Game just patched, no idea what for though. Nothing relevant in the game's news.
Well, the "Game crashes the first time you leave the HQ" issue I had happened frequently enough that there was already a helpful topic on the Steam forums about it to circumvent the problem.
I've been trying to find a good price on this for years. maybe it'll hit steam sale... or I'll just bite the bullet because god damn I've been wanting to play this for years
Just you know from now on, some missions have an "ace" enemy who has a special name. Killing them unlocks a new type of gun for you to use. It's not hugely important, but it's nice to have.
Just you know from now on, some missions have an "ace" enemy who has a special name. Killing them unlocks a new type of gun for you to use. It's not hugely important, but it's nice to have.
Just you know from now on, some missions have an "ace" enemy who has a special name. Killing them unlocks a new type of gun for you to use. It's not hugely important, but it's nice to have.
Not always since many of those guns are terrible.
Though seriously, kill them since they can murder your squad far more than standard grunts.
Interesting. Never finished the first one (always would get distracted). I was about to lament cost (without having seen it) and just saw it is 20 bucks. Feh. The cost of a subpar Indian curry. I'll take it.
Just you know from now on, some missions have an "ace" enemy who has a special name. Killing them unlocks a new type of gun for you to use. It's not hugely important, but it's nice to have.
Not always since many of those guns are terrible.
Though seriously, kill them since they can murder your squad far more than standard grunts.
Oh God, Scouts are... probably actually pretty useful, but first I need to learn how to use them.
Their high movement ranges makes them good at running to the front. Their low defense and HP makes them terrible at being at the front.
At least I more or less know where I stand with Stormtroopers and Snipers.
You'll get the hang of it. Soon you'll be just running Alicia straight to the flag and two-turning maps, with a little support from Marina in the back.
'Chance, you are the best kind of whore.' -Henroid
Just you know from now on, some missions have an "ace" enemy who has a special name. Killing them unlocks a new type of gun for you to use. It's not hugely important, but it's nice to have.
Not always since many of those guns are terrible.
Though seriously, kill them since they can murder your squad far more than standard grunts.
Fuck. Ty. The. Immortal.
I didn't actually think he was that bad. His second appearance was probably the worst for me. His first one was hilariously easy to kill. Toss a grenade, then shoot. Ez. To be fair though, he never dodged much for me which I hear was a huge problem for others.
Yeah, scouts' mobility generally offsets their lower defense, especially once you get rifle grenades and the really fun potentials. It's possible to break the game in half with the right combination of orders.
Bear in mind I use broken to mean "can easily complete the mission," not "can solo that tank head-on." If your scout doesn't dodge that shocktrooper's return fire - or they get any bright ideas like 'don't waste command points doing nothing with the tank on the ass end of the map' - they could be in for a world of hurt. But yeah, most of the A-rank strategies involve capturing flags as soon as possible, which means getting across the map is a priority.
Never really played that way myself, though. Sometimes it means savescumming, and I found it way more fun to roll the tank out and set up proper lines of fire before advancing.
Well, the ones that you might want to push further cost more xp than the others. Why not keep your engineers up to the same level as your scouts when they cost about 1/4 the xp?
I tend to level up scouts, shocktroopers, and snipers. If I have spare XP after that, I try to level one of those up again, then I level up lancers and engineers with whatever's left.
Well, the ones that you might want to push further cost more xp than the others. Why not keep your engineers up to the same level as your scouts when they cost about 1/4 the xp?
I tend to level up scouts, shocktroopers, and snipers. If I have spare XP after that, I try to level one of those up again, then I level up lancers and engineers with whatever's left.
Scouts and shocktroopers are probably the most useful to level, followed by the other three (who are all more specialized in what you want them to do... while scouts and shocktroopers can fight basically everything but tanks... and still deal not-insignificant damage to tanks if they can hit the radiators). I would maybe put lancers slightly ahead of snipers and engis because of a couple particular maps, but even then...
I mean, if you just go down the list leveling them evenly you'll be fine, but sacrificing one or two levels in the latter three for an extra bit on the first two doesn't hurt.
I suppose until you get rifle grenades scouts are slightly lower priority than shocktroopers, but once both classes have their weapon choices, it's a dead heat, or even scouts pulling ahead, depending on the situation.
Meanwhile, make sure to keep the Edelweiss up to date, because it is very much your trump card. It's also disgustingly effective if you can get it to provide supporting fire for a bunch of other units (because then you get relatively devastating machine gun fire from it without using the 2 CP to actually move it, but supporting fire in general is pretty effective).
Yeah, I think I usually deployed one sniper and engi most maps, two each scout and lancer, and filled the rest of the slots with shocks. The lancers might go to three for particular maps (often dropping the sniper, because said maps generally have no work for snipers).
Scouts are excellent... until they run headfirst into 2 or more shocktroopers, and die to suppressing fire before you can respond. I tend to use scouts to rush ahead, with snipers or shocks clearing the path as required. I don't use lancers much, unless I have to.
Not sure if this counts as a spoiler, but related to levelling:
At level 10, I believe, scouts and shocktroopers get special weapons. It's definitely worth levelling them at another unit's expense to get those a bit faster.
Scouts are excellent... until they run headfirst into 2 or more shocktroopers, and die to suppressing fire before you can respond. I tend to use scouts to rush ahead, with snipers or shocks clearing the path as required. I don't use lancers much, unless I have to.
Not sure if this counts as a spoiler, but related to levelling:
At level 10, I believe, scouts and shocktroopers get special weapons. It's definitely worth levelling them at another unit's expense to get those a bit faster.
Yeah, intercepting fire is a problem... except for the god scout, who has passives to basically ignore it entirely.
Man I forgot how much this game prioritizes prior knowledge in order to beat missions in a clean fashion. That damn AT gun above the supply base ended up fucking me over for the simple reason that in order to actually get at it from the rear (aka: at all) you need to run run up a path that 1: has a tank trap in front of it, 2: has AT mines in front of it, and 3: has a goddamn log tossed across the road, which requires the Edelweiss to break.
And the only way you could know this is to run a unit up there, since log roadblocks don't show up on the map.
Snipers are iffy. Good support, but their entire spiel is hitting things and sometimes they don't do that.
Marina "Fist of God" Wulfstan is the exception.
I cant wait to get to the point where she's that good, because first mission I fielded her in, she hit the target once....throughout the entire mission. I took 6 shots with her.
Snipers are iffy. Good support, but their entire spiel is hitting things and sometimes they don't do that.
Marina "Fist of God" Wulfstan is the exception.
I cant wait to get to the point where she's that good, because first mission I fielded her in, she hit the target once....throughout the entire mission. I took 6 shots with her.
That's higher to-hit% than my snipers so far - I've deployed them a few times, missed all shots and then they usually can't keep up with the front (since they waddle slower than a walking duck) and are forgotten behind the lines.
What's with all the sniper hate? I always have at least one out somewhere, and I tend to use them 3 times on the first turn to remove 3 annoyances. I think I've had maybe 2 missed shots so far? Out of... 20? 30? They're only level 6ish.
Snipers are iffy. Good support, but their entire spiel is hitting things and sometimes they don't do that.
Marina "Fist of God" Wulfstan is the exception.
I cant wait to get to the point where she's that good, because first mission I fielded her in, she hit the target once....throughout the entire mission. I took 6 shots with her.
Snipers benefit a lot when you upgrade their rifles a bit and boost their accuracy. All classes do but snipers especially.
Snipers are iffy. Good support, but their entire spiel is hitting things and sometimes they don't do that.
Marina "Fist of God" Wulfstan is the exception.
I cant wait to get to the point where she's that good, because first mission I fielded her in, she hit the target once....throughout the entire mission. I took 6 shots with her.
Snipers benefit a lot when you upgrade their rifles a bit and boost their accuracy. All classes do but snipers especially.
Also remember to actually zoom in if you're not doing that.
Posts
Well, the "Game crashes the first time you leave the HQ" issue I had happened frequently enough that there was already a helpful topic on the Steam forums about it to circumvent the problem.
Hopefully that's fixed now.
- Fix for quiet/off-pitch audio (SFX and VO) during battles.
- Fixed DLC not installing correctly.
So that's what they patched.
Well, we're at least getting some VC3-costumes in Phantasy Star Nova.
Ahaha!
Just you know from now on, some missions have an "ace" enemy who has a special name. Killing them unlocks a new type of gun for you to use. It's not hugely important, but it's nice to have.
Not always since many of those guns are terrible.
Though seriously, kill them since they can murder your squad far more than standard grunts.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
SteamID: edgruberman GOG Galaxy: EdGruberman
Fuck. Ty. The. Immortal.
Now playing: Teardown and Baldur's Gate 3 (co-op)
Sunday Spotlight: Shadows of Doubt
Their high movement range makes them good at running to the front. Their low defense and HP make them terrible at being at the front.
At least I more or less know where I stand with Stormtroopers and Snipers.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Still waiting on Dan "Man of his Word" Ryckert to eat a hat
You'll get the hang of it. Soon you'll be just running Alicia straight to the flag and two-turning maps, with a little support from Marina in the back.
They become pretty good, but godly is reserved for one in particular who has stupid potentials.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I didn't actually think he was that bad. His second appearance was probably the worst for me. His first one was hilariously easy to kill. Toss a grenade, then shoot. Ez. To be fair though, he never dodged much for me which I hear was a huge problem for others.
Bear in mind I use broken to mean "can easily complete the mission," not "can solo that tank head-on." If your scout doesn't dodge that shocktrooper's return fire - or they get any bright ideas like 'don't waste command points doing nothing with the tank on the ass end of the map' - they could be in for a world of hurt. But yeah, most of the A-rank strategies involve capturing flags as soon as possible, which means getting across the map is a priority.
Never really played that way myself, though. Sometimes it means savescumming, and I found it way more fun to roll the tank out and set up proper lines of fire before advancing.
Now playing: Teardown and Baldur's Gate 3 (co-op)
Sunday Spotlight: Shadows of Doubt
On the PS3 and some maps, I would use the Scouts to run to cap flags, and then call in reinforcements halfway across the map. There is a desert map:
Is it a good idea to level up all the classes pretty evenly, or are there benefits to be had pushing one or two further faster?
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Getting started with BATTLETECH: Part 1 / Part 2
I tend to level up scouts, shocktroopers, and snipers. If I have spare XP after that, I try to level one of those up again, then I level up lancers and engineers with whatever's left.
Scouts and shocktroopers are probably the most useful to level, followed by the other three (who are all more specialized in what you want them to do... while scouts and shocktroopers can fight basically everything but tanks... and still deal not-insignificant damage to tanks if they can hit the radiators). I would maybe put lancers slightly ahead of snipers and engis because of a couple particular maps, but even then...
I mean, if you just go down the list leveling them evenly you'll be fine, but sacrificing one or two levels in the latter three for an extra bit on the first two doesn't hurt.
I suppose until you get rifle grenades scouts are slightly lower priority than shocktroopers, but once both classes have their weapon choices, it's a dead heat, or even scouts pulling ahead, depending on the situation.
Meanwhile, make sure to keep the Edelweiss up to date, because it is very much your trump card. It's also disgustingly effective if you can get it to provide supporting fire for a bunch of other units (because then you get relatively devastating machine gun fire from it without using the 2 CP to actually move it, but supporting fire in general is pretty effective).
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Not sure if this counts as a spoiler, but related to levelling:
Yeah, intercepting fire is a problem... except for the god scout, who has passives to basically ignore it entirely.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
Marina "Fist of God" Wulfstan is the exception.
That's why I try to shoot their feet when I have time to spare for the kill.
Duck down all you like. Just puts your head in front of my bullets.
Why I fear the ocean.
Marina is win. And if you're lucky, she'll win twice in one turn, when you get all her passives.
Mission... 4 spoilers? The forest.
And the only way you could know this is to run a unit up there, since log roadblocks don't show up on the map.
That's higher to-hit% than my snipers so far - I've deployed them a few times, missed all shots and then they usually can't keep up with the front (since they waddle slower than a walking duck) and are forgotten behind the lines.
Snipers benefit a lot when you upgrade their rifles a bit and boost their accuracy. All classes do but snipers especially.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
Also remember to actually zoom in if you're not doing that.
// Switch: SW-5306-0651-6424 //