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[BATTLETECH/MechWarrior] Old thread, like the carcass of a cored-out Locust.
Dragon is pretty bad mech because it is a low-end heavy instead of a high-end medium (needs heavier jump jets, engine weights more, has worse initiative). A custom Shadow Hawk is better in every way.
KayWhat we need...Is a little bit of PANIC.Registered Userregular
So, I finally failed my first objective. I could not get to the barracks in time to save the soldiers there.
Spoilers for Liberate: Panzyr.
I guess I could reload and try again, but I'd probably need to rejig my entire lance to do so. I took a Firestarter (the mission says it needed some maneuverability) and literally SPRINTED for the barracks, ignoring everything on the way. I got there and got one volley off on the APC, but could not stop it getting in there. Also, my LRM boat was out of range of the APC.
I -could- reload and move my LRM boat closer to the barracks every turn, keeping it well in range of finishing off any of the Sleipnirs that make for the central base, but all I'd get for doing so is a bit more money, I guess? I'm not sure how you could feasibly kill the APC heading for the barracks AND defend the base successfully (the Sleipnirs can move pretty quickly and get there within a turn after turning up if you don't nuke them, it seems) without using an LRM Boat in the main base and a scout to get to the barracks AND two beefy tanky things with a lot of firepower to tie up the mechs in the center while also reliably killing the incoming Sleipnirs. Hard mission.
I know how fast the Sleipnirs move, because I had my First Loss Ever when I figured it could never get from the dropship it was hiding under all the way to the base in one move - it could. So there's my first reload, not counting the ultra-bullshit double facepunch I encountered earlier. (I'd have kept that save if it wasn't for the fact that I only had 5 mechs and 5 pilots at the time and it set me back SO FAR, having to scrap the two mechs that didn't get headshotted given the amount of damage they'd taken, and losing two pilots blah blah.)
Enh, I'll just continue. No point trying to perfect a mission that seems PRETTY DAMN HARD to complete perfectly.
So, I finally failed my first objective. I could not get to the barracks in time to save the soldiers there.
Spoilers for Liberate: Panzyr.
I guess I could reload and try again, but I'd probably need to rejig my entire lance to do so. I took a Firestarter (the mission says it needed some maneuverability) and literally SPRINTED for the barracks, ignoring everything on the way. I got there and got one volley off on the APC, but could not stop it getting in there. Also, my LRM boat was out of range of the APC.
I -could- reload and move my LRM boat closer to the barracks every turn, keeping it well in range of finishing off any of the Sleipnirs that make for the central base, but all I'd get for doing so is a bit more money, I guess? I'm not sure how you could feasibly kill the APC heading for the barracks AND defend the base successfully (the Sleipnirs can move pretty quickly and get there within a turn after turning up if you don't nuke them, it seems) without using an LRM Boat in the main base and a scout to get to the barracks AND two beefy tanky things with a lot of firepower to tie up the mechs in the center while also reliably killing the incoming Sleipnirs. Hard mission.
I know how fast the Sleipnirs move, because I had my First Loss Ever when I figured it could never get from the dropship it was hiding under all the way to the base in one move - it could. So there's my first reload, not counting the ultra-bullshit double facepunch I encountered earlier. (I'd have kept that save if it wasn't for the fact that I only had 5 mechs and 5 pilots at the time and it set me back SO FAR, having to scrap the two mechs that didn't get headshotted given the amount of damage they'd taken, and losing two pilots blah blah.)
Enh, I'll just continue. No point trying to perfect a mission that seems PRETTY DAMN HARD to complete perfectly.
Good to know it get's harder again. I've found the last 2 story missions after Grave Robbing to be beyond easy. Especially given that they know what I'm packing, since it was a reward for Grave Robbing!
0
Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
So, I finally failed my first objective. I could not get to the barracks in time to save the soldiers there.
Spoilers for Liberate: Panzyr.
I guess I could reload and try again, but I'd probably need to rejig my entire lance to do so. I took a Firestarter (the mission says it needed some maneuverability) and literally SPRINTED for the barracks, ignoring everything on the way. I got there and got one volley off on the APC, but could not stop it getting in there. Also, my LRM boat was out of range of the APC.
I -could- reload and move my LRM boat closer to the barracks every turn, keeping it well in range of finishing off any of the Sleipnirs that make for the central base, but all I'd get for doing so is a bit more money, I guess? I'm not sure how you could feasibly kill the APC heading for the barracks AND defend the base successfully (the Sleipnirs can move pretty quickly and get there within a turn after turning up if you don't nuke them, it seems) without using an LRM Boat in the main base and a scout to get to the barracks AND two beefy tanky things with a lot of firepower to tie up the mechs in the center while also reliably killing the incoming Sleipnirs. Hard mission.
I know how fast the Sleipnirs move, because I had my First Loss Ever when I figured it could never get from the dropship it was hiding under all the way to the base in one move - it could. So there's my first reload, not counting the ultra-bullshit double facepunch I encountered earlier. (I'd have kept that save if it wasn't for the fact that I only had 5 mechs and 5 pilots at the time and it set me back SO FAR, having to scrap the two mechs that didn't get headshotted given the amount of damage they'd taken, and losing two pilots blah blah.)
Enh, I'll just continue. No point trying to perfect a mission that seems PRETTY DAMN HARD to complete perfectly.
Good to know it get's harder again. I've found the last 2 story missions after Grave Robbing to be beyond easy. Especially given that they know what I'm packing, since it was a reward for Grave Robbing!
yeah the one with no comms for the enemy was p trivial
So, I finally failed my first objective. I could not get to the barracks in time to save the soldiers there.
Spoilers for Liberate: Panzyr.
I guess I could reload and try again, but I'd probably need to rejig my entire lance to do so. I took a Firestarter (the mission says it needed some maneuverability) and literally SPRINTED for the barracks, ignoring everything on the way. I got there and got one volley off on the APC, but could not stop it getting in there. Also, my LRM boat was out of range of the APC.
I -could- reload and move my LRM boat closer to the barracks every turn, keeping it well in range of finishing off any of the Sleipnirs that make for the central base, but all I'd get for doing so is a bit more money, I guess? I'm not sure how you could feasibly kill the APC heading for the barracks AND defend the base successfully (the Sleipnirs can move pretty quickly and get there within a turn after turning up if you don't nuke them, it seems) without using an LRM Boat in the main base and a scout to get to the barracks AND two beefy tanky things with a lot of firepower to tie up the mechs in the center while also reliably killing the incoming Sleipnirs. Hard mission.
I know how fast the Sleipnirs move, because I had my First Loss Ever when I figured it could never get from the dropship it was hiding under all the way to the base in one move - it could. So there's my first reload, not counting the ultra-bullshit double facepunch I encountered earlier. (I'd have kept that save if it wasn't for the fact that I only had 5 mechs and 5 pilots at the time and it set me back SO FAR, having to scrap the two mechs that didn't get headshotted given the amount of damage they'd taken, and losing two pilots blah blah.)
Enh, I'll just continue. No point trying to perfect a mission that seems PRETTY DAMN HARD to complete perfectly.
Good to know it get's harder again. I've found the last 2 story missions after Grave Robbing to be beyond easy. Especially given that they know what I'm packing, since it was a reward for Grave Robbing!
yeah the one with no comms for the enemy was p trivial
That felt so disconnected from the story objectives, I wondered if the game had bugged out and pulled up the wrong mission.
+1
KayWhat we need...Is a little bit of PANIC.Registered Userregular
Good to know it get's harder again. I've found the last 2 story missions after Grave Robbing to be beyond easy. Especially given that they know what I'm packing, since it was a reward for Grave Robbing!
By no means is it a DIFFICULT mission. It's just difficult to complete all the objectives perfectly, unless you know the setup, tweak your loadout accordingly, and retry a few times, I guess.
I mean, I completed it with no difficulty once I realised how fast that one particular unit was, so. Enh.
So, I finally failed my first objective. I could not get to the barracks in time to save the soldiers there.
Spoilers for Liberate: Panzyr.
I guess I could reload and try again, but I'd probably need to rejig my entire lance to do so. I took a Firestarter (the mission says it needed some maneuverability) and literally SPRINTED for the barracks, ignoring everything on the way. I got there and got one volley off on the APC, but could not stop it getting in there. Also, my LRM boat was out of range of the APC.
I -could- reload and move my LRM boat closer to the barracks every turn, keeping it well in range of finishing off any of the Sleipnirs that make for the central base, but all I'd get for doing so is a bit more money, I guess? I'm not sure how you could feasibly kill the APC heading for the barracks AND defend the base successfully (the Sleipnirs can move pretty quickly and get there within a turn after turning up if you don't nuke them, it seems) without using an LRM Boat in the main base and a scout to get to the barracks AND two beefy tanky things with a lot of firepower to tie up the mechs in the center while also reliably killing the incoming Sleipnirs. Hard mission.
I know how fast the Sleipnirs move, because I had my First Loss Ever when I figured it could never get from the dropship it was hiding under all the way to the base in one move - it could. So there's my first reload, not counting the ultra-bullshit double facepunch I encountered earlier. (I'd have kept that save if it wasn't for the fact that I only had 5 mechs and 5 pilots at the time and it set me back SO FAR, having to scrap the two mechs that didn't get headshotted given the amount of damage they'd taken, and losing two pilots blah blah.)
Enh, I'll just continue. No point trying to perfect a mission that seems PRETTY DAMN HARD to complete perfectly.
Good to know it get's harder again. I've found the last 2 story missions after Grave Robbing to be beyond easy. Especially given that they know what I'm packing, since it was a reward for Grave Robbing!
yeah the one with no comms for the enemy was p trivial
That felt so disconnected from the story objectives, I wondered if the game had bugged out and pulled up the wrong mission.
A big part of your role in the campaign is doing odd jobs away from the main conflict to drum up support from the various Aurigan nobles. That mission seemed to be one of those, if I'm remembering it correctly.
Alternate Objective, protect the engineers so that they can activate the turrets. First round. Apcs are destroyed by enemy light mechs before I even get a turn.
Good to know it get's harder again. I've found the last 2 story missions after Grave Robbing to be beyond easy. Especially given that they know what I'm packing, since it was a reward for Grave Robbing!
By no means is it a DIFFICULT mission. It's just difficult to complete all the objectives perfectly, unless you know the setup, tweak your loadout accordingly, and retry a few times, I guess.
I mean, I completed it with no difficulty once I realised how fast that one particular unit was, so. Enh.
Yeah, that one objective is all but impossible without foreknowledge.
Just remember that half the people you meet are below average intelligence.
Alternate Objective, protect the engineers so that they can activate the turrets. First round. Apcs are destroyed by enemy light mechs before I even get a turn.
Ahaha! I got both sets of turrets activated and they made that mission so much easier. That said, defending anything in this game is often next to impossible since there's no way to control what AI happens to attack. I've had escort missions where enemies spawn right next to my convoy and then all act before me killing some of the APCs. There's just nothing you can do about it - even if you bring a light mech the best it can possibly do is to take out one of the enemies and that enemy force had 4 light mechs.
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Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
So im pretty sure the maruder isn't in the game. How about axman and hatchetman?
So im pretty sure the maruder isn't in the game. How about axman and hatchetman?
Nope, neither of them are in the game. There are no Hatchets or other Melee weapons, but there are a lot of Arm and Leg Mods that weigh tonnage and take up space which pretty much replicates Melee Weapons from tabletop.
EDIT: The Hatchetman would be 3023, so a contemporary of this era. The Axman wasn't produced until 3048.
New Vandenburg had 2/3 of a Banshee for sale so I have spent the last six months sticking close hoping for that last piece.
If you go into the install folder/StreamingAssets/data/shops, you'll find several files for mech inventory. Find the file that contains the Banshee and at the very top of the shop file is the tags for the planets it can appear on. Just visit any planet with all those same tags. However, because shops only refresh when you enter the system, and they have only a very small number of "specials" for sale, and the total number of possible "specials" is very large, the chance of finding one specific item for sale is very small.
You are better off doing 4+ skull missions to try and run into another Banshee to kill.
Just remember that half the people you meet are below average intelligence.
0
Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
So im pretty sure the maruder isn't in the game. How about axman and hatchetman?
Nope, neither of them are in the game. There are no Hatchets or other Melee weapons, but there are a lot of Arm and Leg Mods that weigh tonnage and take up space which pretty much replicates Melee Weapons from tabletop.
EDIT: The Hatchetman would be 3023, so a contemporary of this era. The Axman wasn't produced until 3048.
I have been rapidly cooling on the AC/20 hunchback. Too many situations where you can't fire the autocannon at all, and the accuracy penalty for the torso hardpoint is actually brutal.
+1
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
I have been rapidly cooling on the AC/20 hunchback. Too many situations where you can't fire the autocannon at all, and the accuracy penalty for the torso hardpoint is actually brutal.
Yeah the 4G way underperforms. The 4P punches way above its weight though, I used one until I found a Cataphract.
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Tiger BurningDig if you will, the pictureRegistered User, SolidSaints Tuberegular
On protect the convoy missions I always move 3 of my mechs to the halfway point before I trigger the convoys, because that's about where the tank ambush happens if it happens. Time before last, I couldn't target this one tank at all. So I zoomed in and saw that it had spawn directly underneath my main characters mech. He was literally standing on it, and when I killed it with another mech (targeting it using <tab>), my main guy fell the 10 in-game feet or whatever when it blew up beneath him.
One thing I don't get is why the different melee damage for same tonnage mechs? Shadow Hawk hits for 85 but Wolverine only hits for 70 despite both being 55 ton mechs with same size engine.
ETA: It has details on everything, actually. Niiice.
Mirkel on
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
New Vandenburg had 2/3 of a Banshee for sale so I have spent the last six months sticking close hoping for that last piece.
The Banshee is...not good.
It's like a big Dragon, except the Dragon has more hardpoints.
Great for selling for credits, but easily the worst of the Assault mechs. I would legit rather have an Orion than the Banshee, even though they're twenty tons lighter.
One thing I don't get is why the different melee damage for same tonnage mechs? Shadow Hawk hits for 85 but Wolverine only hits for 70 despite both being 55 ton mechs with same size engine.
I can't think of any real reason other than a random attempt at trying to differentiate the different chassis beyond just Hardpoints. Some of the 'Mechs that hit below their weight in melee are the flipper-arm 'Mechs like the Jenner or Stalker, which makes sense. But that doesn't explain the Wolverine, which has normal arms.
I have been rapidly cooling on the AC/20 hunchback. Too many situations where you can't fire the autocannon at all, and the accuracy penalty for the torso hardpoint is actually brutal.
The Centurion is generally the better mech. The Hunchie has two advantages. 1. It hits like a freight train in melee (but the laser-hunchback is actually the better melee mech) 2. The Ballistic hunchback can mount two AC/5s for long range pow pow in high heat environments.
However, the Centurion can also be your "I don't have a catapult or Jagermech JM6-A"-LRM boat, since it has a 3 missile hardpoints and a fair amount of tonnage.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
God for all the times you one-shot a mech, sometimes a mech which is way out matched weight class wise just will. not. die.
Like, Behemoth went down on a random mission because her Vindicator got wasted...whereas this 1 enemy Vindicator has been precision targeted, alpha striked, had both torso sides blown off, a leg blown off, and is still shrugging off god damn LRM salvos.
The worst is when the enemy mech's paper doll is just a sea of red. All armor stripped, arms blown off, leg blown off... and yet... you haven't taken out a single one of it's weapons, so it's still fully lethal!
One thing that surprises me: If Lance weight really is the overall player power meter, then why do you start the game with 3 medium mechs?
I can imagine the early game being a lot more 'lively' if you replace that Shadowhawk with a commando. Maybe replace the Vindicator with a 2nd locust model? Suddenly the first Panther/Jenner/Firestarter/Cicada you find are all upgrades.
And doing this makes your legacy Blackjack stand out even more. You can even have Darius joke that they only made you commander because you own the only medium mech.
One thing that surprises me: If Lance weight really is the overall player power meter, then why do you start the game with 3 medium mechs?
I can imagine the early game being a lot more 'lively' if you replace that Shadowhawk with a commando. Maybe replace the Vindicator with a 2nd locust model? Suddenly the first Panther/Jenner/Firestarter/Cicada you find are all upgrades.
And doing this makes your legacy Blackjack stand out even more. You can even have Darius joke that they only made you commander because you own the only medium mech.
I think this was the dev's way of easing new players in. Letting you strictly outmass almost every mission you are likely to take early on. They've talked a lot about granulating the difficulty parameters when you start a new game more. Stuff like how many salvage parts it takes to complete a mech. Whether your mechs are permanently destroyed when they get cored. Increased expenses, etc. I imagine having a more difficult starting lance is another difficulty option they'll let you tweak. People have already found out how to change it in all those many, many JSON files.
God for all the times you one-shot a mech, sometimes a mech which is way out matched weight class wise just will. not. die.
Like, Behemoth went down on a random mission because her Vindicator got wasted...whereas this 1 enemy Vindicator has been precision targeted, alpha striked, had both torso sides blown off, a leg blown off, and is still shrugging off god damn LRM salvos.
The worst is when the enemy mech's paper doll is just a sea of red. All armor stripped, arms blown off, leg blown off... and yet... you haven't taken out a single one of it's weapons, so it's still fully lethal!
I find weaponless mechs to be a lot scarier since they will limp to you and punch your head off. If it only has one ML left it might use that instead.
One thing that surprises me: If Lance weight really is the overall player power meter, then why do you start the game with 3 medium mechs?
I can imagine the early game being a lot more 'lively' if you replace that Shadowhawk with a commando. Maybe replace the Vindicator with a 2nd locust model? Suddenly the first Panther/Jenner/Firestarter/Cicada you find are all upgrades.
And doing this makes your legacy Blackjack stand out even more. You can even have Darius joke that they only made you commander because you own the only medium mech.
There are different .jsons with difficulty markers on them, they all have different starting mechs as well. One of them very similar to what you're suggesting.
One thing I don't get is why the different melee damage for same tonnage mechs? Shadow Hawk hits for 85 but Wolverine only hits for 70 despite both being 55 ton mechs with same size engine.
I can't think of any real reason other than a random attempt at trying to differentiate the different chassis beyond just Hardpoints. Some of the 'Mechs that hit below their weight in melee are the flipper-arm 'Mechs like the Jenner or Stalker, which makes sense. But that doesn't explain the Wolverine, which has normal arms.
God for all the times you one-shot a mech, sometimes a mech which is way out matched weight class wise just will. not. die.
Like, Behemoth went down on a random mission because her Vindicator got wasted...whereas this 1 enemy Vindicator has been precision targeted, alpha striked, had both torso sides blown off, a leg blown off, and is still shrugging off god damn LRM salvos.
So frustrating. I've had a lot of stuff with under 50 pts left on the center torso survive multiple subsequent rounds of attacks. Made worse by the fact that when it's so low I always think I can multishot which somehow always manages to miss just enough for them to stay alive. Had one yesterday like that that had 14 pts left on CT, last phase and he's moving next, so I unloaded all 60 LRMs in his face just to make sure, falls over, 2 GODDAMN pts remaining. Get's up, proceeds to blow out the side torso on one of my assault mechs for a knockdown.
Just remember that half the people you meet are below average intelligence.
One thing that surprises me: If Lance weight really is the overall player power meter, then why do you start the game with 3 medium mechs?
I can imagine the early game being a lot more 'lively' if you replace that Shadowhawk with a commando. Maybe replace the Vindicator with a 2nd locust model? Suddenly the first Panther/Jenner/Firestarter/Cicada you find are all upgrades.
And doing this makes your legacy Blackjack stand out even more. You can even have Darius joke that they only made you commander because you own the only medium mech.
I think it would be really fun to start out with all lights except for the Blackjack. As a quirk of my playstyle or just good luck, I have hugely outmassed literally every encounter in the entire game, and while this makes combat super chill and makes me feel like a great mercenary commander who is earning a lot of money and doing well by their mech pilots, I'm also kind of like...it would be ok to sometimes give me a battle where I have to use tactics...
I finally advanced the story past the mission after the smithon liberation one
where you capture Victoria but also have no option but to blow up what seems like a civilian dropship, which is really questionable and what was even going on there
and now I have a new area to sail around in and planets that have 3 or 4 skulls to take missions in, so hopefully I'll start seeing (and, more importantly, looting) assault mechs soon!
So im pretty sure the maruder isn't in the game. How about axman and hatchetman?
Given how underwhelming an Orion modified to a stock Marauder loadout feels, perhaps it is for the best that we don't get to meet pilot our heroes in game.
GONG-00 on
“Those who cannot remember the past are condemned to repeat it.”
Law and Order ≠ Justice
One thing that surprises me: If Lance weight really is the overall player power meter, then why do you start the game with 3 medium mechs?
I can imagine the early game being a lot more 'lively' if you replace that Shadowhawk with a commando. Maybe replace the Vindicator with a 2nd locust model? Suddenly the first Panther/Jenner/Firestarter/Cicada you find are all upgrades.
And doing this makes your legacy Blackjack stand out even more. You can even have Darius joke that they only made you commander because you own the only medium mech.
I think this was the dev's way of easing new players in. Letting you strictly outmass almost every mission you are likely to take early on. They've talked a lot about granulating the difficulty parameters when you start a new game more. Stuff like how many salvage parts it takes to complete a mech. Whether your mechs are permanently destroyed when they get cored. Increased expenses, etc. I imagine having a more difficult starting lance is another difficulty option they'll let you tweak. People have already found out how to change it in all those many, many JSON files.
Even with the Medium 'Mech bump at the beginning, people are struggling with the game (as seen in this thread and many others), so I think this was a good decision.
One thing that surprises me: If Lance weight really is the overall player power meter, then why do you start the game with 3 medium mechs?
I can imagine the early game being a lot more 'lively' if you replace that Shadowhawk with a commando. Maybe replace the Vindicator with a 2nd locust model? Suddenly the first Panther/Jenner/Firestarter/Cicada you find are all upgrades.
And doing this makes your legacy Blackjack stand out even more. You can even have Darius joke that they only made you commander because you own the only medium mech.
I think this was the dev's way of easing new players in. Letting you strictly outmass almost every mission you are likely to take early on. They've talked a lot about granulating the difficulty parameters when you start a new game more. Stuff like how many salvage parts it takes to complete a mech. Whether your mechs are permanently destroyed when they get cored. Increased expenses, etc. I imagine having a more difficult starting lance is another difficulty option they'll let you tweak. People have already found out how to change it in all those many, many JSON files.
Even with the Medium 'Mech bump at the beginning, people are struggling with the game (as seen in this thread and many others), so I think this was a good decision.
Well, in that case maybe it would be nice to have the Shadowhawk be your ancestral mech, because it's definitely the best one of the starting mechs, and then you could feel nice and proud of it instead of quietly putting it out to pasture the first chance you get...
Posts
I've never even seen AI Kintaro in 65 hours of playing, hard to capture a mechamon if it never appears.
Edit - Oh and there's an ER small laser too.
Spoilers for Liberate: Panzyr.
I -could- reload and move my LRM boat closer to the barracks every turn, keeping it well in range of finishing off any of the Sleipnirs that make for the central base, but all I'd get for doing so is a bit more money, I guess? I'm not sure how you could feasibly kill the APC heading for the barracks AND defend the base successfully (the Sleipnirs can move pretty quickly and get there within a turn after turning up if you don't nuke them, it seems) without using an LRM Boat in the main base and a scout to get to the barracks AND two beefy tanky things with a lot of firepower to tie up the mechs in the center while also reliably killing the incoming Sleipnirs. Hard mission.
I know how fast the Sleipnirs move, because I had my First Loss Ever when I figured it could never get from the dropship it was hiding under all the way to the base in one move - it could. So there's my first reload, not counting the ultra-bullshit double facepunch I encountered earlier. (I'd have kept that save if it wasn't for the fact that I only had 5 mechs and 5 pilots at the time and it set me back SO FAR, having to scrap the two mechs that didn't get headshotted given the amount of damage they'd taken, and losing two pilots blah blah.)
Enh, I'll just continue. No point trying to perfect a mission that seems PRETTY DAMN HARD to complete perfectly.
3DS FCode: 1993-7512-8991
Good to know it get's harder again. I've found the last 2 story missions after Grave Robbing to be beyond easy. Especially given that they know what I'm packing, since it was a reward for Grave Robbing!
yeah the one with no comms for the enemy was p trivial
That felt so disconnected from the story objectives, I wondered if the game had bugged out and pulled up the wrong mission.
By no means is it a DIFFICULT mission. It's just difficult to complete all the objectives perfectly, unless you know the setup, tweak your loadout accordingly, and retry a few times, I guess.
I mean, I completed it with no difficulty once I realised how fast that one particular unit was, so. Enh.
3DS FCode: 1993-7512-8991
I wonder if there is a good way to find 1 and 2 these days, a full series play through from 1 to 5 would be rad.
A big part of your role in the campaign is doing odd jobs away from the main conflict to drum up support from the various Aurigan nobles. That mission seemed to be one of those, if I'm remembering it correctly.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
The Banshee is...not good.
Yeah, that one objective is all but impossible without foreknowledge.
Ahaha! I got both sets of turrets activated and they made that mission so much easier. That said, defending anything in this game is often next to impossible since there's no way to control what AI happens to attack. I've had escort missions where enemies spawn right next to my convoy and then all act before me killing some of the APCs. There's just nothing you can do about it - even if you bring a light mech the best it can possibly do is to take out one of the enemies and that enemy force had 4 light mechs.
EDIT: The Hatchetman would be 3023, so a contemporary of this era. The Axman wasn't produced until 3048.
If you go into the install folder/StreamingAssets/data/shops, you'll find several files for mech inventory. Find the file that contains the Banshee and at the very top of the shop file is the tags for the planets it can appear on. Just visit any planet with all those same tags. However, because shops only refresh when you enter the system, and they have only a very small number of "specials" for sale, and the total number of possible "specials" is very large, the chance of finding one specific item for sale is very small.
You are better off doing 4+ skull missions to try and run into another Banshee to kill.
But.... The cartoon was my life as a kid. I need to cut a arm off!
https://youtu.be/n3M6uACYzG0
I just had to splurge on it. I'll never field it except perhaps as a novelty. But I just had to own an Urbie.
Yeah the 4G way underperforms. The 4P punches way above its weight though, I used one until I found a Cataphract.
One thing I don't get is why the different melee damage for same tonnage mechs? Shadow Hawk hits for 85 but Wolverine only hits for 70 despite both being 55 ton mechs with same size engine.
ETA: It has details on everything, actually. Niiice.
It's like a big Dragon, except the Dragon has more hardpoints.
Great for selling for credits, but easily the worst of the Assault mechs. I would legit rather have an Orion than the Banshee, even though they're twenty tons lighter.
The Centurion is generally the better mech. The Hunchie has two advantages. 1. It hits like a freight train in melee (but the laser-hunchback is actually the better melee mech) 2. The Ballistic hunchback can mount two AC/5s for long range pow pow in high heat environments.
However, the Centurion can also be your "I don't have a catapult or Jagermech JM6-A"-LRM boat, since it has a 3 missile hardpoints and a fair amount of tonnage.
-Antje Jackelén, Archbishop of the Church of Sweden
The worst is when the enemy mech's paper doll is just a sea of red. All armor stripped, arms blown off, leg blown off... and yet... you haven't taken out a single one of it's weapons, so it's still fully lethal!
I can imagine the early game being a lot more 'lively' if you replace that Shadowhawk with a commando. Maybe replace the Vindicator with a 2nd locust model? Suddenly the first Panther/Jenner/Firestarter/Cicada you find are all upgrades.
And doing this makes your legacy Blackjack stand out even more. You can even have Darius joke that they only made you commander because you own the only medium mech.
I think this was the dev's way of easing new players in. Letting you strictly outmass almost every mission you are likely to take early on. They've talked a lot about granulating the difficulty parameters when you start a new game more. Stuff like how many salvage parts it takes to complete a mech. Whether your mechs are permanently destroyed when they get cored. Increased expenses, etc. I imagine having a more difficult starting lance is another difficulty option they'll let you tweak. People have already found out how to change it in all those many, many JSON files.
I find weaponless mechs to be a lot scarier since they will limp to you and punch your head off. If it only has one ML left it might use that instead.
There are different .jsons with difficulty markers on them, they all have different starting mechs as well. One of them very similar to what you're suggesting.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
A penalty for the handheld(ish) gun, maybe?
So frustrating. I've had a lot of stuff with under 50 pts left on the center torso survive multiple subsequent rounds of attacks. Made worse by the fact that when it's so low I always think I can multishot which somehow always manages to miss just enough for them to stay alive. Had one yesterday like that that had 14 pts left on CT, last phase and he's moving next, so I unloaded all 60 LRMs in his face just to make sure, falls over, 2 GODDAMN pts remaining. Get's up, proceeds to blow out the side torso on one of my assault mechs for a knockdown.
I think it would be really fun to start out with all lights except for the Blackjack. As a quirk of my playstyle or just good luck, I have hugely outmassed literally every encounter in the entire game, and while this makes combat super chill and makes me feel like a great mercenary commander who is earning a lot of money and doing well by their mech pilots, I'm also kind of like...it would be ok to sometimes give me a battle where I have to use tactics...
I finally advanced the story past the mission after the smithon liberation one
Given how underwhelming an Orion modified to a stock Marauder loadout feels, perhaps it is for the best that we don't get to meet pilot our heroes in game.
Law and Order ≠ Justice
Well, in that case maybe it would be nice to have the Shadowhawk be your ancestral mech, because it's definitely the best one of the starting mechs, and then you could feel nice and proud of it instead of quietly putting it out to pasture the first chance you get...