39 pm
Oh, your right. I went back and checked and it said target compensation rather than just plan targeting. Dunno why I didn't realize there was a difference, thanks.

Two quick questions.

Can you stack the effects of 2 different targeting program types?

Just to make sure I understand right, the target compensation programs add to TV on any mech thats giving you a penalty (until it nullifies it) due to moving right?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on April 11, 2011, 03:55:08 pm
Can you stack the effects of 2 different targeting program types?

No.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 11, 2011, 05:26:13 pm
Can't stack two of the same type.

And yes, the target compensation just reduces the penalty - so it won't help if the target is sitting still. The penalty can get pretty big though. It's -1 every 20 DPR, so a mecha moving at 200 will have a -10 penalty to hit. Even with the class 4 compensator that's still a hefty -6.


Heres something I've noticed in a recent game - the penalty for more skills than you're normally allowed is only for increasing them with XP - training via money or skillXP from usage uses the unmodified amounts. So if you wanted to, you could increase your basic set of skills with XP (focusing on things that there isn't a trainer available for), then run and train all the other skills you want with money in order to get as many as you want. So, for instance, I could start with basic mecha combat skills and some of the hard to train ones (like intimidate, only police train that one - or code breaking, don't think anyone trains that one.) and get those up to 12 or so, then run out and train all the other skills - spot weakness, insight, repair, medicine, first aid, ranged combat, close combat, dodge, electronic warfare, etc - up with money. My cost for raising anything with XP would be huge, but as long as I had money (which, honestly, isn't that hard to get once you know how) I could get anything trainable up and have as many skills as I wanted without needing high knowledge or the polymath talent.

You could use most of your XP just improving stats. If you really wanted to go nuts you could raise one stat 20 points for 105k xp, or two stats 10 points each for 55k xp. Plus the costs of raising those early skills that you can't train, and you're not looking at a whole lot of XP left over to be training all your skills with anyway. And the notion of just abandoning raising skills with XP after a certain point starts looking more and more attractive. Especially if you eventually get a really badass mecha and stop grinding xp after about 100k anyway, thats the point where you'll have all your stat gains and talents and such.

I think my next char will be a "master of all trades" using loads of money for skill training :P I'll just reject the whole notion of max number of skills and learn everything :D



Btw, for anyone wondering about heavy actuators: Their effect on how much you can carry works like this:
(Total points of heavy actuators) / (Size of mecha). Max of 2. Divided by 2 to get the tons (each point is 1/2 ton).

So a size 4 mecha with class 8 heavy actuators gets the 1t bonus to carry weight. Size 8 would need 16 heavy actuators.

The size 4 would carry a max of 7.5(base) + 2(size/2) + 1 (actuators) = 10.5 per MV/TR penalty.

The size 8 would carry a max of 7.5 + 4 + 1 = 12.5 per MV/TR penalty.

Considering the mass of most of the heavy actuators, this gets expensive tonnage wise as the size of the mecha goes up. Assuming you buy the store bought + variants, the size 4 would need two +3s and a +2 at 0.5t each, so 1.5t of actuators to carry an extra 1t of carry weight per MV/TR penalty. Considering the overall weight of the mecha, that would let you get 0.5t extra if you hold 20.5t of carry weight, or 1.5t extra if you went with the -1 penalty and held 31t of carry weight.

The size 8 needs 16, which would be two class 5s at 1t each and two class 3s at .5t each. So 3t of actuators to carry an extra 1t of carry weight per MV/TR penalty. In this case if you didn't hold enough for a penalty (sticking to 24.5t carry weight) you would actually lose 1t of total potential weight. Going to -1 would break even on extra carried weight vs weight of the actuators. You would need to go beyond -1 penalty for carried equipment to make it worthwhile to install the actuators instead of just installing the equipment.

Plus in either case the extra mass on the mecha is going to be slowing you down.

Ofcourse the actuators also do other stuff - for every 10 points of them you get +1 throwing range, for every 4 points of them it makes melee weps do +1DC, and they also boost your mecha's walking speed (which can be useful if you're not in space). But if you're focused on mecha gunnery style weapons and your mecha doesn't walk, you only really want them for the extra mass they allow you to carry.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Emong on April 11, 2011, 07:43:52 pm
Does anyone know if the Scale tag still works in mech design files? And if the syntax has changed?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on April 11, 2011, 07:52:26 pm
It still works. The syntax for scale is the same as far as I can tell (scale 0 personal, scale 1 suit, scale 2 mecha), but it's changed elsewhere since GH1.

Edit: Just had a particularly amusing fight wherein the final enemy managed to take out my last jets just prior to me destroying his mech, leaving me utterly stranded in space. First time I've had to use the eject key.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 12, 2011, 07:24:09 am
Throw a mecha welding set in your mech if you have repair, and you can fix that.

Personally, I would love SF 1 mecha if they weren't just tiny SF2 mechs. There's no real sense that they are actually smaller except that they're a bit harder to hit.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 12, 2011, 02:03:07 pm
I just realized the skill bonus you get from stats in GH2 is different from GH1.

In GH1 its: (attribute + 2)/3

In GH2 its (attribute +1)/2

So in GH1 you want numbers like 1, 4, 7, 10, 13, 16, etc.

Yet in GH2 you just want an odd number - so 10 gives the same bonus as 9.

Although it varies based on the application. Charm affects the reaction modifier for every single point you add to it. Ego gives you 1 point of free cyberware trauma for every 4 points. Knowledge gives an extra skill slot for every 5 points.


I also notice that, even though you only have one skill, you still use perception on ranged weapons over DC10 and missiles. You also use body stat for unarmed attacks and on melee weapons over DC10, so if you're going to use a big melee weapon - even in a mecha - you need a good body stat.

It also looks like Knowledge is used for the salvage rolls along with repair, even though I always thought Craft was always used with repair. Weird. Craft seems to be used for regular repair rolls though. And Spot Weakness doesn't seem to add any stat, it just takes your skill value in it.

All the stats are really useful though. Reflexes is needed for mecha piloting and guns DC10 or below; speed is needed for initiative, blocking with shields, and personal scale dodging (or acrobatics in mecha scale if you have the talent and a reflex system); perception is needed for sight radius, missiles, and DC10+ ranged weapons; body is needed for personal scale HP, unarmed melee, and melee over DC10; craft is needed for electronic warfare; ego is needed for cyberware and intimidation rolls; knowledge is needed for salvage rolls, mecha engineering, and total skill slots; and charm is needed for the reaction modifier, getting rumors, and general conversation/shopping/performance.


Plus with the way you only get 20 stat points total instead of 9 or so in every stat (GH1), it really makes the stat system more complex and meaningful.

I'm really liking the GH2 mechanics so far. I'm curious to see what all he changes with his next update, I seem to recall reading about major balance changes.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 12, 2011, 02:57:39 pm
Shift + R lets you see rolls, so you can see what stat affects what at which times. I think Craft is used for Spot Weakness, but can't recall.

Personally, I see ego as being one of the biggest stats you need. Intimidation can effectively kill a mecha 5-6 shots before it would otherwise die, plus you get the mecha and can get tasty repair xp fixing it up. Plus, it helps on a variety of other skill rolls and in getting missions and rumors.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 12, 2011, 03:35:36 pm
Yea, I know about Shift R. I was just looking through the source. Further investigation reveals that craft affects the critical roll using spot weakness, but not the damage added portion of spot weakness. So craft does help score criticals (which is good for extra penetration), it just isn't added to damage on noncriticals.


The area where it calls up Spot Weakness to add damage only checks the skill rank for spot weakness.

If you have the sniper talent AND it's a ballistic or beamgun weapon (basically any of the ranged non-melee attacks other than missiles) it takes your spot weakness and straight up adds it.

If it's a melee weapon (either energy or normal) it takes your spot weakness divided by 2 and adds it.

For everything else, it takes your spot weakness divided by 5 and adds it.

It doesn't even have a check for BV, so sniper actually works on BV weapons.


So basically if its a melee weapon sniper doesn't matter, it just uses your spot weakness divided by 2 regardless. If it's a missile it doesn't matter and just takes spot weakness divided by 5. If its a gun (beam or ballistic) it takes spot weakness divided by 5 normally, or just straight up spot weakness if you have sniper. So what sniper does is massively multiply the effects of the spot weakness damage bonus for guns.



As far as ego, I never really got enough ejections on my high ego char to make much of a difference. Even with 10 intimidation and 17 ego I could sit there and shoot both arms and both legs and the head off a mech I was trying to capture and still have them refuse to eject even though the torso is about 2 damage points from exploding. It is helpful for capturing mecha, but I find just having high knowledge and a really good repair skill to get me plenty of salvaged mecha.

And if your goal is just to end the battle quicker, blasting them to shreds with a powerful shot right to the torso is usually much faster than any ejection roll. And having a high reflex (or perception, depending on what gun you're using) makes that shot much more damaging and accurate.

I personally rank ego as one of the lower stats. Reflex and Speed are both of prime importance. Knowledge, perception, body, and craft are secondary depending on what you want to do with the char (if you want to use big guns, you want perception - if you want to use big melee weapons, you want body - craft is good if you tend to rely on ECM - and I always like knowledge because it helps with mecha engineering and the salvage roll to save destroyed robots at the end of battle). Then charm and ego are handy to have, but not that important. And I generally find charm to be more useful than ego just for the ease of getting rumors and lower shop prices.

But the fact we have different opinions on ego is what makes the system good - different play styles and all.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Bouchart on April 12, 2011, 07:40:56 pm
I ran into a trainer.  I could train Athletics, Concentration or Vitality.  I know they were skills in GH1 but are they in GH2?  I haven't been able to learn them.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on April 12, 2011, 07:49:05 pm
They're hidden, but still there. You can only train these by practicing(i.e.losing and regaining HP,SP & MP), or visiting the gym - as you just have.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Ale and Axes on April 12, 2011, 07:53:54 pm
They're skills but not ones that are raisable through paying experience points. You can only raise them through use, they're passive skills that are used indirectly, or you can pay to raise them with a trainer like the one you found.

Athletics affects Stamina points, Vitality affects Health points and Concentration affects Mental points. Athletics is the most useful to train and I always spend a good amount to get loads of Stamina points. Health is also handy for the personal scale combat. Mental points are quite useful too but less so (that's quite character build dependant so YMMV).


BTW, rootin' for Pixie > Savin  8)
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Bouchart on April 12, 2011, 07:55:07 pm
Ok so they are implemented.  I was wondering if they were just artifacts from GH1.

Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 12, 2011, 07:58:51 pm
Anyone have any advice for managing your lancemates? I have one that came with 9 in all combat skills, 10 in spot weakness and a Vadel. I can't remember what his stats were but they were solid, so I figured he would kick some ass, but instead he just runs into the enemy mechs and gets blown to bits.

Also, is there anyway to rename your lancemate? I'm thinking of naming him Leeroy Jenkins.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: a1s on April 12, 2011, 08:02:09 pm
I've just had the most bad-ass fight- I'm playing GH1, and lost my mech (and my reputation, this one is Wangta, and not "slightly"), however I ran into a scripted fight, and rather than flee and find a mech, decided to fight them in personal scale. This character is supposed to be a martial artist type, so he doesn't even have weapons. So imagine 1 person taking on 2 50-tonne machines with nothing but his fists... and winning! Got over 5k XP for that one.

Also, is there something like Shift-R in GH1? That specific combination of keys just recenters my screen.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Bouchart on April 12, 2011, 08:07:01 pm
I've just had the most bad-ass fight- I'm playing GH1, and lost my mech (and my reputation, this one is Wangta, and not "slightly"), however I ran into a scripted fight, and rather than flee and find a mech, decided to fight them in personal scale. This character is supposed to be a martial artist type, so he doesn't even have weapons. So imagine 1 person taking on 2 50-tonne machines with nothing but his fists... and winning! Got over 5k XP for that one.

In GH1 I liked to level up my stats a bit, and martial arts, and then take that serum that increases your reflex, speed and body stats at the expense of all of your others.  I'd then smash mecha to bits in personal combat with no weapons or armor.  Great way to build XP.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 12, 2011, 08:07:27 pm
There is a post on the GH forums of a man completing Gear head one on foot, solo, in one attack.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Bouchart on April 12, 2011, 08:10:28 pm
Anyone have any advice for managing your lancemates? I have one that came with 9 in all combat skills, 10 in spot weakness and a Vadel. I can't remember what his stats were but they were solid, so I figured he would kick some ass, but instead he just runs into the enemy mechs and gets blown to bits.

Also, is there anyway to rename your lancemate? I'm thinking of naming him Leeroy Jenkins.

Set his combat preferences to "fight at a distance" rather than "get up close."

Also, check the Vadel's inventory.  Is it full of junk that is slowing it down?

Or maybe your renown is so high that random fights are very tough for ordinary lancemates.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Ale and Axes on April 12, 2011, 08:12:45 pm
If you fight in 'Tactics' mode you can control your lancemates directly.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 12, 2011, 08:15:19 pm
Tweak the Vadel itself, and don't give him blast weapons.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 12, 2011, 08:17:27 pm
How do you use tactics mode? Also, how do you view how much renown you have?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Bouchart on April 12, 2011, 08:27:55 pm
Also, how do you view how much renown you have?

@
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Akura on April 12, 2011, 08:58:21 pm
I've got a problem. As part of the main storyline, rumors said that a person "could help" me with this mission, so I went to her(she was a mechanic) and she said she'd help if I cleared out a vermin den. I cleared out the den, and went back. She gave me a grenade launcher, but said nothing else(other than it would help clear out groups). The memo about having cleared out the vermin is still in my memo list, but the NPC only does the normal repair shop routine, and I seem to be stuck on the quest.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Ale and Axes on April 12, 2011, 09:30:27 pm
Sometimes the 'help' an NPC gives is incidental to the questline. What's the quest exactly? Do you have any other rumours or memos about it (if not you could try asking some NPCs for rumours)?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 12, 2011, 10:12:52 pm
Also, how do you view how much renown you have?

@

Thanks. Don't need help with the other question now though, found out you hit P for tactics mode by accident lol. Was actually looking to see if there was a message log I could bring up, guess there isn't unfortunatly.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 12, 2011, 10:14:47 pm
Shift + V
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 12, 2011, 10:36:07 pm
Thanks  :D

 I changed my lancemates gear around on him and lightened him down to 0 TV/MV. Took both his Vulcans for myself lol. He now has Heavy Swarm Missiles 16 mounted on each leg, Railgun in one hand, and a Magna Spear mounted on his chest (hopefully the penalty isn't to bad). I have a fairly good feeling about this working well.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on April 13, 2011, 12:14:40 am
I don't see anyone mentioning other secret keys...

"~" (shift and press the key left of 1 on US keyboards) lists your skill level up progress.
# brings up a dialog for entering debug code. Don't mess with it unless you have backup your saves.
! brings up a dialog that seems to be plot elements.
^ lists co-ordinates of objects you can interact with (e.g. doors, containers, locations you can enter) in the current location.
* brings up a dialog of objects in the current location.

There are others (just shift + keys on number row), but I don't know what those are for.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Akura on April 13, 2011, 03:03:44 pm
Sometimes the 'help' an NPC gives is incidental to the questline. What's the quest exactly? Do you have any other rumours or memos about it (if not you could try asking some NPCs for rumours)?
It's "Save <Big Bad's> ex-lover from assassin". Before doing the vermin clearing job, I also paid a reporter(over the phone, incidentally. Wireless transactions much?) for her "help", which turned out to be a neat little tidbit that the assassin was in love with the bad guy. I haven't gotten any other rumors about the quest though.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: a1s on April 13, 2011, 06:11:10 pm
I haven't gotten any other rumors about the quest though.
Are you sure? They should be somewhere in the station exterior, but maybe they'll only show up if you get the rumor. ("so-and-so said [assassin] is looking for [ex] in the [station] exterior")
The reporter's information allows you to resolve the situation without violence, but since the assasin will still hate you (at least if you kill the Big Bad they will, which, I'm guessing is unavoidable) I don't see much point to that...
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Bouchart on April 13, 2011, 06:18:22 pm
I haven't gotten any other rumors about the quest though.
Are you sure? They should be somewhere in the station exterior, but maybe they'll only show up if you get the rumor. ("so-and-so said [assassin] is looking for [ex] in the [station] exterior")
The reporter's information allows you to resolve the situation without violence, but since the assasin will still hate you (at least if you kill the Big Bad they will, which, I'm guessing is unavoidable) I don't see much point to that...

I think there's at least one mission like this that requires a successful Awareness role to find the location.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Majestic7 on April 14, 2011, 12:59:04 am
I just don't get it. I have two lancemates. I've had one for a while, the second one is a new addition. The new guys has 10 in all relevant skills and simlar stats to the first guy. Despite this, the new guy is constantly getting his mech destroyed. Both guys drive Vadels. The new guys Vadel is a factory model (I replaced it after he got it destroyed in the first fight), while the old guy has some changes in weapon layout. Regardless, movement, TR and armor is the same for both mechs. Neither has ECM, as I've been unable to buy any. Still the new guy with much higher skills is constantly getting himself wasted. Why? What am I missing? I don't mind losing a mech here and there - I had an interlude where I lost like three mechs in a row, always downgarding and losing an eye in the process - but this is ridicilous when on paper he should be better than the first companion or my main character.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on April 14, 2011, 03:15:46 am
Stats? They could have high skills but horribly low stats.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on April 14, 2011, 07:05:01 am
They could have high skills but horribly low stats.
? What a strange idea.

@Majestic - post the save and we'll have a look?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on April 14, 2011, 08:53:28 am
They could have high skills but horribly low stats.
? What a strange idea.

I've seen them with 11 in all skills but 8 in speed/reflex.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Il Palazzo on April 14, 2011, 10:46:41 am
I guess it's a random choice then. The last few lancemates that I remember had above average stats.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 14, 2011, 04:14:29 pm
I got this warning, is it anything to be worried about? I have no idea what its trying to tell me...

> WARNING: Script value XXR_M_COMPETITION in -5/4/0
> CONTEXT: History 602
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 14, 2011, 04:34:30 pm
You discovered a typo in one of the core stories. In MEGA_CORE_MIX_Confrontation.txt it has XXR_M_Competition when it should be XXR_M_Competitor. As far as what it will do, no idea - It's setting the NPC's motivation improperly, but im not sure what all motivation does. I assume its probably something with generating random quests, so if theres a quest that comes out of a NPC being your competitor it probably won't work.

I know the same thing is set (properly) in the quest where you're after something (datachip, etc) and the bad guy comes up and tells you he's going to make it a competition and find it first, but I don't really know what comes from that either...
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 14, 2011, 05:24:32 pm
 I found the MEGA_CORE_MIX_Confrontation.txt file and replaced competition with competitor. Still got the error though... I deleted MEGA_CORE_MIX_Confrontation.txt and that didnt change anything either lol, restored it after my lil experiment though. Guess its too late to fix it, atleast for my current save file.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 14, 2011, 05:49:06 pm
You would have to edit it inside the save file.

The game stores upcoming conversations in the save itself, so even though you edit the one in MEGA_CORE_MIX_Confrontation its still bugged in the save.

If you open the save up and change it, it should fix it (assuming you have a save before the error popped up).
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 14, 2011, 05:55:23 pm
Ah, thanks, I'll rummage around the save

-EDIT-

It would seem changing anything in the save causes some sorta error. Kinda sucks, but I doubt the error I got is very game breaking so I'm just going to let it go for now.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 14, 2011, 06:29:28 pm
What are you using to edit the save?

I've edited my save quite a bit with no problems... I've been using Notepad2 from http://www.flos-freeware.ch/

I've done things ranging from changing shops to carry different inventory (after having a spinner generate with 6 repair shops and 10 mecha shops and various adventuring good shops without a single mecha parts shop) to renaming components on my mecha (like changing the hands to be Right Hand/Left Hand, or renaming one of a pair of very light right legs I had got off two different custom Roc mecha to be named Left Leg). Never had any crashes or errors caused by it.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 14, 2011, 06:52:49 pm
I was just using regular notepad, I'll take a look at that link you posted and see if that helps.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 14, 2011, 07:02:13 pm
 I think it worked, didnt crash and generate an error this time. Can't be 100% on it though since I already went past the point on my save where the error was. This program should come in handy in the future atleast. Thanks for helping me out  :)
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Paul on April 14, 2011, 07:53:52 pm
Heh, I've kinda been abusing the savegame editing :D, not to give my character stuff - but to change the world a bit. Mostly when things are really illogical due to random generation.

I just edited a save to make a mecha shop carry tools, after searching and finding out that not a single shop on the entire spinner carried tools.

Then I found that the best tool he would carry was duct tape, which is such a pain in the ass to buy and give to my lancemates - so I edited him to have a better shopping skill (which controls the shop rank and the level of items they stock), and now he stocks mecha welding sets.

Giving one mecha welding set for 3000 repair points is so much more convenient than having to buy and hand them 40 duct tape one at a time.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Akura on April 14, 2011, 08:04:50 pm
It seems odd that, given enough duct tape(or anything else for that matter), you can repair as much damage as professional welding tools.

Then again, there isn't anything duct tape can't fix.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 14, 2011, 08:05:58 pm
It seems odd that, given enough duct tape(or anything else for that matter), you can repair as much damage as professional welding tools.

Then again, there isn't anything duct tape can't fix.
If you fix your mech enough, you could have a mecha made entirely of epoxy.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Bouchart on April 14, 2011, 08:07:27 pm
It seems odd that, given enough duct tape(or anything else for that matter), you can repair as much damage as professional welding tools.

Then again, there isn't anything duct tape can't fix.

In GH1 I used to make robots entirely out of super glue.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 14, 2011, 11:11:57 pm
 Need some advice on something real quick.

I just got done refitting a custom Roc I captured. I would like to stick a Breaker Cannon (DC10x10 Armorpiercing, Hyper) on it but that would make it -4MV, -1TV rather than -3MV, -0TV. I was wondering if it was worth the exchange.

Here is a list of the weapons I have on it already

Plasma Mega-Cannon: DC12x10 acc +1 Hyper (Energy)

Skybolt Rifle: DC4x10 acc +2 Haywire (Projectile)

Flash Rifle: DC10x10 Blast 3, Brutal, Blind (Projectile)

AM Beamgun: DC5x10 acc +4 Intercept (Energy)

Smoke Launcher: Useful for when I need to get away and repair or cover my flank.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on April 14, 2011, 11:21:35 pm
Well, you already have one hyper item, and its energy based. Only thing you need other then that is a sniper weapon to pick off limbs of a mech you want. Skybolt looks good for that.

Are the MV and TR before or after computers?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 14, 2011, 11:23:19 pm
After the computers, +3 targeting and MV

-EDIT-

I forgot to add that with the breaker cannon I should be able to fire a hyper weapon every round.

-EDIT- (again)

Ok, turned on the game and put the Breaker back on the mech but for some reason its staying at -3MV, -0TV this time. So, uhh... nvm. Time to go blow shit up~
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 15, 2011, 03:23:29 pm
Ok, I'm back with another problem...

Ran into a plot deadend I can't get around. Do any of you know a way to fix or get around this problem? Things were just getting good too  :(. Don't really wanna start over again if I don't have too.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on April 15, 2011, 03:46:45 pm
I've gotten the Plot Dead End a total of twice.

Nothing you can do except make a new character or start a new RPG  :-\
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Grimshot on April 15, 2011, 04:21:00 pm
 Damn, well atleast I found a backup save from before the offending mission. I can just tell off the mission giver and pick another "whatcha gunna do now?" mission.

-EDIT-

 Turns out that didn't work  >:(

Oh well, needed to work on my DF fort anyways.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Emong on April 15, 2011, 04:22:10 pm
The wiki mentions that if you build a robot and there are any points left over it gets some perks, but what perks are those? I don't see them listed anywhere.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: 3 on April 15, 2011, 04:55:29 pm
I'm fairly sure they're just stat bonuses.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Akura on April 15, 2011, 07:42:57 pm
I think my game is borked. No new rumors, and that mechanic still isn't acknowledging that I did her quest(except for the nifty grenade launcher, which is actually a mecha weapon).

Kinda sucks too, since I found Savins for sale at a general store.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: NewsMuffin on April 21, 2011, 04:48:07 pm
I've been trying to play GearHead 1, and whenever I run it I get:
Spoiler: this (click to show/hide)
and
Spoiler: this (click to show/hide)
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Silleh Boy on April 21, 2011, 06:16:59 pm
I've been trying to play GearHead 1, and whenever I run it I get:
<Snip>

Did you download the SDL images, too?
If i recall correctly, they're not packaged with it, and you get an error very similar to that if you don't have them.
Check the sourceforge page here (http://sourceforge.net/projects/gearhead/files/gearhead/1.100/) for them if you don't have them and see if that fixes your problem.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Krath on April 26, 2011, 12:20:27 am
So...

My internet was down most of today, so I fooled around with the Gearhead files and did some modding. I didn't do much, just added a new mech. It's based on the Strike/Impulse Gundams, in that there's the 'base' mech, which is rather crappy, and 4 variations of the mech.

The first one (Aile) has a Flight Pack which is Storage with Flight Jets attached, meaning it can indefinitely fly.

The second (Sword) is a close range variant featuring two swords and a Hookshot that inflicts Haywire.

The third (Blast) is a long range version which has a small battery and a bigass beam cannon in the arms, and a mounted minigun.

And the final one is an 'IWSP' pack which combines all the other packs. The IWSP has the Flight Pack (With weaker Flight Jets) and the Blast's beam cannon mounted onto it. It also has one of the swords from the Sword version, and is good at both melee and ranged combat.

Yes I was bored.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Ibid Straydrink on October 15, 2011, 07:11:24 pm
A bit of resurrection, if no one minds. For those of you who still play, I was wondering- how far along has GH 2 come?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Seriyu on October 15, 2011, 07:15:33 pm
I think he's currently in the middle of porting it to lua (I think?)

He started doing that a while back so I'm not really sure if he's stopped or if it's just taking forever or what.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Ibid Straydrink on October 15, 2011, 07:27:59 pm
I think he's currently in the middle of porting it to lua (I think?)

He started doing that a while back so I'm not really sure if he's stopped or if it's just taking forever or what.

I assume that it is to be finished in lua, then, and is not already..?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Frumple on October 15, 2011, 07:43:33 pm
It's playable-until-victory as-is, with the non-lua version. Just kinda' barebones and empty in some places, plus some of the features aren't as sexy as they could be.

GH2's being ported to lua primarily (caveat: iirc. The thread on the GH forums about the lua port gives the full reasons, I think -- check the general discussion subforum (http://www.gearheadrpg.com/forum/index.php/board,5.0.html?PHPSESSID=0e13d353b9b4a60372c3fa230cba1973) over there) because JH (the dev) has found he doesn't really have the time to implement the amount of content he'd like to, so he's shifting the majority of GH into something other people have an easier time of using (The only part of not-Lua GH that's not an absolute bitpain to mod is items and mecha. More substantial content is just a mess for anyone not conversant in pascal/whatever it is GH2 is using, apparently.). I.e. making it so that interested community members can shoulder some of the burden of fleshing out GH2's content (missions, spinners, etc, etc, etc.) and sexing up the unsexy bits..
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Ibid Straydrink on October 16, 2011, 01:09:54 am
I might give it a swing. Was having fun playing the first game, but needing to stop to rest and find decent food (which is not always abundant) is taking up most of the gameplay. I find my character suffering from crippling stat penalties almost every three minutes. I can understand presenting a tax or challenge for players, but this has become just stupidly tedious...

I don't suppose the food-mood system was improved/discarded in the second game..?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on October 16, 2011, 01:29:16 am
Improved, or at least made trivial by the other changes. Mood is reasonable to keep up, just go to a bar and take some shots. Food is pretty easy since every spaceport sells tubesteaks. It's still there, but not an issue unless you die, in which case you get despondent.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Ibid Straydrink on October 16, 2011, 01:38:14 am
Improved, or at least made trivial by the other changes. Mood is reasonable to keep up, just go to a bar and take some shots. Food is pretty easy since every spaceport sells tubesteaks. It's still there, but not an issue unless you die, in which case you get despondent.

Don't s'pose you know of any wat to prevent your character from becoming despondent in GH1..? :P
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blaze on October 16, 2011, 01:51:25 am
Don't s'pose you know of any wat to prevent your character from becoming despondent in GH1..? :P
Comfort food, mainly booze and chocolate.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on October 16, 2011, 02:25:31 am
There is also a hotspring town somewhere which you can use to quickly hit max morale for a couple hundred bucks.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on October 16, 2011, 02:29:14 am
I might give it a swing. Was having fun playing the first game, but needing to stop to rest and find decent food (which is not always abundant) is taking up most of the gameplay. I find my character suffering from crippling stat penalties almost every three minutes. I can understand presenting a tax or challenge for players, but this has become just stupidly tedious...

Certain food are not made for humans... they're made for desperate beasts trying to survive. Find out what the non-bad ones are, and stockpile them in your mecha!
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Ibid Straydrink on October 16, 2011, 02:44:15 am
You know, there is something slightly... odd, about trekking through the wastelands in search of convectional treats... but... whatever it takes- FOR JUSTICE! *revs rover*
Title: Re: GearHead 2 - Mecha Roguelike
Post by: gimlet on October 16, 2011, 03:29:59 am
I pretty much just throw a big pile of the "deluxe rations" in the mech and just remember to eat one and carry one or 2 (depending on character str) when on foot.  And then eat a nice steak whenever available.  And get a good stash of chocolate.   Then when you get party members, make sure they carry some spare food for you.
For real emergencies carry the tube of food pills - weighs nothing or almost nothing.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on October 16, 2011, 05:15:45 am
I just got a custom Haiho, specifically an Ultimate Rose Haiho. It came with a beam weapon from Kirby. In particular, a Brilliant Sceptre which is a DC15 haywire melee weapon that has a Brilliant Beam which is a DC 4 haywire ranged weapon. It also came with a bouquet of roses that shoot metal petals.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Ibid Straydrink on October 16, 2011, 01:03:51 pm
I just got a custom Haiho, specifically an Ultimate Rose Haiho. It came with a beam weapon from Kirby. In particular, a Brilliant Sceptre which is a DC15 haywire melee weapon that has a Brilliant Beam which is a DC 4 haywire ranged weapon. It also came with a bouquet of roses that shoot metal petals.

Now you just need to find a matching tuxedo and ball masque.  8)


Thanks for the suggestions, by and by! Now that I have a (vague) idea of what I am doing, I think I will roll another character and make him as non "wangtta" as possible.

A question for those of you in the know- without spoilers, how do you join the Guardians?
Do you have to build up a good reputation before they will accept you into their ranks, or can you just waltz in with the right stats and a clean record? When I try to join, the recruiter tells me that I'd better "shape up" and "abide by the law," but I don't think I've ever broken it. I have failed about half of my missions, though...
Title: Re: GearHead 2 - Mecha Roguelike
Post by: EuchreJack on October 16, 2011, 01:17:55 pm
For the Guardians, you need to be both lawful and renowned.  Your starting character usually doesn't have enough lawful to join them from the beginning.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Ibid Straydrink on October 16, 2011, 06:04:39 pm
For the Guardians, you need to be both lawful and renowned.  Your starting character usually doesn't have enough lawful to join them from the beginning.

Ah, I see... That would be easier if they would give me a job. I've spent the last hour drifting from town to town looking for something, anything to do. Got involved in a gang war for a while, but then there came a point when the Guardians would just mention that they needed help but refuse to hire me.  :-\
Title: Re: GearHead 2 - Mecha Roguelike
Post by: EuchreJack on October 16, 2011, 06:26:16 pm
Boosting lawful is hard, apparently the best method is defeating bandits.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Ibid Straydrink on October 16, 2011, 06:53:49 pm
Boosting lawful is hard, apparently the best method is defeating bandits.

Having a mecha would probably help... go-go gadget reroll..!


Question. Does anyone else have the problem with the cursor interface in GH2? By default the game seems to work under fullscreen mode, and doesn't allow you to see the position of your mouse, which makes it difficult to select certain options, such as colors.

Also, any chance I am missing the option to display names..?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on October 16, 2011, 08:27:29 pm
Question. Does anyone else have the problem with the cursor interface in GH2? By default the game seems to work under fullscreen mode, and doesn't allow you to see the position of your mouse, which makes it difficult to select certain options, such as colors.

Don't know about this one, sorry. I don't use mouse at all in GH2! (NOMOUSE option)

Also, any chance I am missing the option to display names..?

In gearhead.cfg, remove # from #NAMESON
Title: Re: GearHead 2 - Mecha Roguelike
Post by: gimlet on October 16, 2011, 09:08:44 pm
Yeah I only play ASCII mode, mainly cause you can change the terminal parameters to give an 80x120 display (or even more, but that's plenty and really REALLY nice)
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Ibid Straydrink on October 16, 2011, 09:24:11 pm
Question. Does anyone else have the problem with the cursor interface in GH2? By default the game seems to work under fullscreen mode, and doesn't allow you to see the position of your mouse, which makes it difficult to select certain options, such as colors.

Don't know about this one, sorry. I don't use mouse at all in GH2! (NOMOUSE option)

Also, any chance I am missing the option to display names..?

In gearhead.cfg, remove # from #NAMESON

How dost one open this file?

I would use only my keys, if I can access all of the features with them. For whatever reason, my keypad/numbad don't work in color selection, and the position of the mouse cursor constantly causes the in-game option selection to scroll.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Frumple on October 16, 2011, 09:28:31 pm
How dost one open this file?

It's plain text editable. Open in notepad or an equivalent.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Ibid Straydrink on October 16, 2011, 11:26:32 pm
By George, who would have known!

You guys are into polygamy, right? Cause I could marry you both. Ty, ty. :D
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Girlinhat on September 07, 2012, 06:43:45 pm
HAHAHA NECRO!

So heard some talk, finally started playing.  Needs moar tutorial.  And documentation.  Wiki is squat.

Rolled a 16 year old mechanic with a Haiho in the Meatyard.  No idea what I'm doing, or any idea of how to find any rocks for my miner bot to actually mine.  I figure it's time to grab a rifle and start jumping into things.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blaze on September 07, 2012, 06:55:47 pm
There really isn't any "mining" mechanic other than "digging up" gemstones randomly generated in underground chests as loot. I definitely wouldn't mind seeing civilian usage of mecha, but the game's meant for straight-out combat so the addition of said mechanic is unlikely.

Since you started in Theles Spinner, you can head to the hovel and head to the up stairs; inside you'll find a bunch of low-level mobs to beat down for xp. Just remember that the fewer items & equipment you lug around, the greater XP per mob. Once you gain a few skill levels, get a decent weapon and try your luck at the Boom Club's arena. If you hit it at the arena, the top level of the hovel sells high-end gear.

The Haiho is a bit... lacking. In the early game, mecha you'll face tend to be low PV Aerofighters and Gerwalkers, with the occasional Buru Buru variant. The Rocket Hammer is awesome. The mining laser, not so much; you'll want to replace it sooner rather than later. You'll want a higher BV/ACC/SPD weapon over damage in the early game until you gain enough combat skill to hit effectively.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Girlinhat on September 07, 2012, 07:01:08 pm
What's BV and PV and stuff?  I already said it has no documentation :<

Shame to hear about mining though.  Right now I'm in some derelict ship, I assume, there's no labels or anything, shooting slimes with a long rifle and wearing a skinsuit.  Justice has never been sexier.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Boksi on September 07, 2012, 07:12:00 pm
What's BV and PV and stuff?  I already said it has no documentation :<

Shame to hear about mining though.  Right now I'm in some derelict ship, I assume, there's no labels or anything, shooting slimes with a long rifle and wearing a skinsuit.  Justice has never been sexier.
PV is how valuable a mech is. BV is... I think it was how many shots a weapon fires in one burst or something? Man, I gotta play this game again.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Girlinhat on September 07, 2012, 07:15:29 pm
I think my knife broke after one fight and my rifle broke after like four shots.  Is this normal or did I do something strange?  Fighting fungal scavengers with no real skill or weapons isn't very fun.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on September 07, 2012, 07:17:13 pm
Is development stopped? I've been back to the official site and forum a few times, and it seems Mr. Hewitt is nowhere to be found... he was supposed to be making big changes to GH2's engine.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: MrWiggles on September 07, 2012, 07:30:44 pm
So, can I get Gearhead2 to work on a mac?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on September 07, 2012, 07:35:12 pm
So, can I get Gearhead2 to work on a mac?

On the news page...

Quote from: http://www.gearheadrpg.com/
- The GH2v0.628 archives for Linux and Mac OS X have been uploaded to SourceForge. Thanks to Michalis for putting them together.

All the files are here...
http://sourceforge.net/projects/gearhead2/files/gearhead2/0.628/
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Frumple on September 07, 2012, 07:41:28 pm
I think my knife broke after one fight and my rifle broke after like four shots.  Is this normal or did I do something strange?  Fighting fungal scavengers with no real skill or weapons isn't very fun.
Semi-strange, unless something changed with the lua conversion stuff. S'been a while since I played, yeah. Anyway, anything you're wearing can take damage if the critter(s) taking swings at you get lucky. Take too much damage, said anything, well, breaks.

Best suggestion for early game if you didn't start with some personal level combat skills (again, caveated by that "it's been a while") is it find a couple of glitter pistols.. or anything with the SCATTER flag on the ammo, really. Scatter ammo has a much easier time of hitting crap, and is very, very useful until you've got the combat capability to get the other stuff rolling. Just roam around the spinners checking out the shopping districts until one shows up, mostly.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blaze on September 07, 2012, 07:44:28 pm
PV stands for Point Value. When you face a Mecha with higher PV, you get moar XP, and vice versa, facing a Mecha with lower PV means you get less XP. Everything has PV, even the player and individual NPCs/monsters, with the same rules; fighting a rat with a full set of cyberware, cyber armor, and an energy sword will give almost nothing.

The PV of any given item is calculated differently depending on what kind of item it is, a weapon's PV is based on it's stats i.e. Damage, range, accuracy, etc; whereas a shield's PV is dependant on its size, defense bonus/malus, and whether it's an energy shield. In general, the more expensive an item/mecha is, the higher its PV.

BV is burst value, which is how many much dakka is sent out per attack. So a BV:5 attack fires 5 shots (And uses 5x as much ammo/energy) in a single attack. BV doesn't give any additional bonus/malus aside from having multiple attacks.

Also, aimed attacks with a weapon always reduces BV to 1.
I think my knife broke after one fight and my rifle broke after like four shots.  Is this normal or did I do something strange?  Fighting fungal scavengers with no real skill or weapons isn't very fun.
AFAIK, weapons never break from use (Though parts can get damaged from attacks, including weapons; but this usually only happens in Mecha combat). It's most likely you're suffering from cooldown; which is dictated by the weapon's SPD. Also remember that ranged weaponry needs ammunition/energy. Thrown weapons will obviously need to be picked up again unless it has the RETURNING modifier token.

On a side note: The DC of unarmed attacks is based on your character's starting Body stat. So if your character started out a super-weakling with DC1 kick/punch, he/she will still have DC1 kicks/punches even with super-ultra-mega cyberware/equipment to boost his/her body stat to 50.
Is development stopped? I've been back to the official site and forum a few times, and it seems Mr. Hewitt is nowhere to be found... he was supposed to be making big changes to GH2's engine.
I think he's on "indefinite hiatus", I haven't heard a peep since the GH:Arena "demo" came out.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Frumple on September 07, 2012, 07:46:58 pm
Last post was on the 29th of august, this year. Didn't bother to look farther back in the forums to see what's up, but mr. H is at least still intermittently active on the GH forums. Maybe drop a PM or something?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: BuriBuriZaemon on September 07, 2012, 09:42:32 pm
He was missing for awhile then he said he got a full-time job. So he probably doesn't have as much free time these days.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: kcwong on December 18, 2012, 08:02:23 am
Bump... looks like the web site and the official wiki have disappeared off the face of Earth. :(

Anyone knows if the mods are still available anywhere else? Are there some kind of continuation projects?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: gimlet on December 18, 2012, 11:01:35 am
Hmm must have been within the last week or so, I know I checked in there pretty recently and there was still activity although not a ton of actual progress to any new release or anything - istr that the author had a time-consuming new job or something.  Alas I don't have any of the mods, what was there for GH2?  I don't remember any that caught my attention, although if they were graphic things I wouldn't have been interested 'cause I love the ascii display (I can fit HUGE maps on a 80x120 console window ftw).  Maybe the japanese site has copies - look for the link on the archive.org copy of the wiki maybe?

Bummer, I wish it'd get back in gear, it's one of my favorite RL's...
Title: Re: GearHead 2 - Mecha Roguelike
Post by: justinlee999 on December 18, 2012, 11:05:09 am
oh god the site is down panic.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Another on December 18, 2012, 11:14:55 am
Google cache for gearheadrpg.com shows a post by J. Hewitt dated 6 Dec.2012. With an appropriate embedded youtube "video".

As for the wiki - it is not that easy to disappear from the internet without traces - http://web.archive.org/web/20110705102526/http://gearheadrpg.com/wiki/index.php?title=GearHead
Title: Re: GearHead 2 - Mecha Roguelike
Post by: JWNoctis on December 18, 2012, 11:18:52 am
This is very, very unfortunate. This - or rather, the original GearHead was one of the Roguelikes I actually enjoyed, besides DF and maybe Crawl Stone Soup.

At least the Roguebasin pages are still there, and someone might be able to upload a mirror somewhere.

And if necessery, I just found my copy of GearHead 1.100 along with its image pack, both(ASCII and SDL) versions of GearHead 2 0.628, and SDL version of GH2 0.530 and 0.430 in their original archive. But sadly, no source code was found.
Completely unnecessery as the Sourceforge repositories are still there.

Triple ninja'd. Was about to suggest Internet archive too.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on December 18, 2012, 05:49:39 pm
That really sucks, gearhead is awesome.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Frumple on December 18, 2012, 08:05:07 pm
Turned out I've still got Mr. Hewitt's email address (or at least an old one) laying around my old messages. Fired off a short query as to if everything's alright... maybe I'll get a response. Fellow's comic site wuzzit (http://ataraxiatheatre.com) seems to be up and was updated fairly recently (about two weeks ago), so maybe it's just some kind of website hiccup rather than Joeseph running into major problems or somethin'.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: EuchreJack on December 18, 2012, 08:57:19 pm
And here I was hoping that the revival of this topic was due to a new version being released.  Major bummer.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Frumple on December 18, 2012, 09:13:18 pm
Fairly quick followup! Looks safe enough to just pass verbatum, so here you folks go:
Quote
No big problems- ChaosForge has SQL issues, so Kornel is moving everything to a new server. In the meantime, all the game files are still available on SourceForge.

Peridot, myself, and a few others are currently working on a new version of GearHead written in Python. The homebrew scripting language used in previous versions really prevented other people from contributing. So there's a lot going on behind the scenes, even though there hasn't been a public release in a while.

Thanks for the concern.

- JH.

P.S. In other GH news, early next year should see the release of the first few issues of GearHead Comics as free ebooks.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: JWNoctis on December 18, 2012, 10:45:25 pm
Python?! Hooray! :)

False alarm, after all. And now we know at least the GH community is still somewhat alive here.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: BuriBuriZaemon on December 19, 2012, 03:20:32 am
Thank God this project is still alive!
Title: Re: GearHead 2 - Mecha Roguelike
Post by: a1s on December 19, 2012, 08:06:30 am
Thank God this project is still alive!
Your sarcasm is not appreciated- this was a good game.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Frumple on December 19, 2012, 09:26:21 am
...? I see no Sarcasm Font. Sounds like sincerity to me -- given how long it's been since an official update, someone not popping by the forums every once it a while could easily assume GH was just dead. Which it's not, just kinda' in Incursion mode.

And GH 1&2 is a good game, brudda' ;D
Title: Re: GearHead 2 - Mecha Roguelike
Post by: BuriBuriZaemon on December 19, 2012, 09:35:37 am
Heh, no sarcasm intended. I did enjoy GH1 and was sad to see the development sort of faded away. I pretty much gave up on it til I read Hewitt's reply to Frumple.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: freeformschooler on December 19, 2012, 10:07:42 am
Gearhead 2 is the only space mecha battler I've ever enjoyed. It's just so great. Glad it's not dead and we may see a new release eventually.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: EuchreJack on December 20, 2012, 12:42:36 am
Glad to hear this isn't dead.  Sounds like things will be interesting once the Python conversion completes.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Seriyu on December 20, 2012, 03:53:18 am
Good to see this isn't gone! I enjoyed GH1 more then 2 probably but they're both still great games. Definitely looking forward to the rerelease.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Matz05 on December 21, 2012, 09:33:38 pm
Oh good, this is still a thing!
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Xeldrakka on January 04, 2013, 05:43:19 am
Hey folks.. I'm a brand spanking new Gearhead 2 newb, been into the game for three days. Normally I concider myself a good learner and can self teach, but I'm begining to hit an impasse with this particular game and given that the Gearheadrpg's wiki is empty and it's forum isn't accepting new applicants, this looked like the best place to talk to fellow mech jocks to obtain the wisdom of this who have come before me.

I've got a lot of the basics down.. I know my keys, how to get back and forth, how to strip and repair mechs, etc.. so no worries on that stuff.

1: I'm at chapter 4, have in the realm of 50 renown and am currently trashing the galaxy with a team of three.. a God-Dragon Duam, a Skull-Bones Buru Buru and a Wraith. Is this an acceptable setup at this point in the game?

2: I am unaware what the cap limit on my teammates is. I have two individuals with me, and have met two mercenaries which I would sorely like to employ. How can I tell what the size cap of my team is.

3: Cybernetics.. I likewise lack knowledge of how many pieces of cyberware I can install before they melt my brain. How can I tell on that?

4: What is concidered the optimal movement system for a battleroid style mech? I know hover jets get used alot, but would it be preferable to strip those for flight/space flight jets? And along that note, what are Arc Thrusters?

5: The game makes mention of Spideroid style mechs.. 4 legged walkers with turret weaponry. While I know (or at least feel) that the game is still early, when can I expect to encounter one of those. I'd like one.

6: Are there any colonies or worlds where there is extentive combat in the cities, or even in a wilderness locale?

7: Are there any places one can go to do extensive out of mech combat?

8: What is the general math behind weapon damage? I've noticed many guns have an alphanumeric code at the front (Heavy Gauss Rifle runs 14x10), and of all the number combos I haven't figured out, that's the one.

That about covers everything for now. ^^ Thank you for your time, and I hope I have much to learn.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Sharp on January 04, 2013, 07:20:31 am
I have forgotten anything useful but have this http://web.archive.org/web/20110605030856/http://gearheadrpg.com/wiki/index.php?title=GearHead

will help somethings but can only go so far, hopefully the wiki will be restored some time.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Frumple on January 04, 2013, 10:08:10 am
Okay, so caveat here that it's been a while since I've played much and my memory is kinda' spotty. Still, I'll see what I can dredge up.

1:Is this an acceptable setup at this point in the game?
The general answer to that is... maybe. How much you can skimp on mech quality is highly dependent on how capable of a mech pilot you are (in terms of skills) and how effective the mechs you have are (i.e. what sort of fancy gubbins you've stuck on them). Generally, you'll get the message that you're sticking your head too far out when said head gets blown off repeatedly. Renown generally adjusts itself somewhat organically and you're expected to eat some losses to keep things balanced out. If you're worried, though, lose a few unimportant missions (just turn around and leave immediately) and drop your renown back down to something you feel comfortable with. The chapter related battles are renown independent, but (almost) everything scales with renown, so you can control general difficulty by controlling renown.

Quote
2: I am unaware what the cap limit on my teammates is. I have two individuals with me, and have met two mercenaries which I would sorely like to employ. How can I tell what the size cap of my team is.
I've... actually forgotten, myself. I think the base cap is two, modified by some other stuff. I know there's a talent (or whatever those are) or two that can increase the cap, and I think it may increase a bit if you pump the appropriate stat (charm? Izzat it?) up enough.

Quote
3: Cybernetics.. I likewise lack knowledge of how many pieces of cyberware I can install before they melt my brain. How can I tell on that?
Short of code diving, I can't remember. There's a formula of some sort (involving your ego stat, iirc.) but... s'been too long. I can't remember :(

Quote
4: What is concidered the optimal movement system for a battleroid style mech? I know hover jets get used alot, but would it be preferable to strip those for flight/space flight jets? And along that note, what are Arc Thrusters?
Arc Thrusters are kind of an omni-movement system, iirc. They boost hover and flight, but (and I maybe be very wrong here) I think they're better used in conjunction with other movement systems.

As for optimal movement system, it depends on the mech, your character, and the terrain. Generally by the end game most mechs will be flying (really fast) or hovering, but there's several advantages to walking (faster turning, harder to knock down, can't get your flight jets blown up -- though you can lose your legs, of course) and there's a few talents (or whatever those things are, argh) that can specialize your character toward a particular movement system (and naturally, if you pick one of those, you want to focus on what it boosts).

However, it's notable that in GH2 in particular, you have a very strong leaning toward hover and flight (especially the latter), due to the extent of the fighting you do in space. So that's something to consider. Though mind that increasing hover makes you go faster in space, too, so... yeah.

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5: The game makes mention of Spideroid style mechs.. 4 legged walkers with turret weaponry. While I know (or at least feel) that the game is still early, when can I expect to encounter one of those. I'd like one.
Arachnoids, yeah, they're around. They're quite rare in GH2, though, because they can't fly (only jump and hover) and are primarily ground mechs. So they don't get used much in space. I'm not sure which breakpoint in particular you can expect to maybe find one, but you'd see them more often in GH1 if you're really gunning to play 'em.

Can also mod a few in, if you're feeling frisky. It's really easy to make a mech or fifty.

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6: Are there any colonies or worlds where there is extentive combat in the cities, or even in a wilderness locale?
Ehn... GH1 :P

You do get missions inside occasionally, and a couple of the asteroids have ground combat come up fairly often. There's no area specifically emphasizing that, that I can recall, though. E: Actually, I think one or two of the mech arenas has a wilderness setup. Might try trawling through the arena fights and seeing what shows up.

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7: Are there any places one can go to do extensive out of mech combat?
There's a couple of arenas, I think, and some inside quest-dingi. Abandoned spaceships or whatever tend to have a dungeon crawl aspect.

Generally your best bet for some cash granting scale: 0 (personal scale. Scale: 1 isn't used much in GH2, and scale: 2 is mecha-sized) combat, though, is to watch the news and hunt down fungi infestations. They're probably the most prolific and easily found scale: 0 fight in GH2.

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8: What is the general math behind weapon damage? I've noticed many guns have an alphanumeric code at the front (Heavy Gauss Rifle runs 14x10), and of all the number combos I haven't figured out, that's the one.
I... don't remember the specifics. I know the xXX aspect has to do with scale (so everything scale zero is x1, scale one x5, scale 2 x10) and, insofar as I'm aware, is just a multiplier. The first number is the base damage, so as far as I know a heavy gauss would have a base 140 DC (with DC being the primary "important number" used in damage calculations). More than that will have to wait until they fix the wiki and the old information comes back, which is... on its way. I think.

Anyway, that's about all I can recall. Hopefully the wiki/forum maintenance stuff will clear up fairly soon and it'll be easier to just point you at that.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on January 04, 2013, 01:04:04 pm
From what I recall the DCAxY is just scale factoring. In theory, a DC20 weapon is equal to a DC2x10 weapon. However, I've noticed that, at least in GH1, the DC 22 rapid fire bazooka with armorpiercing doing no damage, where my dinky little DC1 autocannons hit consistently.

If you want personal scale stuff, go GH1. Generally, it kinda goes like this. If you want any of: personal scale stuff, EXTREME mecha modifications, and extreme overpowered in general, go GH1. If you want something that is: More polished, more consistent, or more space operay, go GH2.

BTW, when I say extremely overpowered, I mean it. There is a picture somewhere of someone punching the final boss once while on foot and it exploding. The final boss is typically fought with a full lance of extremely customized and overpowered mechs.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: EuchreJack on January 04, 2013, 01:23:15 pm
As for the team limits and inviting mercenaries: Just ask one of them.  If you've reached your cap, the mercenaries will tell you so.

Beside talents, you generally raise your teammate cap through missions at the Cavalier's Club.  Said missions sometimes give you an additional lancemate to fill your new slot.

As for mecha, I think you've noticed that your probably at the limit of the capabilities for your mecha.  Try looking for a new mecha for yourself, then pass the Daum off onto a lancemate (you'll probably want to replace the Wraith: while an effective mecha, they die in one hit).
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blaze on January 04, 2013, 02:27:09 pm
1: I'm at chapter 4, have in the realm of 50 renown and am currently trashing the galaxy with a team of three.. a God-Dragon Duam, a Skull-Bones Buru Buru and a Wraith. Is this an acceptable setup at this point in the game?
It really depends on your skills and how they're kitted. Can't tell otherwise.

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3: Cybernetics.. I likewise lack knowledge of how many pieces of cyberware I can install before they melt my brain. How can I tell on that?
In GH2, trauma is a derived stat:
+1 for every stat/skill bonus
-1 for every stat/skill malus
+1 additionally for any bonus to combat skills (Mecha Piloting/Mecha Fighting/Dodge/Ranged Combat/etc)

Every 4 points of ego allows you to nullify 1 point of trauma; the Extropian talent counters 5 trauma.

A warning, having any piece of cyberware installed will probably ruin any chance of getting XP from personal scale combat.
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4: What is concidered the optimal movement system for a battleroid style mech? I know hover jets get used alot, but would it be preferable to strip those for flight/space flight jets? And along that note, what are Arc Thrusters?
Arc Jets > Everything imnho. They increase flight, space flight, and hover; whereas the others increase their specific method of flight and give piddling bonuses to the others.

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6: Are there any colonies or worlds where there is extentive combat in the cities, or even in a wilderness locale?
Not really, chances of out-of-mission enounters are incredibly rare. So build up your conversation/relationship skills and you and you'll start getting jobs everywhere.

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7: Are there any places one can go to do extensive out of mech combat?
Theles Spinner comes to mind, Two dungeons and a personal scale arena.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Sharp on January 04, 2013, 04:46:44 pm
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7: Are there any places one can go to do extensive out of mech combat?
Theles Spinner comes to mind, Two dungeons and a personal scale arena.

Caley(Casey?) Rock has a pretty huge dungeon as well. Though Theles arena is good for increasing difficulty of opponents.

Check on news articles as well can have spinners infested with fungus which leads to lots of fungal removal missions, same for invasions or being raided by pirates to get random mecha combats.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Xeldrakka on January 04, 2013, 10:41:56 pm
1:Is this an acceptable setup at this point in the game?
The general answer to that is... maybe. How much you can skimp on mech quality is highly dependent on how capable of a mech pilot you are (in terms of skills) and how effective the mechs you have are (i.e. what sort of fancy gubbins you've stuck on them). Generally, you'll get the message that you're sticking your head too far out when said head gets blown off repeatedly. Renown generally adjusts itself somewhat organically and you're expected to eat some losses to keep things balanced out. If you're worried, though, lose a few unimportant missions (just turn around and leave immediately) and drop your renown back down to something you feel comfortable with. The chapter related battles are renown independent, but (almost) everything scales with renown, so you can control general difficulty by controlling renown.

Interesting. Not a bad idea actually. I haven't had too much trouble with the fights yet, but at this point it seems the upper limit of what I can do with the current mechs I have are at their limit.

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5: Can also mod a few in, if you're feeling frisky. It's really easy to make a mech or fifty.

Really? Go on.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Sharp on January 04, 2013, 11:25:58 pm
End-game mechs are Savin's, Chimenteros (sp?) and hordes of other ones depending on your skills (Roc for heavy artillery, Corraich for flying round in circles exploding your enemies, or the great dueliing Zerosaiko) , but it's possible to win with a Buru-Buru, even the starting one with the gauss cannon can 1-shot many mechs, your screwed though if you have to fight the Aegis Overlord though because Chimenemtetros have big nukes and can 1 shot the weak mechs  cuz you can't dodge a nuke.

Generally later on in the game enemies with AoE weapons are your biggest threat so try and focus them down early, don't be afraid to use your lance-mates to be meatshields.

It's easier but longer to play the game in party-based mode where you take it in turns to control mechs so you can actually control your lancemates which is very useful in setting up and stopping ambushes but does make missions much longer. Also useful if you give your lancemates explosive weapons to limit friendly fire.

Right now you should probably be looking to move on to a better set of mecha, Daum is ok for your lancemates but maybe a Ceres or Vadel is nicer although expensive, of course salvage mechs are cheaper to obtain and you can get the special variant ones which depending on your stats can be massively over-powering. You can taunt enemy mech pilots and if they are damaged (and/or your ego and taunt skill are great) they might choose to eject giving you a nice mech with full working parts after a little repair bill.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Xeldrakka on January 05, 2013, 12:42:31 am
End-game mechs are Savin's, Chimenteros (sp?) and hordes of other ones depending on your skills (Roc for heavy artillery, Corraich for flying round in circles exploding your enemies, or the great dueliing Zerosaiko) , but it's possible to win with a Buru-Buru, even the starting one with the gauss cannon can 1-shot many mechs, your screwed though if you have to fight the Aegis Overlord though because Chimenemtetros have big nukes and can 1 shot the weak mechs  cuz you can't dodge a nuke.

Generally later on in the game enemies with AoE weapons are your biggest threat so try and focus them down early, don't be afraid to use your lance-mates to be meatshields.

It's easier but longer to play the game in party-based mode where you take it in turns to control mechs so you can actually control your lancemates which is very useful in setting up and stopping ambushes but does make missions much longer. Also useful if you give your lancemates explosive weapons to limit friendly fire.

Right now you should probably be looking to move on to a better set of mecha, Daum is ok for your lancemates but maybe a Ceres or Vadel is nicer although expensive, of course salvage mechs are cheaper to obtain and you can get the special variant ones which depending on your stats can be massively over-powering. You can taunt enemy mech pilots and if they are damaged (and/or your ego and taunt skill are great) they might choose to eject giving you a nice mech with full working parts after a little repair bill.

Working from top to bottom.. I'm far from the end game, but I've heard those mechs come up before. Savin, Roc and Corraich are definitely on my list on mechs to obtain near the end.

Party mode is actually my meat and bread. I vastly prefer the tactical form of combat, and the direct control I have over my teammates, especially the pilot in the wraith, allows me to focus fire and bring choice weapons to bare in battle.

The better mecha thing is definitely what I'm thinking. As someone else noted, I am hitting the roof of what I'm capable of doing with my current team, and between the outdated mechs and the lack of weapon knowledge I still suffer, I'm begining to feel outgunned. It's a only a matter of time before I'm outclassed beyond my ability. I've been eyeing the Vadel model for some time, but I've yet to get the funds together for such a beauty.

My character has a high ego score, but taunt is not a skill I so much as glanced at. Is it worth investing in over, say, intimidate?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Frumple on January 05, 2013, 12:49:31 am
Iirc, they synergize somewhat, though I don't recall quite how.

As for the mech modding, just check the mecha files. They're fairly human readable and can be freely mucked about with via a text editor. Whenever the forum/wiki gets back into shape, there's a number of fairly robust tutorial/guides to GH content modding. It's a sinch to mod up weapons and mechs and stuff, though, once you figure out what goes where (and that doesn't take much, though I can't remember the particulars without actually looking at the files (and don't feel like DLing either of the games right now :P)). There's actually a few GH2 compatible mecha/item packs laying around somewhere or another (yahoo group, mostly, I think).

There's some kind of viewer whatsit on the main menu that lets you easily pull up what you're messing with and see if it's working right, as well. Helps a bunch for rapid testing, iirc.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Xeldrakka on January 05, 2013, 01:04:47 am
I will definitely have to screw around with that just to be sure. I'm a big Pax Draconis player (Indie RPG with a generous amount of emphasis on Mecha fighting) and would love to screw around with a mech file and make an AlphaMU out of it.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on January 05, 2013, 01:57:54 am
Intimidate is the skill used to get pilots to eject. Taunt debuffs them or something, I'm not quite sure. But yeah, in GH2, max intimidate and high ego will net you LOTS of tasty mechs. Not QUITE so much in GH1 though.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Xeldrakka on January 05, 2013, 03:10:38 am
I might have to invest in that, though I'm already overdrawn for skills as it.. it hasn't been that much a problem yet.

In truth I'm REALLY interested in this mech design thing, but so far it's beating the crap out of me. I mean, I get most of the basics, but the Mechtype/number at the top (Buruburus, Vadels and Duams are Battleroid 5, where as the Galah is Battleroid 4.. the Wraith is Aerofighter 4, the Corriach is Aerofighter 6 and the Kraken is Aerofighter 10) is still a bit beyond.. is it a reference to locations? And furthermore, how does one improve and decrease the inherent MV, TR, SE and mass of these machines and their components. And after that, the equipping and modification of weaponry likewise remains a bit beyond me.

Ahh the mysteries of modifications. This is probably the first game I've encountered where the prospect of modding it is one I might go for.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on January 05, 2013, 03:21:42 am
MV and TR and Mass are all inherent values, based on each other. There are ways to modify them aside from modifying the mass, but I can't recall them. As for the name/number thing, I'm PRETTY sure that is the mechs size, but I could be wrong.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Xeldrakka on January 05, 2013, 04:27:34 am
MV and TR and Mass are all inherent values, based on each other. There are ways to modify them aside from modifying the mass, but I can't recall them. As for the name/number thing, I'm PRETTY sure that is the mechs size, but I could be wrong.

Okay.. so on some of these custom models, where I'm seeing a mass change in certain parts, they're what makes the machine lighter, and said lightness improves the stats on the mech? For example.. the SAN-X12 Assault Buru-Buru shows.. a basic head slot with Armor 4 and mass 1, and Torso armor 4, mass 1. Then we take the SAN-X9g Heavyfoot Buru-Buru and suddenly we have mass 3 and 4 respectively.. so these numbers are modifiers to the machine's actual weight? And negative masses on some of the other mechs, I suppose, would indicate an actual positive modifier to the machine's movement and such?
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Blaze on January 05, 2013, 05:15:12 am
MV and TR and Mass are all inherent values, based on each other. There are ways to modify them aside from modifying the mass, but I can't recall them. As for the name/number thing, I'm PRETTY sure that is the mechs size, but I could be wrong.

Okay.. so on some of these custom models, where I'm seeing a mass change in certain parts, they're what makes the machine lighter, and said lightness improves the stats on the mech? For example.. the SAN-X12 Assault Buru-Buru shows.. a basic head slot with Armor 4 and mass 1, and Torso armor 4, mass 1. Then we take the SAN-X9g Heavyfoot Buru-Buru and suddenly we have mass 3 and 4 respectively.. so these numbers are modifiers to the machine's actual weight? And negative masses on some of the other mechs, I suppose, would indicate an actual positive modifier to the machine's movement and such?
Your mecha's mass depends on the mass of its parts so yes and no. Obviously, lighter mecha move faster. You cannot apply a mass modifier to the entire mecha, just any given part of it.

The "Armor 4" tag doesn't affect weight, it determines the amount of DP that part gets, I believe it's 25DP per armor level.
A part's mass is derived from its DC or DV and is then modified by the "Mass" tag (If any). Any installed equipment also counts towards that parts weight, which is something to remember when modding ammo-based weapons, particularly missiles; since most of the weight is in its magazine.

I believe each mass level counts as 0.1kg for personal scale equipment, 0.1t for scale 1 mecha, and 0.5t for scale 2 mecha; the mass tag can be negative (Which lowers weight) or positive (Which increases weight).

Parts cannot go below 0 weight, and don't try to make 0 weight mecha since that causes a Divide by 0 error.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Xeldrakka on January 05, 2013, 06:47:05 am
Sounds good. A zero weight, super buff god-mecha would be no fun anyways. I'm more trying to design something that would fall between a Vadel and Savin in design, and throw a few unique little weapons on it. Flavor stuff mostly.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Xeldrakka on January 05, 2013, 10:03:57 am
Ha. Awesome. After numerous attempts to nail down the exacting nature of some of the game's language, I finally got my own machine up and running. So only three last questions remain before I fade back into lurker obscurity.

1: How does one implement his home fashioned mecha into the campaign/arena modes?

2: Is it considered poor sport to beat the game with a home designed mecha and lay it out as part of a victory dump?

3: Are the campaign/RPG files likewise so malleable? I ask because this game interests me and a few friends of mine enough that there has been some consideration for making a total conversion mod for the campaign to create a more consistent and compelling RP storyline of our own design. I want to know if anyone thinks this is feasible.

Thank you all for your time, advice and input!
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Frumple on January 05, 2013, 10:27:13 am
In truth I'm REALLY interested in this mech design thing, but so far it's beating the crap out of me. I mean, I get most of the basics, but the Mechtype/number at the top (Buruburus, Vadels and Duams are Battleroid 5, where as the Galah is Battleroid 4.. the Wraith is Aerofighter 4, the Corriach is Aerofighter 6 and the Kraken is Aerofighter 10) is still a bit beyond.. is it a reference to locations?
Th'folks above covered the rest of the questions related to this well, but here's some confirmation on what Beorn said:

Those numbers in particular refer to size, specifically the size of the mecha in general. A aerofighter 1 will be smaller (weigh less, have less slots for equipment per component, have less armor/HP per body part, etc.) than an aerofighter 10. This is independant of any mass modification or whathaveyou inherent to the limbs themselves.

As for adjusting MV/TR, in GH2 it's accomplished (outside of changing mass) primarily by software. Iirc, it was different in GH1, but I can't recall exactly how at the moment.

To your next set of questions:
1: Give them a faction (Iirc, there's a general one of some sort if you don't want them used by particular groups) and a... role? Something like that, shows up as GROUND, SPACE, etc. Then stick the file in the mecha folder with the rest of 'em and they'll start showing up in shops and combat. Simple as that, iirc.

2: Not really, though it depends on how out of line compared to stock mecha the machine is. Many (most?) winner machines end up buggered with by mecha engineering so much they might as well be homebrew :P

3: Unfortunately, no. They can be mucked with, but it takes an annoying amount of effort and, iirc, uses a custom scripting language of some sort or another.  It's been done and (again, when the wiki/forum/etc. come back in full) there's some (user created, mostly) documentation for it, but it's a notably more daunting task than stuffing the game full of new items and mecha.

S'the major reason Mr. H and a few others are working on converting GH2 to python (Now... I think it started attempting to convert to LUA scripting, but things change, I guess.), so the rest of the content is more accessible to folks.

E: As for modding weaponry, that's somewhat more involved. It looks like the forum's back up, so go give a gander at the game mechanics subforum, where a lot of the modding guides end up. This in particular (http://www.gearheadrpg.com/forum/index.php/topic,704.msg7275.html#msg7275) might help, to toot my own horn a bit. I think it was still accurate up until development on the current/old GH2 stopped and the conversion process started. Do note that I probably can't clarify anything in that or later posts anymore, because I don't remember any of it :P
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on January 05, 2013, 12:11:09 pm
As an addendum to Frumple's post Re:Mecha Engineering.

In both GH1 and GH2, there is a talent called Innovation, which you can pick up at 10 mecha engineering. Pretty sure it has the highest reqs of any talent, and for good reason. It lets you bypass the initial hard limit of how much you can install in a mech. However, if you got used to it in GH1, in which there was no upper hard limit once you got Innovation, be warned there is a hard limit even with innovation in GH2. Personally, I found Engineering much less useful in GH2, but I can't quite put my finger on WHY. Might be the abundance of mounting points on most mechs.

Oh, and when you get your first 2-4 packs of extra swarm missiles, unload them and stock your mech with reloads. You'd be amazed how effective 4 shots of 20 swarm-20 missiles are, and they're fairly cheap to reload.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: Frumple on January 05, 2013, 12:22:06 pm
Actually, iirc there's no hard limit in GH2 once you get innovation, either. It's just a mostly insurmountable soft limit :P

Could very much be wrong, there, though. It's been a while, but I could have sworn some of my cheat characters just laughed and started playing GH1 in SPAAACE (via their knowledge/m.engineering score being in the hundreds :P). And yeah, m.engineering is somewhat less powerful in GH2, but it's still pretty incredible. It just leans a bit more towards part swapping (switching limbs, moving stuff around to optimize, etc. Slap a set of light wings on a trailblazer, ferex, to get a really dominate early game machine.) than the silly (if delightful) stuff you'd get up to in GH1. You can get some pretty serious gains out of mucking around with stock mecha.
Title: Re: GearHead 2 - Mecha Roguelike
Post by: beorn080 on January 05, 2013, 01:53:37 pm
I think I just realized why engineering isn't as good in GH2. The stock mechs are better. Even the Buru buru line is fairly decent, and some of them (I'm looking at you crossbones BuruBuru) are actually fairly potent.

Edit: I think I might do a series of mecha additions to GH2. There are a lot of things that should be in there that aren't. Zoanoids, groundcars and huggers. Plus assorted cheap mechs for those times when all you can afford is a helicopter with a machine gun.