I just started playing MWO again after not playing for eleventy billion years, like, before clan mechs were in, and now everything is different and there are like four different kinds of xp and what mechs are even good now and oh god what do I do? Looks like I chose a bad time to stumble in here and ask for help, what with the whole Battletech thing though!
I've got 11M C-Bills burning a hole in my pocket, and as all I've got in my hangar is a Hunchback, I'd like to spend it on something bigger and stompier, but I have no idea what's any good any more. I'm leaning towards a heavy/assault that's heavy on autocannons as something a bit different from my Hunchback-4SP which is all lasers + missiles, but inevitably all of the chassis I want are only buyable with pay-us-cash-monies currency.
My advice: do the academy if you haven't already, there's a part at the end where you can mess around with a few different mechs and test your firing skills and what not.
After that, play some matches in your Hunchie and the trial mechs, figure out what you like and what you're good at.
Oh I've got the basics down fine, skill tree changes and new maps and new mechs aside it still seems to be the same old stompybots under the surface. What I don't know is what the current meta is, which mechs are god-tier and which are garbage-tier. Judging from the huge variety of mechs I see in actual matches its all pretty balanced, but I'm afraid that if I just pick a mech that looks cool someone would be like "Nooooo, don't pick the King Crab, its terrible!"
That Jager round went pretty much as expected with the AI not knowing better than to trickle into a kill box like the one I had set up. The last mech standing was their Atlas and I got all cheeky and started to do some good ole fashioned Atlas bowling which worked great for a few rounds and then the Atlas managed to get up, turn around, and punched half of my Hunchback off. My trolololo laughter was abruptly cut short after watching the entire right side of a pretty fresh Hunchy just vanish. The next few rounds consisted of me mostly going FUCK FUCK FUCK KILL IT KILL IT KILL IT.
EDIT: Also I really, really like that missiles in BT do stability damage. They may do spread out damage but they're still scary effective since something puking LRMs can cause repeated knockdowns and an SRM brawler can bully the shit out of targets. The range banding on the weapons in general is also done really well with ACs not being all range chainsaws and requiring some though to use (though at range they really do cut shit down in a hurry).
The downside is it makes me /headdesk when I think of how simple and obvious this sort of stuff is and yet... *glares at PGI*.
EDIT EDIT: Also, having to actually show some measure of control with the HBK Deathstar was incredibly refreshing. It's amazing how well heat works as a balancing mechanic when heat sinks don't add to your heat capacity. *glares some fucking more*
It's almost like these guys get BT :tell_me_more:
Is time a gift or punishment?
+5
MortiousThe Nightmare BeginsMove to New ZealandRegistered Userregular
I just started playing MWO again after not playing for eleventy billion years, like, before clan mechs were in, and now everything is different and there are like four different kinds of xp and what mechs are even good now and oh god what do I do? Looks like I chose a bad time to stumble in here and ask for help, what with the whole Battletech thing though!
I've got 11M C-Bills burning a hole in my pocket, and as all I've got in my hangar is a Hunchback, I'd like to spend it on something bigger and stompier, but I have no idea what's any good any more. I'm leaning towards a heavy/assault that's heavy on autocannons as something a bit different from my Hunchback-4SP which is all lasers + missiles, but inevitably all of the chassis I want are only buyable with pay-us-cash-monies currency.
My advice: do the academy if you haven't already, there's a part at the end where you can mess around with a few different mechs and test your firing skills and what not.
After that, play some matches in your Hunchie and the trial mechs, figure out what you like and what you're good at.
Oh I've got the basics down fine, skill tree changes and new maps and new mechs aside it still seems to be the same old stompybots under the surface. What I don't know is what the current meta is, which mechs are god-tier and which are garbage-tier. Judging from the huge variety of mechs I see in actual matches its all pretty balanced, but I'm afraid that if I just pick a mech that looks cool someone would be like "Nooooo, don't pick the King Crab, its terrible!"
... I liked the King Crab in the academy.
For each weight class:
Kodiak (especially the 3)
Night Gyr/Ebon Jag
Nova/Hunchback IIC
Arctic Cheetah
There are more, but I think these are the top outliers.
Alright so I departed due to MWO salt reaching levels that even I can't handle but...
ya'll
YA'LL.
THIS GAME IS SUPER MEGA GOOD.
Edit: I have won a match by exclusively punching everything to death. I have achieved my dream. It is done.
Out of my two matches I've played so far, the only one I actually won was the War MV size. My lance: 2x BLG-1G + 2x CMD-1D. The Battlemasters closed so quick, they were able to get behind the targeted enemy mechs and just unload on their rear armor. On the enemy turn, they would just backpedal to shoot at my Battlemaster's rear armor...but I'd just backpedal to shoot some more at their rear armor...and just repeat until one keels over. It was pretty silly looking.
Although, once the enemy assault/heavy mechs were taken out, the lights just exploded when the Battlemasters turned to look at them.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
That Jager round went pretty much as expected with the AI not knowing better than to trickle into a kill box like the one I had set up. The last mech standing was their Atlas and I got all cheeky and started to do some good ole fashioned Atlas bowling which worked great for a few rounds and then the Atlas managed to get up, turn around, and punched half of my Hunchback off. My trolololo laughter was abruptly cut short after watching the entire right side of a pretty fresh Hunchy just vanish. The next few rounds consisted of me mostly going FUCK FUCK FUCK KILL IT KILL IT KILL IT.
EDIT: Also I really, really like that missiles in BT do stability damage. They may do spread out damage but they're still scary effective since something puking LRMs can cause repeated knockdowns and an SRM brawler can bully the shit out of targets. The range banding on the weapons in general is also done really well with ACs not being all range chainsaws and requiring some though to use (though at range they really do cut shit down in a hurry).
The downside is it makes me /headdesk when I think of how simple and obvious this sort of stuff is and yet... *glares at PGI*.
EDIT EDIT: Also, having to actually show some measure of control with the HBK Deathstar was incredibly refreshing. It's amazing how well heat works as a balancing mechanic when heat sinks don't add to your heat capacity. *glares some fucking more*
It's almost like these guys get BT :tell_me_more:
Jordan Weisman himself took my money at PAX before the Kickstarter went live so I knew it was gonna be in good hands
LRMs are a real nuisance in this game. So many knockdowns...
Missiles in general are brutal. It's rare that any miss, which I feel may be an issue since ammo explosions don't look to be an issue. So that mech with 3 SRM6s staring you down? You're gonna get fucked up.
I threw a CPLT-C1 on my team. His Missiles didn't last long, but 30 Missiles raining down on guys was ruining their day. And then he moves in on all these crippled mechs and unloads with 4 medium lasers. And God help you if he's in the river. He can fire all 4 all day long.
It looks like paying attention to your and enemy range brackets is important. JJ equipped mechs are mobile as hell.
Some cool footage out there.
Basil on
+2
BRIAN BLESSEDMaybe you aren't SPEAKING LOUDLY ENOUGHHHRegistered Userregular
Ahahaha the startup screen says "commencing deployment, Mechwarriors prepare for combat"
You nostalgia-leaning motherfuckers
+6
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
Putting aside BATTLETECH for BattleTech for a moment...
...And now we return to the Annotated Histories of the Mercenary Life, brought to you by ComStar...
The Oosik Irregulars, finding their coffers flush from their completed contracts at the close of the Fourth Succession War, quickly set out to expand both their logistical reach and their military might. Though the expansion to a second company of 'Mechs had been in the plans since their founding, the needs of open warfare necessitated funding for refit and resupply of the 1st Company instead. With their contracts up, and their 'Mechs no longer in constant need of replacement and repair, the Oosiks set out to expand their roster.
The 2nd Company, unlike the 1st Company's well-rounded loadout, was formed to be the "hammer" of the Oosik Irregulars. Fielding a majority of Heavy and Assault-class chassis, with only a single Light 'Mech in its TOE, the 2nd Company's mission statement was "Overwhelming Firepower". Leading the company was the Oosik Irregulars Delta Lance.
Affectionately known as the "Shock and Awe" Lance, Delta was frequently deployed to dense terrain or urban environments where its relatively short-ranged firepower could be brought to bear with the element of surprise. To accentuate this, the lance was camo'd in colors that most would find unorthodox, to outright distracting.
Leading the lance was @Elvenshae, in his custom Centurion. Outfitted for up-close punch, a trio of Artemis-linked SRM-6's provided the bulk of his 'Mech's firepower. A trio of machine guns and a lone small laser back this up. In an attempt to up-armor his 'Mech and provide the requisite Oosik flair, a series of additional armor plates were added to the left side of the 'Mech. Not only does this make Elvenshae's Centurion instantly recognizable on the battlefield, it succeeded in saving his 'Mech from any number of killshots originating from his left flank.
Following close behind the lead, @SutibunRi's "Laserback" Hunchback provided additional short-range firepower. Eschewing the typical autocannon loadout, SutibunRi's hunch was instead filled with additional Medium Lasers and the heatsinks to match. The introduction of Double Heat Sinks made this loadout particular fearsome, as the 'Mech could sustain full burn with all nine lasers over an extended period of time. In one test firing scenario, the Oosik Irregulars Technician Core discovered that the 'Mech was capable of sustained fire for up to five minutes before the automatic reactor shutdown protocols would engage.
Bringing a heavier load to bear, @Gnome-Interruptus charged into battle with a custom Thunderbolt. Built on a refurbished chassis, and replete with upgrades, Adamski's THUD was a dangerous weapon of war that demanded respect. Outfitted with an array of SRMs and Medium Lasers, the 'Mech also mounted an LB 10-X Autocannon for reach and additional hole-punching firepower. In a twist that most enemy combatants did not expect, the Thunderbolt also mounted a trio of Icarus 81 jump jets "acquired" off the Combine grey market. The addition of these jets frequently provided an element of surprise in tight terrain, with the 'Mech landing behind close-by combatants and leading to deadly results.
In papers revealed to ComStar by inside sources, the pilot known to the Inner Sphere as Padre Ballistique had one request: "Make my 'Mech visible from orbit". Anchoring the lance, @Buttcleft's King Crab was as eye-catching as it was fearsome. Four Imperator Ultra-5 autocannons form the bulk of the 'Mech's firepower, with a pair of torso-mounted SRM-6s for backup. Though of only average speed for a 'Mech in its weight class, the blistering array of missile and ballistic firepower it mounted alongside its incredible armor plating made this 'Mech one of the most dangerous in the Oosik Irregulars arsenal.
Moving forward in history, the Oosiks eventually became embroiled in the defense of the Inner Sphere during the Clan Invasion. Though details from the era are relatively few (paperwork provided by Oosiks HQ, having not been unredacted, was of little use), it is known that Delta Lance would scavenge and back-channel trade for equipment upgrades over the years. To ComStar's understanding, Delta Lance is not only in active deployment to this day, but also fields Clan-grade weapons and equipment. Our investigators have pieced together a snapshot of this tactic, gathered from battlefield intelligence:
Elvenshae's Centurion C upgrades the missiles to Streak-6's, and the backup weapons to a quartet of small lasers. SutibunRi's Hunchback C upgrades the damage profile of the 'Mech slightly, at the cost of some range, by trading out the nine IS Medium Lasers for three Clan ER Medium Lasers and six ER Small Lasers. It also adds an ECM suite, to provide electronic warfare coverage to the lance while behind enemy lines. Adamski's Thunderbolt C upgrades all of the weapons to Clan tech, swapping the LB 10-X for an Ultra version. Padre's King Crab C likewise upgrades all of the weapons to Clan tech, adding an additional pair of SRM-6s and a chin-mount Medium Pulse Laser for additional firepower.
So, I did not get a key yet. Are they still going out? Did I back at a different level that doesn't get keys yet?
You might want to check your backer level because I think they all went out by now. They are allowing to up your backing amount to the beta level though.
I like to believe that part of the electronic warfare upgrade was speakers blasting the Oosik Anthem when battle was joined.. rather than something like ride of the valkyries.
But that's just me..
Putting aside BATTLETECH for BattleTech for a moment...
...And now we return to the Annotated Histories of the Mercenary Life, brought to you by ComStar...
The Oosik Irregulars, finding their coffers flush from their completed contracts at the close of the Fourth Succession War, quickly set out to expand both their logistical reach and their military might. Though the expansion to a second company of 'Mechs had been in the plans since their founding, the needs of open warfare necessitated funding for refit and resupply of the 1st Company instead. With their contracts up, and their 'Mechs no longer in constant need of replacement and repair, the Oosiks set out to expand their roster.
The 2nd Company, unlike the 1st Company's well-rounded loadout, was formed to be the "hammer" of the Oosik Irregulars. Fielding a majority of Heavy and Assault-class chassis, with only a single Light 'Mech in its TOE, the 2nd Company's mission statement was "Overwhelming Firepower". Leading the company was the Oosik Irregulars Delta Lance.
Affectionately known as the "Shock and Awe" Lance, Delta was frequently deployed to dense terrain or urban environments where its relatively short-ranged firepower could be brought to bear with the element of surprise. To accentuate this, the lance was camo'd in colors that most would find unorthodox, to outright distracting.
Leading the lance was @Elvenshae, in his custom Centurion. Outfitted for up-close punch, a trio of Artemis-linked SRM-6's provided the bulk of his 'Mech's firepower. A trio of machine guns and a lone small laser back this up. In an attempt to up-armor his 'Mech and provide the requisite Oosik flair, a series of additional armor plates were added to the left side of the 'Mech. Not only does this make Elvenshae's Centurion instantly recognizable on the battlefield, it succeeded in saving his 'Mech from any number of killshots originating from his left flank.
Following close behind the lead, @SutibunRi's "Laserback" Hunchback provided additional short-range firepower. Eschewing the typical autocannon loadout, SutibunRi's hunch was instead filled with additional Medium Lasers and the heatsinks to match. The introduction of Double Heat Sinks made this loadout particular fearsome, as the 'Mech could sustain full burn with all nine lasers over an extended period of time. In one test firing scenario, the Oosik Irregulars Technician Core discovered that the 'Mech was capable of sustained fire for up to five minutes before the automatic reactor shutdown protocols would engage.
Bringing a heavier load to bear, @Gnome-Interruptus charged into battle with a custom Thunderbolt. Built on a refurbished chassis, and replete with upgrades, Adamski's THUD was a dangerous weapon of war that demanded respect. Outfitted with an array of SRMs and Medium Lasers, the 'Mech also mounted an LB 10-X Autocannon for reach and additional hole-punching firepower. In a twist that most enemy combatants did not expect, the Thunderbolt also mounted a trio of Icarus 81 jump jets "acquired" off the Combine grey market. The addition of these jets frequently provided an element of surprise in tight terrain, with the 'Mech landing behind close-by combatants and leading to deadly results.
In papers revealed to ComStar by inside sources, the pilot known to the Inner Sphere as Padre Ballistique had one request: "Make my 'Mech visible from orbit". Anchoring the lance, @Buttcleft's King Crab was as eye-catching as it was fearsome. Four Imperator Ultra-5 autocannons form the bulk of the 'Mech's firepower, with a pair of torso-mounted SRM-6s for backup. Though of only average speed for a 'Mech in its weight class, the blistering array of missile and ballistic firepower it mounted alongside its incredible armor plating made this 'Mech one of the most dangerous in the Oosik Irregulars arsenal.
Moving forward in history, the Oosiks eventually became embroiled in the defense of the Inner Sphere during the Clan Invasion. Though details from the era are relatively few (paperwork provided by Oosiks HQ, having not been unredacted, was of little use), it is known that Delta Lance would scavenge and back-channel trade for equipment upgrades over the years. To ComStar's understanding, Delta Lance is not only in active deployment to this day, but also fields Clan-grade weapons and equipment. Our investigators have pieced together a snapshot of this tactic, gathered from battlefield intelligence:
Elvenshae's Centurion C upgrades the missiles to Streak-6's, and the backup weapons to a quartet of small lasers. SutibunRi's Hunchback C upgrades the damage profile of the 'Mech slightly, at the cost of some range, by trading out the nine IS Medium Lasers for three Clan ER Medium Lasers and six ER Small Lasers. It also adds an ECM suite, to provide electronic warfare coverage to the lance while behind enemy lines. Adamski's Thunderbolt C upgrades all of the weapons to Clan tech, swapping the LB 10-X for an Ultra version. Padre's King Crab C likewise upgrades all of the weapons to Clan tech, adding an additional pair of SRM-6s and a chin-mount Medium Pulse Laser for additional firepower.
Make it visible from orbit, and so visually obnoxious that revulsion itself will be my ally. Almost want to replace the paint with microLEDs to up the obnoxious visibility to make that mother fucker glow. Imagine urban warfare with a glowing pink king crab, and the pants shitting terror every time the light begins to spill around a corner.
Also so obnoxious that everyone will aim for me, leaving the rest of the lance (especially THUD with its jumpjets) to get behind the enemies and scoop out the creamy goodness.
Also..holy shit the King Crab has something like a 88 point alpha if you double tap the ultras with the clan upgrade. For only 20 heat.
Putting aside BATTLETECH for BattleTech for a moment...
...And now we return to the Annotated Histories of the Mercenary Life, brought to you by ComStar...
The Oosik Irregulars, finding their coffers flush from their completed contracts at the close of the Fourth Succession War, quickly set out to expand both their logistical reach and their military might. Though the expansion to a second company of 'Mechs had been in the plans since their founding, the needs of open warfare necessitated funding for refit and resupply of the 1st Company instead. With their contracts up, and their 'Mechs no longer in constant need of replacement and repair, the Oosiks set out to expand their roster.
The 2nd Company, unlike the 1st Company's well-rounded loadout, was formed to be the "hammer" of the Oosik Irregulars. Fielding a majority of Heavy and Assault-class chassis, with only a single Light 'Mech in its TOE, the 2nd Company's mission statement was "Overwhelming Firepower". Leading the company was the Oosik Irregulars Delta Lance.
Affectionately known as the "Shock and Awe" Lance, Delta was frequently deployed to dense terrain or urban environments where its relatively short-ranged firepower could be brought to bear with the element of surprise. To accentuate this, the lance was camo'd in colors that most would find unorthodox, to outright distracting.
Leading the lance was @Elvenshae, in his custom Centurion. Outfitted for up-close punch, a trio of Artemis-linked SRM-6's provided the bulk of his 'Mech's firepower. A trio of machine guns and a lone small laser back this up. In an attempt to up-armor his 'Mech and provide the requisite Oosik flair, a series of additional armor plates were added to the left side of the 'Mech. Not only does this make Elvenshae's Centurion instantly recognizable on the battlefield, it succeeded in saving his 'Mech from any number of killshots originating from his left flank.
Following close behind the lead, @SutibunRi's "Laserback" Hunchback provided additional short-range firepower. Eschewing the typical autocannon loadout, SutibunRi's hunch was instead filled with additional Medium Lasers and the heatsinks to match. The introduction of Double Heat Sinks made this loadout particular fearsome, as the 'Mech could sustain full burn with all nine lasers over an extended period of time. In one test firing scenario, the Oosik Irregulars Technician Core discovered that the 'Mech was capable of sustained fire for up to five minutes before the automatic reactor shutdown protocols would engage.
Bringing a heavier load to bear, @Gnome-Interruptus charged into battle with a custom Thunderbolt. Built on a refurbished chassis, and replete with upgrades, Adamski's THUD was a dangerous weapon of war that demanded respect. Outfitted with an array of SRMs and Medium Lasers, the 'Mech also mounted an LB 10-X Autocannon for reach and additional hole-punching firepower. In a twist that most enemy combatants did not expect, the Thunderbolt also mounted a trio of Icarus 81 jump jets "acquired" off the Combine grey market. The addition of these jets frequently provided an element of surprise in tight terrain, with the 'Mech landing behind close-by combatants and leading to deadly results.
In papers revealed to ComStar by inside sources, the pilot known to the Inner Sphere as Padre Ballistique had one request: "Make my 'Mech visible from orbit". Anchoring the lance, @Buttcleft's King Crab was as eye-catching as it was fearsome. Four Imperator Ultra-5 autocannons form the bulk of the 'Mech's firepower, with a pair of torso-mounted SRM-6s for backup. Though of only average speed for a 'Mech in its weight class, the blistering array of missile and ballistic firepower it mounted alongside its incredible armor plating made this 'Mech one of the most dangerous in the Oosik Irregulars arsenal.
Moving forward in history, the Oosiks eventually became embroiled in the defense of the Inner Sphere during the Clan Invasion. Though details from the era are relatively few (paperwork provided by Oosiks HQ, having not been unredacted, was of little use), it is known that Delta Lance would scavenge and back-channel trade for equipment upgrades over the years. To ComStar's understanding, Delta Lance is not only in active deployment to this day, but also fields Clan-grade weapons and equipment. Our investigators have pieced together a snapshot of this tactic, gathered from battlefield intelligence:
Elvenshae's Centurion C upgrades the missiles to Streak-6's, and the backup weapons to a quartet of small lasers. SutibunRi's Hunchback C upgrades the damage profile of the 'Mech slightly, at the cost of some range, by trading out the nine IS Medium Lasers for three Clan ER Medium Lasers and six ER Small Lasers. It also adds an ECM suite, to provide electronic warfare coverage to the lance while behind enemy lines. Adamski's Thunderbolt C upgrades all of the weapons to Clan tech, swapping the LB 10-X for an Ultra version. Padre's King Crab C likewise upgrades all of the weapons to Clan tech, adding an additional pair of SRM-6s and a chin-mount Medium Pulse Laser for additional firepower.
Make it visible from orbit, and so visually obnoxious that revulsion itself will be my ally. Almost want to replace the paint with microLEDs to up the obnoxious visibility to make that mother fucker glow. Imagine urban warfare with a glowing pink king crab, and the pants shitting terror every time the light begins to spill around a corner.
Also so obnoxious that everyone will aim for me, leaving the rest of the lance (especially THUD with its jumpjets) to get behind the enemies and scoop out the creamy goodness.
Also..holy shit the King Crab has something like a 88 point alpha if you double tap the ultras with the clan upgrade. For only 20 heat.
That would be awesome, like some leviathan from the depths with its bioluminescence slowly stalking around the corner.
MWO: Adamski
+1
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
LRMs are a real nuisance in this game. So many knockdowns...
Yeah, knockdowns happen really fast, faster than I remember in the demos. I would love to use the brace skill, but it wastes your whole turn. If you can stand up and still take an action, seems like brace should at least let you fire without moving.
However, indirect fire on LRMs feels like a complete waste of ammo. I guess if you've got no heat, and nothing else to do you can use it, but that probably means you need to work on your positioning.
Punching is super good. Don't let tons of weaponry tempt you away from the correct choice of fisticuffs.
I actually snuck a game in last night. Two LRM Awesomes, a Jagermech A and Locust. The Locust was my sacrificial scout as I rained down 90 missiles a turn onto the Awesome and Orion. Managed to keep them on the ground pretty well, but they took out my Locust. The Orion finally fell to fire, but the Awesome got into melee dishing out some serious hits before it went down. My first Awesome fell to fire from their Centurion and Vindicator. Then the enemy Centurion got into melee with my Jagermech, who was separated from the Assaults. Large Lasers and LRMs seemed surprisingly ineffective at trying to bring down a couple Mediums. The Vindicator was almost all internals before he went down. I finally ended things with my last Awesome punching the Centurion to death with his remaining arm.
The combat is brutal. If the game is going to be focused on economics like they are talking about, you better run when you see an enemy mech or all you are going to bring home is one hell of a repair bill.
+2
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
edited June 2017
I'm going to try and start a mostly-once-a-day BATTLETECH playthrough that I post up vids for on my YouTube channel.
Just had an interesting quick skirmish before work (went with the light cap). My team: 1 CMD-1B, 1 CMD-1D, 1 TBT-5N (I think...might've been the 3C), and a CN9-A versus the standard Light Cavalry (Locust, Commando, Shadow Hawk, Griffin). My mediums double-teamed the Shadow Hawk until it was nothing but a bloodied stump, the enemy Griffin wouldn't stop picking on my CMD-1B, and the enemy's Locust tried to flank my mediums who were being overwatched by my CMD-1D. Now, the interesting thing that happened was when the Locust tried to flank around my mediums, my CMD-1D got in behind it, but at range. The alpha strike was completely dodged (not a single damage number showed, just the word "Dodged")......but the Locust exploded anyways.
The rest of the match was won via LRM volleys from the Treb and my 1B surgically removing the Griffin's weapons after the enemy mech got knocked down (LRMs from both Cent and Treb stripped the right torso of the Griffin and knocked it down...the large laser called shot from the Commando finished the job).
And then I forgot that, even with its gun-side destroyed, it could still punch. My mostly fresh Commando 1D got kicked and lost both its left arm and leg. Oh well...the only serious damage taken was to the Commandos...how much could it possibly be to repair those tin cans?
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
Posts
ya'll
YA'LL.
THIS GAME IS SUPER MEGA GOOD.
Edit: I have won a match by exclusively punching everything to death. I have achieved my dream. It is done.
By which, he is correct.
Observation 1: A split lance of Locusts/Trebuchets (going for the spotter/launcher setup) gets its shit pushed in by a pair of Centurions.
Observation 2: A split lance of Commando/Panther and Catapult/Catapult fucking ruins things for days.
Lesson learned: Catapults are fucking scary in this build of BT.
Oh I've got the basics down fine, skill tree changes and new maps and new mechs aside it still seems to be the same old stompybots under the surface. What I don't know is what the current meta is, which mechs are god-tier and which are garbage-tier. Judging from the huge variety of mechs I see in actual matches its all pretty balanced, but I'm afraid that if I just pick a mech that looks cool someone would be like "Nooooo, don't pick the King Crab, its terrible!"
... I liked the King Crab in the academy.
It's almost like these guys get BT :tell_me_more:
For each weight class:
Kodiak (especially the 3)
Night Gyr/Ebon Jag
Nova/Hunchback IIC
Arctic Cheetah
There are more, but I think these are the top outliers.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
Armchair: 4098-3704-2012
Round I did before work. Medium drop limit.
Except for Gauss/ERPPC Night Gyr, which from what I've seen is hot bullshit.
When other people run it. I can never get it to work.
Though the 4xUAC5 Night Gyr is fun.
Haven't tried it with the new -jam% skills etc. Will probably give it a spin this weekend.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
Out of my two matches I've played so far, the only one I actually won was the War MV size. My lance: 2x BLG-1G + 2x CMD-1D. The Battlemasters closed so quick, they were able to get behind the targeted enemy mechs and just unload on their rear armor. On the enemy turn, they would just backpedal to shoot at my Battlemaster's rear armor...but I'd just backpedal to shoot some more at their rear armor...and just repeat until one keels over. It was pretty silly looking.
Although, once the enemy assault/heavy mechs were taken out, the lights just exploded when the Battlemasters turned to look at them.
punching the face off a commando
the wrecking crew getting to work
Jordan Weisman himself took my money at PAX before the Kickstarter went live so I knew it was gonna be in good hands
Seeing that fresh Hunchie get cored from behind was beautiful.
Kintaros are good?
/scrambles to look for beta instructions
Missiles in general are brutal. It's rare that any miss, which I feel may be an issue since ammo explosions don't look to be an issue. So that mech with 3 SRM6s staring you down? You're gonna get fucked up.
I threw a CPLT-C1 on my team. His Missiles didn't last long, but 30 Missiles raining down on guys was ruining their day. And then he moves in on all these crippled mechs and unloads with 4 medium lasers. And God help you if he's in the river. He can fire all 4 all day long.
I fought against one and he was screwing up my guys bad while I was trying to take his buddies AC20 out. Brutal is an understatement.
I wonder how they calculate to-hit for missiles; if they use the old cluster weapon rules, or if each missile rolls independently.
Some cool footage out there.
You nostalgia-leaning motherfuckers
...And now we return to the Annotated Histories of the Mercenary Life, brought to you by ComStar...
The Oosik Irregulars, finding their coffers flush from their completed contracts at the close of the Fourth Succession War, quickly set out to expand both their logistical reach and their military might. Though the expansion to a second company of 'Mechs had been in the plans since their founding, the needs of open warfare necessitated funding for refit and resupply of the 1st Company instead. With their contracts up, and their 'Mechs no longer in constant need of replacement and repair, the Oosiks set out to expand their roster.
The 2nd Company, unlike the 1st Company's well-rounded loadout, was formed to be the "hammer" of the Oosik Irregulars. Fielding a majority of Heavy and Assault-class chassis, with only a single Light 'Mech in its TOE, the 2nd Company's mission statement was "Overwhelming Firepower". Leading the company was the Oosik Irregulars Delta Lance.
Affectionately known as the "Shock and Awe" Lance, Delta was frequently deployed to dense terrain or urban environments where its relatively short-ranged firepower could be brought to bear with the element of surprise. To accentuate this, the lance was camo'd in colors that most would find unorthodox, to outright distracting.
(More pics over in the Miniature Painting thread)
Leading the lance was @Elvenshae, in his custom Centurion. Outfitted for up-close punch, a trio of Artemis-linked SRM-6's provided the bulk of his 'Mech's firepower. A trio of machine guns and a lone small laser back this up. In an attempt to up-armor his 'Mech and provide the requisite Oosik flair, a series of additional armor plates were added to the left side of the 'Mech. Not only does this make Elvenshae's Centurion instantly recognizable on the battlefield, it succeeded in saving his 'Mech from any number of killshots originating from his left flank.
Following close behind the lead, @SutibunRi's "Laserback" Hunchback provided additional short-range firepower. Eschewing the typical autocannon loadout, SutibunRi's hunch was instead filled with additional Medium Lasers and the heatsinks to match. The introduction of Double Heat Sinks made this loadout particular fearsome, as the 'Mech could sustain full burn with all nine lasers over an extended period of time. In one test firing scenario, the Oosik Irregulars Technician Core discovered that the 'Mech was capable of sustained fire for up to five minutes before the automatic reactor shutdown protocols would engage.
Bringing a heavier load to bear, @Gnome-Interruptus charged into battle with a custom Thunderbolt. Built on a refurbished chassis, and replete with upgrades, Adamski's THUD was a dangerous weapon of war that demanded respect. Outfitted with an array of SRMs and Medium Lasers, the 'Mech also mounted an LB 10-X Autocannon for reach and additional hole-punching firepower. In a twist that most enemy combatants did not expect, the Thunderbolt also mounted a trio of Icarus 81 jump jets "acquired" off the Combine grey market. The addition of these jets frequently provided an element of surprise in tight terrain, with the 'Mech landing behind close-by combatants and leading to deadly results.
In papers revealed to ComStar by inside sources, the pilot known to the Inner Sphere as Padre Ballistique had one request: "Make my 'Mech visible from orbit". Anchoring the lance, @Buttcleft's King Crab was as eye-catching as it was fearsome. Four Imperator Ultra-5 autocannons form the bulk of the 'Mech's firepower, with a pair of torso-mounted SRM-6s for backup. Though of only average speed for a 'Mech in its weight class, the blistering array of missile and ballistic firepower it mounted alongside its incredible armor plating made this 'Mech one of the most dangerous in the Oosik Irregulars arsenal.
Moving forward in history, the Oosiks eventually became embroiled in the defense of the Inner Sphere during the Clan Invasion. Though details from the era are relatively few (paperwork provided by Oosiks HQ, having not been unredacted, was of little use), it is known that Delta Lance would scavenge and back-channel trade for equipment upgrades over the years. To ComStar's understanding, Delta Lance is not only in active deployment to this day, but also fields Clan-grade weapons and equipment. Our investigators have pieced together a snapshot of this tactic, gathered from battlefield intelligence:
Elvenshae's Centurion C upgrades the missiles to Streak-6's, and the backup weapons to a quartet of small lasers.
SutibunRi's Hunchback C upgrades the damage profile of the 'Mech slightly, at the cost of some range, by trading out the nine IS Medium Lasers for three Clan ER Medium Lasers and six ER Small Lasers. It also adds an ECM suite, to provide electronic warfare coverage to the lance while behind enemy lines.
Adamski's Thunderbolt C upgrades all of the weapons to Clan tech, swapping the LB 10-X for an Ultra version.
Padre's King Crab C likewise upgrades all of the weapons to Clan tech, adding an additional pair of SRM-6s and a chin-mount Medium Pulse Laser for additional firepower.
Steam: betsuni7
Log in backerkit and see if your reward list shows beta access. If so, click the digital rewards button.
If not, check your Kickstarter to verify you backed at the beta level. $50 tier iirc.
You might want to check your backer level because I think they all went out by now. They are allowing to up your backing amount to the beta level though.
Steam: betsuni7
But that's just me..
Make it visible from orbit, and so visually obnoxious that revulsion itself will be my ally. Almost want to replace the paint with microLEDs to up the obnoxious visibility to make that mother fucker glow. Imagine urban warfare with a glowing pink king crab, and the pants shitting terror every time the light begins to spill around a corner.
Also so obnoxious that everyone will aim for me, leaving the rest of the lance (especially THUD with its jumpjets) to get behind the enemies and scoop out the creamy goodness.
Also..holy shit the King Crab has something like a 88 point alpha if you double tap the ultras with the clan upgrade. For only 20 heat.
That would be awesome, like some leviathan from the depths with its bioluminescence slowly stalking around the corner.
MWO: Adamski
No, no no no.
I dont mean glow in the dark paint.
I mean radiant glory
I mean the bastard child of C'thulu and a million megawatt lightbulb.
For the record I'm talking about lore/"realistic", not the model
the model is brilliant work.
Yeah, knockdowns happen really fast, faster than I remember in the demos. I would love to use the brace skill, but it wastes your whole turn. If you can stand up and still take an action, seems like brace should at least let you fire without moving.
However, indirect fire on LRMs feels like a complete waste of ammo. I guess if you've got no heat, and nothing else to do you can use it, but that probably means you need to work on your positioning.
Punching is super good. Don't let tons of weaponry tempt you away from the correct choice of fisticuffs.
I actually snuck a game in last night. Two LRM Awesomes, a Jagermech A and Locust. The Locust was my sacrificial scout as I rained down 90 missiles a turn onto the Awesome and Orion. Managed to keep them on the ground pretty well, but they took out my Locust. The Orion finally fell to fire, but the Awesome got into melee dishing out some serious hits before it went down. My first Awesome fell to fire from their Centurion and Vindicator. Then the enemy Centurion got into melee with my Jagermech, who was separated from the Assaults. Large Lasers and LRMs seemed surprisingly ineffective at trying to bring down a couple Mediums. The Vindicator was almost all internals before he went down. I finally ended things with my last Awesome punching the Centurion to death with his remaining arm.
The combat is brutal. If the game is going to be focused on economics like they are talking about, you better run when you see an enemy mech or all you are going to bring home is one hell of a repair bill.
Here's my first morning!
I need to stop rolling/slurring my ess's. I sound like a snake at the beginning of this vid. :P
They talked about how the campaign would span all the way up to the
so literally none of that surprises me.
Your avatar pairs very well with that post.
The rest of the match was won via LRM volleys from the Treb and my 1B surgically removing the Griffin's weapons after the enemy mech got knocked down (LRMs from both Cent and Treb stripped the right torso of the Griffin and knocked it down...the large laser called shot from the Commando finished the job).
And then I forgot that, even with its gun-side destroyed, it could still punch. My mostly fresh Commando 1D got kicked and lost both its left arm and leg. Oh well...the only serious damage taken was to the Commandos...how much could it possibly be to repair those tin cans?