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[BATTLETECH/MechWarrior] This thread has suffered a catastrophic translight jump failure.
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Sadly, no. Spoilering for size:
EDIT - although, I was using ATMs...one sec, converting to LRMs...
Trivially easy 5 dot 'destroy base' mission in which every enemy had degraded armor and a lot of the difficulty seemed to be coming from turrets who were easily dispatched one by one at the appropriate time.
It's hard to find 5 dot missions in the blue part of the map, so maybe I just need to advance the story more (next mission is Grave Robbing) in order to open up more area and increase overall difficulty? I want to find more assault mechs!
In the very first mission after the tutorial my MC got headshot three times and spent 94 days in the medbay. On his second mission he got knocked down three times.
His handle was Double Down...
If you have 4 MLasers in, say, a right side torso.
Does taking an improved cooling jacket reduce the heat from all of them by 1 point, or do you have to take it per weapon?
Yep. Per weapon
Thanks for the input, both of you.
What i was reading was vague.
Down to 3 mechs in my lance, 1 med and 2 heavy, trying to bring down the last enemy mech which happens to be an Orion. 2 of my mechs are missing arms and 3rd one is out of ammo.
We stood in a circle for 4 turns and did unspeakable things to that Orion. Let's just say I was not a proud commander after that incident...
Salvage:
Items:
Contracts:
Mechs:
Map:
Random Events:
Awesome outline. I'd just suggest that this point would disincentivize players from accepting convoy missions more than they already are. Assassinations are already better contracts to take than convoy escorts, so why widen that gap further?
Well I was thinking in this case, say you're on a contested planet and you're trying to balance rep, doing convoy missions against someone you are allied with would get your payouts without tanking your rep, where as an assassinate might seriously hit you. But yeah, I should add some sort of rebalancing to convoy missions in general to eliminate the stupid amount of vehicles and make it more mech based.
My thunderbolts and Grasshopper sit there and take withering fire from entire lances without an armor breach.
My Orion (maxed armor btw) loses its arms constantly to not very much fire, and consistently limps back to the dropship. I've gone through like 6 AC20s on it.
How many evasion pips does each mech typically gain each round? The grasshopper in particular is very mobile.
Currently I've got two Orion variants that always sit there with Bulwark and tank everything with maxed armor, and still put out really good damage output (mix of SRMs and MLasers on both). It's glorious. I friggin love Bulwark.
I'd love an open play version of this game. Just trawling the galaxy for contracts. Slowly building up your lance. Maybe make the payouts a bit less to slow it down?
Just had the coolest teammate ever. He was piloting a Catapult, and during the fight with the last enemy he an I were the only two close enough to engage immediately and he ran out of ammo. So he started body-blocking the enemy just on one side, cutting down their fire output against me by half essentially. And I was in bad shape to begin with, having lost an arm and being in critical torso condition. I was able to finish it out with his help. What a rad dude.
Body-blocking is a lost art, I say. The high alphas of the current game make it difficult to survive to the point of "Still durable but disarmed" where you can actually engage in it. That dude gets the official Oosik Stamp of Approval.
That said, my favorite thing is still to make big fat 'mechs stumble backwards into my tiny light 'mech, wondering why they can't back out of the line of fire from my teammates.
The issue there is that by that point you're locked into the "assaults or GTFO" territory. If you want to play with lights, mediums, and even a few heavies you're kind of out of luck.
We were just discussing the fine art of light piloting last night. I miss the days when you could down an assault by standing behind them.
Steam: betsuni7
What I really need is a heavy missile boat and neither were good for that
They're both good mechs. I like the grasshopper a lot, hard to go wrong with it.
Oops misread your post. Yes, Black Knight is a good mech.
agreed - i'm hoping one of the first things modders figure out or they implement on their end is a range of weight classes and mission types so you can have fights balanced around a lower average weight. in tabletop and this game, combat balanced around medium mechs is way more interesting than assault lance slugfests.
The Black Knight is great. Consider swapping out the PPC for a Large Laser and then using the excess weight to add more heatsinks and you have a mech that puts out reliable high damage turn after turn.
Black knight can be a great bruiser. Heavy init phase, high armor, decent speed. I go back and forth between large lasers / heat sinks and jets / actuators
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Yeah I would definitely not run a PPC on it. Either seven MLas and some melee or DFA support, or like four LLas 3 MLas and as many heat sinks as you can fit.
Yea. I keep a couple of energy builds in the bays but rarely pull them out except for those occasional polar/tundra missions.
Doesn't help that the energy builds do way too much heat. They really should do at least a small adjustment to LL and PPC heat in one of these patches, would broaden the amount of viable weapon loadouts.
I have 3 assaults and a few heavies and I think a total stable of 7 mechs so how many will I really need?
I have 6 maxxed out mechwarriors and 2 that are only midrange, should I train them up? how many people do I need?
What are the best mechs and lance compositions that you would recommend?
In terms of game difficulty I have had zero trouble with all the story missions since graverobbing.
yeah the way someone put it - I think it was here - is that when you give a mech a PPC you kind of make that PPC a core part of their identity for good or ill and have to build around it
I don't think the PPC fits the black knight's identity. it's not a sniper, it's a led zeppelin laser show. LLas gives you 80% of the range and 80% of the damage for 75% of the heat and 2 free tons to pack with more armor or heatsinks or whatever
I put two large lasers on mine and I think that's probably too much heat, right now it's hard to use outside of polar/tundra biomes
No way, it's great as is. If anything globally tune heat generation up about 15%
Tyler Carpenter said in his AMA that they are probably going to do a big change to large lasers and a smallish one to PPCs