My pilot builds are usually something like, get everything to 4, push Bulwark, push your other skill, then all in on tactics until I hit tactics 9. After that, start pushing Gunnery. Every so often drop a level in one of the other skills.
Don't forget the higher overheating threshold from Guts.
I go:
1) Get Bulwark.
2) Get pilot's other Tier 1 skill.
3) Get Tactics 6 for improved targeting.
4 or 5) Get Guts 6 for +15 heat threshold.
5 or 4) Get pilot's Tier 2 skill.
6) Tactics 9 for best targeting
7) Make sure gunnery (usually fine since most of my pilots are Multishot/Breaching) and piloting aren't total garbage
8) Guts 9 for another +15 heat threshold
9) Profit!
Usually I'll just sprinkle points in skills at that point. You get an another bonus to indirect fire at Tactics 10, so that's needed for an LRM boat pilot. And if you have a true brawler, like a Grasshopper with a punch mod, piloting is important.
OrcaAlso known as EspressosaurusWrexRegistered Userregular
edited April 2019
Tactics 9 can turn an uncertain leg-shot into a near-certain 89% probability of hit. Every bit of called shot in the tactics tree helps, but my target is always that sweet sweet tactics 9 and called shot mastery.
I think it goes levels 3, 6, 9 for the called shot bonuses.
Orca on
+1
OrcaAlso known as EspressosaurusWrexRegistered Userregular
edited April 2019
I tend to prefer direct fire weapons; by the time I've got assaults I might have an LRM10 battery that I'll use to sprinkle fire with occasionally...but my emphasis is almost always direct fire so I can knock out legs and heads instead of sandpapering away armor over the course of multiple turns.
Direct fire exposes you to so much counter fire, though. On those tough 2-3 lance opposition missions, I like to use sensor lock to take out a few targets (esp. Demolishers, Shrek Carriers and LRM/SRM carriers) by raining down LRMs on them. Also I like knocking fools over with stability damage.
Tactics 9 can turn an uncertain leg-shot into a near-certain 89% probability of hit. Every bit of called shot in the tactics tree helps, but my target is always that sweet sweet tactics 9 and called shot mastery.
I think it goes levels 3, 6, 9 for the called shot bonuses.
Just level 6 and 9.
Tactics 1-3 does nothing.
I haven't played much since the 1.3 update, just recently picked it up again. Still getting a feel of the new Bulwark - it's usefulness is much more map dependant than before.
On lunar maps, (and to a lesser degree martian) there's not much use for it, and you'd be better off bringing one of the other skills. So I'm trying to spread my skills out a bit more.
+1
OrcaAlso known as EspressosaurusWrexRegistered Userregular
Tactics 9 can turn an uncertain leg-shot into a near-certain 89% probability of hit. Every bit of called shot in the tactics tree helps, but my target is always that sweet sweet tactics 9 and called shot mastery.
I think it goes levels 3, 6, 9 for the called shot bonuses.
Just level 6 and 9.
Tactics 1-3 does nothing.
I haven't played much since the 1.3 update, just recently picked it up again. Still getting a feel of the new Bulwark - it's usefulness is much more map dependant than before.
On lunar maps, (and to a lesser degree martian) there's not much use for it, and you'd be better off bringing one of the other skills. So I'm trying to spread my skills out a bit more.
My solution there is to just avoid lunar and martian maps whenever I can. :P The hit to heat on those maps is also...extreme, and I never bother reconfiguring my mechs for a one-off.
I like having a LRM15/20 battery on anything that has the multi-fire ability. That allows me to one-two stability punch enemy mechs where I want to turn the pilot into jelly, and at the same time really hammer that other mech that I want to eradicate from the surface of the planet.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
First outing with Bushwacker did not go well. Friend showed up to play board games just as the countdown hit 5, and my door was locked so I had to go let him in. River City. I caught up to my team just as we started exchanging fire in the city, and 4 teammates dropped in quick succession as they pushed into the center of the buildings and got surrounded. Managed 150 damage.
Cut the 2MLas to 2ERSL and added a ton of ammo. I suspect survival nodes and the missile nodes are going to be key.
I don't know since I only run my 2RAC5 Bushwhacker these days. Long ago I used to love running the variant you are using with a bunch of SRM4s and I think MPLs or MLs. I can check tonight, but not sure how much that will help you with your build. 150 damage in a steamroll isn't that bad to be honest.
So tonight, anybody going to be on for an Oosik Night?
I should be good to drop for a few rounds. Gotta see how that Warhammer IIC build does in group queue.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
So, I'm catching up on the Mount and Blade 2: Bannerlord development blogs, and their most recent is on their plans for their Skirmish, their PvP, 6-on-6 mode.
Skirmish is a 6 vs 6, player versus player (PvP) game mode. There are no bots to rely on, just your individual combat skill, and that of your fellow teammates. And while tactical prowess and strategy play a huge part in achieving victory over your opponents, solid teamwork and good communication are key to success.
The primary idea behind Skirmish’s design is asymmetry. Most multiplayer games strive to have a well-balanced mix of classes and characters where no single class is dominant. We considered going this route early in the design process but decided that this wouldn’t work at all in a game that aims to represent medieval battles where armoured knights mounted on destriers would share the field with peasants with pitchforks. Of course, there were ways to nerf the stronger classes, as we could easily make knights extremely slow and sluggish or give them reduced damage. However such moves would be kind of unrealistic and immersion breaking and so go against the spirit of our game...
The solution we found was to have a game mode with limited spawns, where the number of spawns you can have depends on the quality of your class choices. To facilitate this, we introduced a points system. Players start with a set amount of points that they can spend to select a class for each spawn during a round. Higher tier troops with better equipment cost much more, which limits the number of times they can be selected by a single player each round, whereas low tier troops are much cheaper, giving players the option of an additional one or two spawns for that round. At the end of the round, if you have unspent points, a limited amount of these can be carried over to the next round, which in turn opens up more tactical options for teams.
Another concern was introducing tactical depth while maintaining a fast-paced game. To this end, we decided to adapt the system we had developed for Captain Mode, where players battle for control of up to three capture spots on the map. These capture spots act as focal points for action and are also tied in with a morale system that encourages teams to be active at all times. Each capture spot holds a flag that can be captured and controlled by one team. The morale of the team holding fewer flags will steadily decay, and if it depletes entirely, the team will lose that round. Throughout the course of the battle, two of the flags are removed (there is actually a mechanic which determines which flags are removed, and this can be gamed by savvy teams!) forcing the action at the climax of the battle to a single location. This mechanic, together with limited spawns, creates an engaging and tense multiplayer experience. Teams that are overly defensive are punished by the morale system and enter the last phase of the round with a significant disadvantage, whereas teams that are too aggressive may suffer early casualties from which they may never recover.
So, I'm catching up on the Mount and Blade 2: Bannerlord development blogs, and their most recent is on their plans for their Skirmish, their PvP, 6-on-6 mode.
Skirmish is a 6 vs 6, player versus player (PvP) game mode. There are no bots to rely on, just your individual combat skill, and that of your fellow teammates. And while tactical prowess and strategy play a huge part in achieving victory over your opponents, solid teamwork and good communication are key to success.
The primary idea behind Skirmish’s design is asymmetry. Most multiplayer games strive to have a well-balanced mix of classes and characters where no single class is dominant. We considered going this route early in the design process but decided that this wouldn’t work at all in a game that aims to represent medieval battles where armoured knights mounted on destriers would share the field with peasants with pitchforks. Of course, there were ways to nerf the stronger classes, as we could easily make knights extremely slow and sluggish or give them reduced damage. However such moves would be kind of unrealistic and immersion breaking and so go against the spirit of our game...
The solution we found was to have a game mode with limited spawns, where the number of spawns you can have depends on the quality of your class choices. To facilitate this, we introduced a points system. Players start with a set amount of points that they can spend to select a class for each spawn during a round. Higher tier troops with better equipment cost much more, which limits the number of times they can be selected by a single player each round, whereas low tier troops are much cheaper, giving players the option of an additional one or two spawns for that round. At the end of the round, if you have unspent points, a limited amount of these can be carried over to the next round, which in turn opens up more tactical options for teams.
Another concern was introducing tactical depth while maintaining a fast-paced game. To this end, we decided to adapt the system we had developed for Captain Mode, where players battle for control of up to three capture spots on the map. These capture spots act as focal points for action and are also tied in with a morale system that encourages teams to be active at all times. Each capture spot holds a flag that can be captured and controlled by one team. The morale of the team holding fewer flags will steadily decay, and if it depletes entirely, the team will lose that round. Throughout the course of the battle, two of the flags are removed (there is actually a mechanic which determines which flags are removed, and this can be gamed by savvy teams!) forcing the action at the climax of the battle to a single location. This mechanic, together with limited spawns, creates an engaging and tense multiplayer experience. Teams that are overly defensive are punished by the morale system and enter the last phase of the round with a significant disadvantage, whereas teams that are too aggressive may suffer early casualties from which they may never recover.
Man, I wish normal play in MWO did that.
If MWO did that I wouldn't play anything but Crab. Crab is the only mech where I consistently get 400+ damage in virtually every game and sometimes I even break 800 damage, which is amazing considering that it's a 50-tonner laserdrill. 50-tonner IS laserdrill...
Fiendishrabbit on
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Are there any suggestions with what I should do with my new Quickdraw, Wolverine, and Kintaro? The enemy lances are starting to become 4-skull. My Kintaro is a quad-SRM6 brawler at the moment.
I have a Trebuchet, but it lost an LRM15 that I can't seem to replace anywhere so its not optimized for playing well.
I have a Dragon but-pffftAHAHAHAHA
I maintain that a Dragon variant that's something between the Flame and the -1N (so 1x Missile in the CT, and 1x Energy in each ST and Arm), could be run as a "Heavy Jenner" and would actually be perfectly viable.
e: actually just a straight -1C would be good because then you can just use energy points and deadside the gun arm.
I would also accept a Dragon variant with SRMs in each ST or Arm and 3x support slots (2xCT, 1xH), as long as they also provide Inferno ammo. :twisted:
I seem to remember earlier someone saying there were skills in MWO that literally do nothing at this point for one reason or another. Which ones were they?
Also, think I'm getting my 2xRAC/5 Marauder. Consistently getting 300+ damage, win or lose. Best so far was 756.
I seem to remember earlier someone saying there were skills in MWO that literally do nothing at this point for one reason or another. Which ones were they?
Also, think I'm getting my 2xRAC/5 Marauder. Consistently getting 300+ damage, win or lose. Best so far was 756.
Heat ManagementContainment under the Operations tree.
Broken since the heat system revamp.
EDIT - whoops...need moar coffee.
Erlkönig on
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
So, I'm catching up on the Mount and Blade 2: Bannerlord development blogs, and their most recent is on their plans for their Skirmish, their PvP, 6-on-6 mode.
Skirmish is a 6 vs 6, player versus player (PvP) game mode. There are no bots to rely on, just your individual combat skill, and that of your fellow teammates. And while tactical prowess and strategy play a huge part in achieving victory over your opponents, solid teamwork and good communication are key to success.
The primary idea behind Skirmish’s design is asymmetry. Most multiplayer games strive to have a well-balanced mix of classes and characters where no single class is dominant. We considered going this route early in the design process but decided that this wouldn’t work at all in a game that aims to represent medieval battles where armoured knights mounted on destriers would share the field with peasants with pitchforks. Of course, there were ways to nerf the stronger classes, as we could easily make knights extremely slow and sluggish or give them reduced damage. However such moves would be kind of unrealistic and immersion breaking and so go against the spirit of our game...
The solution we found was to have a game mode with limited spawns, where the number of spawns you can have depends on the quality of your class choices. To facilitate this, we introduced a points system. Players start with a set amount of points that they can spend to select a class for each spawn during a round. Higher tier troops with better equipment cost much more, which limits the number of times they can be selected by a single player each round, whereas low tier troops are much cheaper, giving players the option of an additional one or two spawns for that round. At the end of the round, if you have unspent points, a limited amount of these can be carried over to the next round, which in turn opens up more tactical options for teams.
Another concern was introducing tactical depth while maintaining a fast-paced game. To this end, we decided to adapt the system we had developed for Captain Mode, where players battle for control of up to three capture spots on the map. These capture spots act as focal points for action and are also tied in with a morale system that encourages teams to be active at all times. Each capture spot holds a flag that can be captured and controlled by one team. The morale of the team holding fewer flags will steadily decay, and if it depletes entirely, the team will lose that round. Throughout the course of the battle, two of the flags are removed (there is actually a mechanic which determines which flags are removed, and this can be gamed by savvy teams!) forcing the action at the climax of the battle to a single location. This mechanic, together with limited spawns, creates an engaging and tense multiplayer experience. Teams that are overly defensive are punished by the morale system and enter the last phase of the round with a significant disadvantage, whereas teams that are too aggressive may suffer early casualties from which they may never recover.
Man, I wish normal play in MWO did that.
I could imagine this. Clanners only getting 1 to 2 spawns while the IS gets 2 to 3 spawns. 6 if you pilot a stock Urbie.
Sadly, bro got home early. So Erl-bro game night is happening a little earlier than normal. If y'alls are still playing in about an hour, I'll be ready to juggle the next game group.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
So, I'm catching up on the Mount and Blade 2: Bannerlord development blogs, and their most recent is on their plans for their Skirmish, their PvP, 6-on-6 mode.
Skirmish is a 6 vs 6, player versus player (PvP) game mode. There are no bots to rely on, just your individual combat skill, and that of your fellow teammates. And while tactical prowess and strategy play a huge part in achieving victory over your opponents, solid teamwork and good communication are key to success.
The primary idea behind Skirmish’s design is asymmetry. Most multiplayer games strive to have a well-balanced mix of classes and characters where no single class is dominant. We considered going this route early in the design process but decided that this wouldn’t work at all in a game that aims to represent medieval battles where armoured knights mounted on destriers would share the field with peasants with pitchforks. Of course, there were ways to nerf the stronger classes, as we could easily make knights extremely slow and sluggish or give them reduced damage. However such moves would be kind of unrealistic and immersion breaking and so go against the spirit of our game...
The solution we found was to have a game mode with limited spawns, where the number of spawns you can have depends on the quality of your class choices. To facilitate this, we introduced a points system. Players start with a set amount of points that they can spend to select a class for each spawn during a round. Higher tier troops with better equipment cost much more, which limits the number of times they can be selected by a single player each round, whereas low tier troops are much cheaper, giving players the option of an additional one or two spawns for that round. At the end of the round, if you have unspent points, a limited amount of these can be carried over to the next round, which in turn opens up more tactical options for teams.
Another concern was introducing tactical depth while maintaining a fast-paced game. To this end, we decided to adapt the system we had developed for Captain Mode, where players battle for control of up to three capture spots on the map. These capture spots act as focal points for action and are also tied in with a morale system that encourages teams to be active at all times. Each capture spot holds a flag that can be captured and controlled by one team. The morale of the team holding fewer flags will steadily decay, and if it depletes entirely, the team will lose that round. Throughout the course of the battle, two of the flags are removed (there is actually a mechanic which determines which flags are removed, and this can be gamed by savvy teams!) forcing the action at the climax of the battle to a single location. This mechanic, together with limited spawns, creates an engaging and tense multiplayer experience. Teams that are overly defensive are punished by the morale system and enter the last phase of the round with a significant disadvantage, whereas teams that are too aggressive may suffer early casualties from which they may never recover.
Man, I wish normal play in MWO did that.
If MWO did that I wouldn't play anything but Crab. Crab is the only mech where I consistently get 400+ damage in virtually every game and sometimes I even break 800 damage, which is amazing considering that it's a 50-tonner laserdrill. 50-tonner IS laserdrill...
I was a little irked at that match. Had an early surprise buttseks moment with a quad-LB10X Fafnir that resulted in me losing one of my HLLs and my ATM12.
That said, 5xERML+1xHLL will still peel armor off.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
So, I'm catching up on the Mount and Blade 2: Bannerlord development blogs, and their most recent is on their plans for their Skirmish, their PvP, 6-on-6 mode.
Skirmish is a 6 vs 6, player versus player (PvP) game mode. There are no bots to rely on, just your individual combat skill, and that of your fellow teammates. And while tactical prowess and strategy play a huge part in achieving victory over your opponents, solid teamwork and good communication are key to success.
The primary idea behind Skirmish’s design is asymmetry. Most multiplayer games strive to have a well-balanced mix of classes and characters where no single class is dominant. We considered going this route early in the design process but decided that this wouldn’t work at all in a game that aims to represent medieval battles where armoured knights mounted on destriers would share the field with peasants with pitchforks. Of course, there were ways to nerf the stronger classes, as we could easily make knights extremely slow and sluggish or give them reduced damage. However such moves would be kind of unrealistic and immersion breaking and so go against the spirit of our game...
The solution we found was to have a game mode with limited spawns, where the number of spawns you can have depends on the quality of your class choices. To facilitate this, we introduced a points system. Players start with a set amount of points that they can spend to select a class for each spawn during a round. Higher tier troops with better equipment cost much more, which limits the number of times they can be selected by a single player each round, whereas low tier troops are much cheaper, giving players the option of an additional one or two spawns for that round. At the end of the round, if you have unspent points, a limited amount of these can be carried over to the next round, which in turn opens up more tactical options for teams.
Another concern was introducing tactical depth while maintaining a fast-paced game. To this end, we decided to adapt the system we had developed for Captain Mode, where players battle for control of up to three capture spots on the map. These capture spots act as focal points for action and are also tied in with a morale system that encourages teams to be active at all times. Each capture spot holds a flag that can be captured and controlled by one team. The morale of the team holding fewer flags will steadily decay, and if it depletes entirely, the team will lose that round. Throughout the course of the battle, two of the flags are removed (there is actually a mechanic which determines which flags are removed, and this can be gamed by savvy teams!) forcing the action at the climax of the battle to a single location. This mechanic, together with limited spawns, creates an engaging and tense multiplayer experience. Teams that are overly defensive are punished by the morale system and enter the last phase of the round with a significant disadvantage, whereas teams that are too aggressive may suffer early casualties from which they may never recover.
Man, I wish normal play in MWO did that.
If MWO did that I wouldn't play anything but Crab. Crab is the only mech where I consistently get 400+ damage in virtually every game and sometimes I even break 800 damage, which is amazing considering that it's a 50-tonner laserdrill. 50-tonner IS laserdrill...
Mind linking your build?
It's not a very complicated build. Crab-27. Note that "downgrading" to a standard 250/light ferro is a very viable build that makes you even sturdier at the expense of some speed.
It's more how you play it. It's fast, insanely sturdy and it's a very effective anti-missile support mech. As long as you don't expose your legs too much and give enemies other targets to shoot at they will shoot other targets. As they do that you exploit your pinpoint damage to murder them. I usually support the assault mechs during the early game, keeping missiles and lights off their backs or use it as a cavalry mech to support other fast mechs in a roving killteam. Your agility and low burn time means that you can easily peek without drawing too much fire. And if you draw fire, then you wiggle wiggle wiggle because you're sexy and you know it (and because the crab is incredible at splashing damage).
For skills I invest pretty much everything into Operations, Armor (so much armor) and firepower (laser duration, heatgen, cooldown and range in that priority order). I haven't spent anything in Sensors, because if stupid LRM mechs want to shoot LRMs at my double-AMS, max-armor, insane splash and super-structure mech...let them.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Got a few matches in myself last night. Tried a few more times at wacking bushes with MRM, gave up on that and tried RAC5. Still haven't cracked 300 damage or won a match, and despite the +30% exp on that chassis I earned enough XP for a grand total of two nodes over 6 matches (mech selection even showed x2 XP on it, somehow). Spent some GXP to unlock a couple armor nodes, might try SRM on it instead. I also really need to stop playing it like an ECM Light mech.
Tried the WHM Bludgeon with HLL, and it went much better. Forgot to use the SRM I put on there, and I feel like an extra Heat Sink would be better anyways. I still dont get how heat works in this, it feels like I can fire my 3HML more often in my ACH than the 3ERML in the WHM...
I honestly don't really pay attention to the differences of heat dissipation... I should, but I am a simple minded person.
Was the MRM Bushwhacker build a 4 MRM10 build? I was playing one the other night and it was a funny build to run. I just hid next to the Heavies and Assaults then pelted the enemies when they popped up.
I tend to switch to my Bushy when I just keep doing poorly over and over. That little mech can just keep on trucking, no matter how many times I accidentally expose because I'm bad.
I honestly don't really pay attention to the differences of heat dissipation... I should, but I am a simple minded person.
Was the MRM Bushwhacker build a 4 MRM10 build? I was playing one the other night and it was a funny build to run. I just hid next to the Heavies and Assaults then pelted the enemies when they popped up.
It was initially 3xMRM20, but I switched it to 4xMRM10. I def need to stick much closer to the big kids in it. Mine has a top speed somewhere in the 70s, which is not fast enough to get out of any slightly tacky situations.
Ahhh, yeah 70s is not fast enough for a Medium. Think mine runs low 80s which makes is at least somewhat nimble. Probably also helps me get out of bad situations faster.
Ahhh, yeah 70s is not fast enough for a Medium. Think mine runs low 80s which makes is at least somewhat nimble. Probably also helps me get out of bad situations faster.
Depends on the mech IMHO. The 74kph you get from a 250 engine in a 55-tonner or a 200 in a 45-tonner is just fine if you're using it as a sniper or you you have great jumping capability.
But my Crab goes 91kph, and I've chosen that build over the 81kph I would get with a 250 STD engine, just because I value those +10kph higher than the extra durability. For that particular build and what I do with that mech.
This despite the fact that the mech isn't just a good zombie mech, it's one of the best zombie mechs (it can fit 3 mpls in the head and torso. It doesn't get better than that).
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
0
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
yeah I wish crabs had a little more variation in terms of hardpoints cause they're super fun to drive
I personally like a STD in the 27; it's one of the few mechs that can actually zombie effectively
why do you like STDs when boinking zombies
and more seriously WTF does any of that mean
STD - Standard Engine, as opposed to an Extralight Engine (XL) or Light Fusion Engine (LFE)
"Zombie" - Having the capability to continue fighting despite losing both side torsos and associated arms. Typified by having some hardpoint(s) in the Center Torso and Head, while running a Standard Engine.
As an example, many Centurion builds can support a Standard Engine with some Lasers in the Center Torso. The Cent also benefits from crazy good hitboxes, allowing prolonged zombie action.
Man, no matter what mech I take tonight it's just shit match after shit match.
Mad Cat II? I can do 500-700 damage and multiple kills, but the Dire Whale just knows that he can chase that open Kodiak down the ramp and around the corner on Mining to get the kill. Who cares if the rest of his team is there?
Hellbringer? 400 damage game, two kills, but my team decides to stand in the middle of an open space and trade with poptarts until a Blood Asp comes through the tunnel and starts coring out backs.
Man, no matter what mech I take tonight it's just shit match after shit match.
Mad Cat II? I can do 500-700 damage and multiple kills, but the Dire Whale just knows that he can chase that open Kodiak down the ramp and around the corner on Mining to get the kill. Who cares if the rest of his team is there?
Hellbringer? 400 damage game, two kills, but my team decides to stand in the middle of an open space and trade with poptarts until a Blood Asp comes through the tunnel and starts coring out backs.
I think I'm done for the night, so frustrating.
I've had the first one happen, and then had to listen for the rest of the match about we should have followed him to our dooms.
Some easy bonus money this weeked, and some easy Warhorns as well (Power hammer and Duelist revolvers).
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Posts
Don't forget the higher overheating threshold from Guts.
I go:
1) Get Bulwark.
2) Get pilot's other Tier 1 skill.
3) Get Tactics 6 for improved targeting.
4 or 5) Get Guts 6 for +15 heat threshold.
5 or 4) Get pilot's Tier 2 skill.
6) Tactics 9 for best targeting
7) Make sure gunnery (usually fine since most of my pilots are Multishot/Breaching) and piloting aren't total garbage
8) Guts 9 for another +15 heat threshold
9) Profit!
Usually I'll just sprinkle points in skills at that point. You get an another bonus to indirect fire at Tactics 10, so that's needed for an LRM boat pilot. And if you have a true brawler, like a Grasshopper with a punch mod, piloting is important.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
I think it goes levels 3, 6, 9 for the called shot bonuses.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
n.b. not all maps are amenable to this tactic.
Just level 6 and 9.
Tactics 1-3 does nothing.
I haven't played much since the 1.3 update, just recently picked it up again. Still getting a feel of the new Bulwark - it's usefulness is much more map dependant than before.
On lunar maps, (and to a lesser degree martian) there's not much use for it, and you'd be better off bringing one of the other skills. So I'm trying to spread my skills out a bit more.
My solution there is to just avoid lunar and martian maps whenever I can. :P The hit to heat on those maps is also...extreme, and I never bother reconfiguring my mechs for a one-off.
-Antje Jackelén, Archbishop of the Church of Sweden
I should be good to drop for a few rounds. Gotta see how that Warhammer IIC build does in group queue.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Man, I wish normal play in MWO did that.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
If MWO did that I wouldn't play anything but Crab. Crab is the only mech where I consistently get 400+ damage in virtually every game and sometimes I even break 800 damage, which is amazing considering that it's a 50-tonner laserdrill. 50-tonner IS laserdrill...
-Antje Jackelén, Archbishop of the Church of Sweden
I maintain that a Dragon variant that's something between the Flame and the -1N (so 1x Missile in the CT, and 1x Energy in each ST and Arm), could be run as a "Heavy Jenner" and would actually be perfectly viable.
e: actually just a straight -1C would be good because then you can just use energy points and deadside the gun arm.
I would also accept a Dragon variant with SRMs in each ST or Arm and 3x support slots (2xCT, 1xH), as long as they also provide Inferno ammo. :twisted:
Also, think I'm getting my 2xRAC/5 Marauder. Consistently getting 300+ damage, win or lose. Best so far was 756.
Heat ManagementContainment under the Operations tree.
Broken since the heat system revamp.
EDIT - whoops...need moar coffee.
Just need to blow off four more components in the next 3 hours for that MC...
I could imagine this. Clanners only getting 1 to 2 spawns while the IS gets 2 to 3 spawns. 6 if you pilot a stock Urbie.
Steam: betsuni7
Let's ride.
Steam: betsuni7
Sadly, bro got home early. So Erl-bro game night is happening a little earlier than normal. If y'alls are still playing in about an hour, I'll be ready to juggle the next game group.
Mind linking your build?
Steam: betsuni7
That said, 5xERML+1xHLL will still peel armor off.
Steam: betsuni7
If only I had that other HLL and ATM12. Totally would've out-damaged ya! :P
I would have farmed him more, but he was an XL build
Oh, and that Marauder II build I was talking about: MAD-4HP
It's not a very complicated build. Crab-27. Note that "downgrading" to a standard 250/light ferro is a very viable build that makes you even sturdier at the expense of some speed.
It's more how you play it. It's fast, insanely sturdy and it's a very effective anti-missile support mech. As long as you don't expose your legs too much and give enemies other targets to shoot at they will shoot other targets. As they do that you exploit your pinpoint damage to murder them. I usually support the assault mechs during the early game, keeping missiles and lights off their backs or use it as a cavalry mech to support other fast mechs in a roving killteam. Your agility and low burn time means that you can easily peek without drawing too much fire. And if you draw fire, then you wiggle wiggle wiggle because you're sexy and you know it (and because the crab is incredible at splashing damage).
For skills I invest pretty much everything into Operations, Armor (so much armor) and firepower (laser duration, heatgen, cooldown and range in that priority order). I haven't spent anything in Sensors, because if stupid LRM mechs want to shoot LRMs at my double-AMS, max-armor, insane splash and super-structure mech...let them.
-Antje Jackelén, Archbishop of the Church of Sweden
Tried the WHM Bludgeon with HLL, and it went much better. Forgot to use the SRM I put on there, and I feel like an extra Heat Sink would be better anyways. I still dont get how heat works in this, it feels like I can fire my 3HML more often in my ACH than the 3ERML in the WHM...
Was the MRM Bushwhacker build a 4 MRM10 build? I was playing one the other night and it was a funny build to run. I just hid next to the Heavies and Assaults then pelted the enemies when they popped up.
Steam: betsuni7
Just swap up to another chassis (I usually swap weight classes) and play there for a bit or play something else for a while.
It was initially 3xMRM20, but I switched it to 4xMRM10. I def need to stick much closer to the big kids in it. Mine has a top speed somewhere in the 70s, which is not fast enough to get out of any slightly tacky situations.
Steam: betsuni7
I personally like a STD in the 27; it's one of the few mechs that can actually zombie effectively
that's why we call it the struggle, you're supposed to sweat
why do you like STDs when boinking zombies
and more seriously WTF does any of that mean
Depends on the mech IMHO. The 74kph you get from a 250 engine in a 55-tonner or a 200 in a 45-tonner is just fine if you're using it as a sniper or you you have great jumping capability.
But my Crab goes 91kph, and I've chosen that build over the 81kph I would get with a 250 STD engine, just because I value those +10kph higher than the extra durability. For that particular build and what I do with that mech.
This despite the fact that the mech isn't just a good zombie mech, it's one of the best zombie mechs (it can fit 3 mpls in the head and torso. It doesn't get better than that).
-Antje Jackelén, Archbishop of the Church of Sweden
STD - Standard Engine, as opposed to an Extralight Engine (XL) or Light Fusion Engine (LFE)
"Zombie" - Having the capability to continue fighting despite losing both side torsos and associated arms. Typified by having some hardpoint(s) in the Center Torso and Head, while running a Standard Engine.
As an example, many Centurion builds can support a Standard Engine with some Lasers in the Center Torso. The Cent also benefits from crazy good hitboxes, allowing prolonged zombie action.
Mad Cat II? I can do 500-700 damage and multiple kills, but the Dire Whale just knows that he can chase that open Kodiak down the ramp and around the corner on Mining to get the kill. Who cares if the rest of his team is there?
Hellbringer? 400 damage game, two kills, but my team decides to stand in the middle of an open space and trade with poptarts until a Blood Asp comes through the tunnel and starts coring out backs.
I think I'm done for the night, so frustrating.
I've had the first one happen, and then had to listen for the rest of the match about we should have followed him to our dooms.
-Antje Jackelén, Archbishop of the Church of Sweden
I seriously don't know how or why every time I play my MCII that games fall apart that badly.