Sadly, doesn't disprove range limited RNG. I've had two completely wrecked mechs, same chassis and variant, be wildly different in terms of salvage share cost...alongside pristine vs. completely wrecked mechs being identical or near enough to it.
You had a good RNG roll, congrats. Every now and then, I do too.
I'd also be curious to see the damage difference between those Javelins, too.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
Just because a mech has the same chassis and variant doesn't mean it's the same (given that Regular vs Elite is afaik mostly quality level for weapons. So while one mech has ML+ the other has ML++ etc).
So far I've seen nothing that disproves the game working exactly as the developers say it works.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Just because a mech has the same chassis and variant doesn't mean it's the same (given that Regular vs Elite is afaik mostly quality level for weapons. So while one mech has ML+ the other has ML++ etc).
So far I've seen nothing that disproves the game working exactly as the developers say it works.
Note that this may seem random because the function is a percentage of the mechs value not a flat base of the mechs value.
That is. Suppose a JVN-10F has a salvage point value of 20. The game sums the prices of all possible destruction of the mech, equipment and repair bills and then has a sliding scale equal to 50% + 50% * Repair Value/Possible Repair value. (i think these numbers are correct). So a mech with better weapons that has its CT destroyed but no weapons destroyed will have a higher "possible repair value" than a mech with worse weapons. And so will require closer to the 20.
Thus you can look at two JVN-10F with similar fits and it will look like they have different salvage values because one has a lot more value in its weapons. This is especially prevalent with mechs that have a lot of weapons or have expensive weapon classes relative to their engine class.
Just because a mech has the same chassis and variant doesn't mean it's the same (given that Regular vs Elite is afaik mostly quality level for weapons. So while one mech has ML+ the other has ML++ etc).
So far I've seen nothing that disproves the game working exactly as the developers say it works.
Note that this may seem random because the function is a percentage of the mechs value not a flat base of the mechs value.
That is. Suppose a JVN-10F has a salvage point value of 20. The game sums the prices of all possible destruction of the mech, equipment and repair bills and then has a sliding scale equal to 50% + 50% * Repair Value/Possible Repair value. (i think these numbers are correct). So a mech with better weapons that has its CT destroyed but no weapons destroyed will have a higher "possible repair value" than a mech with worse weapons. And so will require closer to the 20.
Thus you can look at two JVN-10F with similar fits and it will look like they have different salvage values because one has a lot more value in its weapons. This is especially prevalent with mechs that have a lot of weapons or have expensive weapon classes relative to their engine class.
So, what you're telling me is that this is normal?
Grasshopper cored out and most of its Tier 3 weapons left intact: 19 shares
Centurion-AH cockpitted after removing the AC20 (both weapon systems Tier 0): 20 shares
PGI numbers are weird, man.
EDIT - also, sometimes the cost/shares thing does line up. Had an earlier one where I got a Jenner and Orion as salvage. The Jenner was functionally valued at half the price of the Orion, and the salvage shares reflected that (14 shares for the Jenner vs. the Orion's 28)
EDIT2 - oh, and in an earlier mission, stripped down a Jager before cockpitting it (granted, all the weapons were Tier 0). 24 shares at 3.6mil value:
Erlkönig on
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
Grasshopper 5H, Cicada and Dragon 1N are all (afaik) heavily discounted mechs. Meaning that they give you better salvage values because they're not as great chassis (compare a grasshopper to an Archer or even a Warhammer).
Since they're looking at Salvage Cost * (Current value/Original value) there isn't a linear credit value = salvage cost between different mechs.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
That looks normal to me. The hopper has its engine gone and lost good weapons. The centurion lost an ac20 tier 0 and didn’t lose its engine
And kept half of its good weapons. The edited in Jager lost all of its weapons (tier 0, sure) but kept its engine and ended up costing 5 shares more than the Grasshopper. Or, here's an Orion that lost all weapons except for an LRM15, got cored out, and is costing 9 shares more than the Grasshopper:
Basically, I'm not seeing this sophisticated "More broken = costs fewer salvage shares" system that you keep talking about. What I do see is a range-limited RNG based on weight and/or chassis.
EDIT - which is further reinforced by that Dervish in that first set of screenshots I linked. That mech was thoroughly dismantled (before losing its CT) and it's still the same share value as the Centurion.
Erlkönig on
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
Ok. The Arugula Reich is now taken care of, I have my shiny AS7-D-HT alongside my HGN-732B, and it's March 20th 3029.
So. How should I go about killing 21 years in game? heh. I've heard going onto the borders of two of the great houses and playing each off of the other works, but I've also heard that I should hunt down groups like the Snord's Irregulars for bigger payouts.
Doing a quick read of the wiki, I guess I could start heading towards Outreach... Not sure if it's about to become interesting up there or not.
Except each mech type has an individually set salvage value. So if you murderize a very good chassis (like a Dervish 6M. The mech has Endo steel and FF-armour and gets 2 medium Energy+2 Large and 2 small missile hardpoints. It's a beast) it's still going to cost more than a relatively undamaged shit mech.
Centurion, Dervish, Vulcan. Good mechs. Which, as the devs stated, corresponds to a relatively higher base salvage cost.
Grasshopper, Cicada etc. Pretty bad mechs in MW5. The grasshopper is probably worse off in MW5 than in any other Battletech game in 20 years (because JJ are not worth as much and MW5 is much stricter on hardpoints than battletech or MWO).
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Except each mech type has an individually set salvage value. So if you murderize a very good chassis (like a Dervish 6M. The mech has Endo steel and FF-armour and gets 2 medium Energy+2 Large and 2 small missile hardpoints. It's a beast) it's still going to cost more than a relatively undamaged shit mech.
Centurion, Dervish, Vulcan. Good mechs. Which, as the devs stated, corresponds to a relatively higher base salvage cost.
Grasshopper, Cicada etc. Pretty bad mechs in MW5. The grasshopper is probably worse off in MW5 than in any other Battletech game in 20 years (because JJ are not worth as much and MW5 is much stricter on hardpoints than battletech or MWO).
Interesting you mention those two mechs. The Vulcan (which was just CT cored) in my screenshot was worth fewer shares than the equally CT cored Cicada.
EDIT - and just checked, that Dervish is the trash variant. It's actually one of the stock ones with standard armor/structure (same with the Vulcan).
Erlkönig on
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
0
AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
edited June 2021
Man, I honestly keep forgetting I'm not playing vanilla MW5. Then I read posts like all the above and I'm all, "The fuck is everyone talki- oh right."
edit- Axen's List o' Mods What are Good or At the Very Least Suit Axen's Personal Tastes
TTRulez_AIMod- Now this doesn't seem to work for some people but works for others. No idea what may be up with that. It does work for me. AI and Lancemates are noticeably smarter.
Expanded Hardpoints- Comes in two flavors. You can either make hardpoints work like Tabletop or like MWO.
Star Map Mouse Over (SMMO)- When you mouse over a star system and it lists the mission this mod will also add faction icons to it so you know exactly who you would be working for and against.
Max Tonnage- Lets you drop with whatever you want whenever you want.
Expanded Company Logos- Adds, like, all the logos from Battletech. Over 200 anyway. Not all are high quality though.
Scary tanks does not make them more in line with tabletop
I mean if you consider adding the structure, component and armor system from tabletop and the stats from tabletop to not make it more in line with tabletop then sure.
A Capellan's favorite sheath for any blade is your back.
Scary tanks does not make them more in line with tabletop
I mean if you consider adding the structure, component and armor system from tabletop and the stats from tabletop to not make it more in line with tabletop then sure.
I do not because there is no such thing as "tabletop" in this context. Multiple different battletech systems have used multiple different ways to calculate vehicle structures. Some have had much lower values for tanks than mechs. Some make tanks very "dangerous" but also can be crit by any attack regardless of whether or not that attack penetrates armor. Do you allow tanks to be spotted and "killed" by dumping a handful of LRM on them, thus reducing their speed to zero?
Well if you don't then you have not made them more in line with tabletop*. You have given them all their advantages and none of their disadvantages.
*which isn't even necessarily a good thing for a number of reasons (tabletop has balance issues after all)
MW5: Ok, so I'm now 14h7m into playing it and I'm still having fun. Getting a bit harder since I now have Rep 9 so I'm starting to see some Heavies and Assaults now. Tried the next story mission and nope, can't do it with 3 heavies (ok, not great ones, Orion, Warhammer and Jagermech). So I reloaded and didn't buy the Orion and went farming more mechs and money instead. Running my Warhammer, Jagermech and two Hunchbacks with all mediums for the overall firepower. I really need to get new Heavies but no idea which ones I should be hunting for. I do know that my Warhammer isn't that great since I get focus fired way too often.
The Orion is typically a pretty good heavy. As is the Warhammer. The Jager isn't so great but can be made OK. (i think the rifleman is better). Hunchies as well tend to be pretty decent.
My guess is that upgrading weapons is more important than upgrading mechs (how under tonnage are you?)
If you want to coop it for a bit to talk about how to make mechs work (i have a lot of hours into the game) i can see what i can do to refit things and make things work out better.
edit: My invite code is 5671456517
Edit there is also a MW5 discord that i can hop onto if you want
MW5: Ok, so I'm now 14h7m into playing it and I'm still having fun. Getting a bit harder since I now have Rep 9 so I'm starting to see some Heavies and Assaults now. Tried the next story mission and nope, can't do it with 3 heavies (ok, not great ones, Orion, Warhammer and Jagermech). So I reloaded and didn't buy the Orion and went farming more mechs and money instead. Running my Warhammer, Jagermech and two Hunchbacks with all mediums for the overall firepower. I really need to get new Heavies but no idea which ones I should be hunting for. I do know that my Warhammer isn't that great since I get focus fired way too often.
Black Knight: Absolute boss with lasers in the mediums and Chem Lasers (with 1 ton of ammo each) in the large slots. My preferred build is large chemlasers in the shoulders and then MLs everywhere else (with relatively low quality lasers in the arms. I almost never lose torsos but arms tend get blown up every now and then). If you get a 6 instead of a 7 version can get away with using Pulse lasers. One of my favorite mechs in MW5.
Rifleman: Surprisingly good with 2xAC/5 Burstfire and the rest MLs. Lil' light on the armor, but great firepower (especially for hot maps). Overall a more tonnage efficient mech than the Jager.
Archer: Pretty boss (and the Archer hero mech is amaaaazing). The hero mech (Agincourt) is my favorite mech in the game so far.
Catapult: More of a mech for you lancemates (but really good for your lance mates), except the C1 and C4 (which suck) and the BB (which is a good mech to pilot yourself).
Cataphract: Most variants are good.
Warhammer: 6R and hero variants are good, although the bots do better with it (at least they do better at it than me) because they're frighteningly accurate with Rifle weapons (Rifle nipples). Note though that I completely phased Warhammers out of my lances after I got my first Battlemaster.
Basically the 70-tonners (except the Jagermech. Although the Jagermech A is decent) make good rides for you and the 65-tonners are good mechs for your buddies. The 60 tonners are pretty much all overgrown and mostly undergunned mediums and I find myself better off in the heavier medium mechs. There are some exceptions, but generally they're not great.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
So, if we're sharing our heavy mech compositions...
Catapult-Jester: Given how much missile spam there is, mount up the best AMS you can on this thing. Then give it a pair of PPCs and all the medium lasers. This was a staple in my lance comp for a whiles.
Rifleman-Legend Killer: I got this last week. Turns out you can swap the LB10Xes for a pair of heavy rifles, strip out the twin large lasers for mediums, armor it up, and cram heatsinks and ammo into the thing. It has become a staple in my lineup.
Archer-Agincourt: No gripes. SRM28 is good times...especially when backed up with quad-medium lasers.
Marauder-3R: I have two in my lance, and they both pump out real good numbers. MAD1: 2xPPC, 2xML, 1xHeavy Rifle. MAD2: 2xLL, 2xML, 1xLB10X-SLD
Dropping down into Medium mech range, and the only one I keep coming back to is my Blackjack-Arrow: 6xMG, 2xML, 1xERPPC
Bumping up into Assault range, and a Cyclops-Sleipnir is the crunchy, punchy center of my lance: 2xHeavy Rifle, 3xML, 1xSRM4
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
RFL-3N: 2xAC/5, 4xML (fire support)
CHP-1N: 1xLB-10X, 2xML (lucked into this guy on the market and he’s been awesome for lower weight raids and beachheads)
MAD-3R: 2xLL, 2xML, 1xLB-10X SLD (my command mech in lower tonnage missions)
BLK-7-KNT: Chem larges and MLs, another staple in all weight ranges (can’t remember er if I’m running 2xchem larges or 3)
Some TDR variant: 1xChemLL, 3xML, 1xSRM-6, 1xSRM-4 (mostly here as filler).
DRG-SDW: 1xAC/20, 2xML, MASC (fits similar role to the Champion).
Mediums:
CRB-27SL: 2xChemLL, 2xML (lucked into salvaging, has been invaluable as a 50 ton workhorse)
HBK-4G: 1xHR, 2xML (punches well above it’s weight class)
SHD-2H: 1xAC/5, 1xML, 2xSRM-4 (workhorse)
Of note, not using the tonnage mod in this play through so I need to keep some light weights around for some of the early story missions.
TTRulez_AIMod- Now this doesn't seem to work for some people but works for others. No idea what may be up with that. It does work for me. AI and Lancemates are noticeably smarter.
Expanded Hardpoints- Comes in two flavors. You can either make hardpoints work like Tabletop or like MWO.
Star Map Mouse Over (SMMO)- When you mouse over a star system and it lists the mission this mod will also add faction icons to it so you know exactly who you would be working for and against.
Max Tonnage- Lets you drop with whatever you want whenever you want.
Expanded Company Logos- Adds, like, all the logos from Battletech. Over 200 anyway. Not all are high quality though.
Alternate Faction Colors- Paints the various factions up in color schemes that exist in universe.
Scary Tanks- Makes tanks scary. Makes them more in line with Tabletop. The tanks have front, side and rear armor.
Most, if not all of these mods, are also available on the Steam Workshop.
Finally, a mod for non-terrible company emblems (I assume).
Though I'm playing the Game Pass version of it (it's a fine game, it's no MechWarrior 2: Mercenaries but at least it looks real good)--and I don't believe this one has mod support baked into that release unlike other games.
Hmm, Well I was trying to be funny have have the Orion as a LRM15, LRM5, AC10BF and 2ML (to shoot down aero units). Maybe I'll go back and pick it up then toss my Warhammer as my teammates mechs. I haven't seen any of the others yet so still looking. Probably should just run around a bit to find more heavies and see if I can pick up a few of these on the lists. Thanks for the suggestions everybody.
The one thing I did find funny was in that failed story event I ran up against a 2LRM15 Catapult that I could not shoot off the arms for the life of me. Oddly it was a nice bug since it also would never fire. Saw my first tank in a rock during a defend mission that was slightly annoying till I did what Nobody did and ran over it a few times then it must have stuck out just enough for me to step on it.
So, looking at (old) agility... good lord, what did the poor Arctic Wolf do to the devs? The Zeus accelerates faster than the tiny ACW. Also, the Catapults' torso pitch was 16 degrees? That explains why I could never hit shit with torso mounts.
Searching through the MW5 discord confirms I’m not the only person who ran into the mysterious missing Kurita trade hub that includes Luthien, but there doesn’t seem to be any resolution
KiTA have you heard the gospel of double UAC20++ Atlas II?
The... what?
Edit: Random thought, can I break down my atlas and Atlas 2 and make 2 Atlas 2s out of them? By using 1 part of Atlas 1 + 2 of Atlas 2 and 1 of Atlas 2 + 2 of Atlas 1? I mean technically the Atlas 2 is just a variant of the Atlas 1, right?
KiTA on
0
OrcaAlso known as EspressosaurusWrexRegistered Userregular
Believe it or not, I passed on it. I'd rather my lancemates have faster assaults/thicc heavies (also, I literally don't have any good guns to give them).
I ended up finishing out the lines for the Agincourt and Diana, next up the Orion (Yad al-Jauza I believe?) then the Basilisk
I've modified them all for +15% speed so that they're now my....Steiner Scout Lance.
"Achtung! I have now scouted sector D-9. There are no enemies here....anymore! *manic german laughter*"
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Posts
Sadly, doesn't disprove range limited RNG. I've had two completely wrecked mechs, same chassis and variant, be wildly different in terms of salvage share cost...alongside pristine vs. completely wrecked mechs being identical or near enough to it.
You had a good RNG roll, congrats. Every now and then, I do too.
I'd also be curious to see the damage difference between those Javelins, too.
So far I've seen nothing that disproves the game working exactly as the developers say it works.
-Antje Jackelén, Archbishop of the Church of Sweden
Note that this may seem random because the function is a percentage of the mechs value not a flat base of the mechs value.
That is. Suppose a JVN-10F has a salvage point value of 20. The game sums the prices of all possible destruction of the mech, equipment and repair bills and then has a sliding scale equal to 50% + 50% * Repair Value/Possible Repair value. (i think these numbers are correct). So a mech with better weapons that has its CT destroyed but no weapons destroyed will have a higher "possible repair value" than a mech with worse weapons. And so will require closer to the 20.
Thus you can look at two JVN-10F with similar fits and it will look like they have different salvage values because one has a lot more value in its weapons. This is especially prevalent with mechs that have a lot of weapons or have expensive weapon classes relative to their engine class.
So, what you're telling me is that this is normal?
Grasshopper cored out and most of its Tier 3 weapons left intact: 19 shares
Centurion-AH cockpitted after removing the AC20 (both weapon systems Tier 0): 20 shares
PGI numbers are weird, man.
EDIT - also, sometimes the cost/shares thing does line up. Had an earlier one where I got a Jenner and Orion as salvage. The Jenner was functionally valued at half the price of the Orion, and the salvage shares reflected that (14 shares for the Jenner vs. the Orion's 28)
EDIT2 - oh, and in an earlier mission, stripped down a Jager before cockpitting it (granted, all the weapons were Tier 0). 24 shares at 3.6mil value:
Since they're looking at Salvage Cost * (Current value/Original value) there isn't a linear credit value = salvage cost between different mechs.
-Antje Jackelén, Archbishop of the Church of Sweden
And kept half of its good weapons. The edited in Jager lost all of its weapons (tier 0, sure) but kept its engine and ended up costing 5 shares more than the Grasshopper. Or, here's an Orion that lost all weapons except for an LRM15, got cored out, and is costing 9 shares more than the Grasshopper:
Basically, I'm not seeing this sophisticated "More broken = costs fewer salvage shares" system that you keep talking about. What I do see is a range-limited RNG based on weight and/or chassis.
EDIT - which is further reinforced by that Dervish in that first set of screenshots I linked. That mech was thoroughly dismantled (before losing its CT) and it's still the same share value as the Centurion.
So. How should I go about killing 21 years in game? heh. I've heard going onto the borders of two of the great houses and playing each off of the other works, but I've also heard that I should hunt down groups like the Snord's Irregulars for bigger payouts.
Doing a quick read of the wiki, I guess I could start heading towards Outreach... Not sure if it's about to become interesting up there or not.
Centurion, Dervish, Vulcan. Good mechs. Which, as the devs stated, corresponds to a relatively higher base salvage cost.
Grasshopper, Cicada etc. Pretty bad mechs in MW5. The grasshopper is probably worse off in MW5 than in any other Battletech game in 20 years (because JJ are not worth as much and MW5 is much stricter on hardpoints than battletech or MWO).
-Antje Jackelén, Archbishop of the Church of Sweden
Interesting you mention those two mechs. The Vulcan (which was just CT cored) in my screenshot was worth fewer shares than the equally CT cored Cicada.
EDIT - and just checked, that Dervish is the trash variant. It's actually one of the stock ones with standard armor/structure (same with the Vulcan).
edit- Axen's List o' Mods What are Good or At the Very Least Suit Axen's Personal Tastes
Logical Lore Salvage- Makes acquiring salvage more in line with the tabletop.
TTRulez_AIMod- Now this doesn't seem to work for some people but works for others. No idea what may be up with that. It does work for me. AI and Lancemates are noticeably smarter.
Expanded Hardpoints- Comes in two flavors. You can either make hardpoints work like Tabletop or like MWO.
Star Map Mouse Over (SMMO)- When you mouse over a star system and it lists the mission this mod will also add faction icons to it so you know exactly who you would be working for and against.
Max Tonnage- Lets you drop with whatever you want whenever you want.
Expanded Company Logos- Adds, like, all the logos from Battletech. Over 200 anyway. Not all are high quality though.
Alternate Player Portrait the series- Pick one, download it and now you are no longer Generic McManface.
Alternate Faction Colors- Paints the various factions up in color schemes that exist in universe.
Scary Tanks- Makes tanks scary. Makes them more in line with Tabletop. The tanks have front, side and rear armor.
Most, if not all of these mods, are also available on the Steam Workshop.
I mean if you consider adding the structure, component and armor system from tabletop and the stats from tabletop to not make it more in line with tabletop then sure.
I do not because there is no such thing as "tabletop" in this context. Multiple different battletech systems have used multiple different ways to calculate vehicle structures. Some have had much lower values for tanks than mechs. Some make tanks very "dangerous" but also can be crit by any attack regardless of whether or not that attack penetrates armor. Do you allow tanks to be spotted and "killed" by dumping a handful of LRM on them, thus reducing their speed to zero?
Well if you don't then you have not made them more in line with tabletop*. You have given them all their advantages and none of their disadvantages.
*which isn't even necessarily a good thing for a number of reasons (tabletop has balance issues after all)
Steam: betsuni7
My guess is that upgrading weapons is more important than upgrading mechs (how under tonnage are you?)
If you want to coop it for a bit to talk about how to make mechs work (i have a lot of hours into the game) i can see what i can do to refit things and make things work out better.
edit: My invite code is 5671456517
Edit there is also a MW5 discord that i can hop onto if you want
Before I leave Kurita space I see a rare mech for sale in the hub.
It's an ANH-1X.
Game does not want me to be without an Annihilator.
Meanwhile I only see Marauder IIs as friendlies in missions.
Black Knight: Absolute boss with lasers in the mediums and Chem Lasers (with 1 ton of ammo each) in the large slots. My preferred build is large chemlasers in the shoulders and then MLs everywhere else (with relatively low quality lasers in the arms. I almost never lose torsos but arms tend get blown up every now and then). If you get a 6 instead of a 7 version can get away with using Pulse lasers. One of my favorite mechs in MW5.
Rifleman: Surprisingly good with 2xAC/5 Burstfire and the rest MLs. Lil' light on the armor, but great firepower (especially for hot maps). Overall a more tonnage efficient mech than the Jager.
Archer: Pretty boss (and the Archer hero mech is amaaaazing). The hero mech (Agincourt) is my favorite mech in the game so far.
Catapult: More of a mech for you lancemates (but really good for your lance mates), except the C1 and C4 (which suck) and the BB (which is a good mech to pilot yourself).
Cataphract: Most variants are good.
Warhammer: 6R and hero variants are good, although the bots do better with it (at least they do better at it than me) because they're frighteningly accurate with Rifle weapons (Rifle nipples). Note though that I completely phased Warhammers out of my lances after I got my first Battlemaster.
Basically the 70-tonners (except the Jagermech. Although the Jagermech A is decent) make good rides for you and the 65-tonners are good mechs for your buddies. The 60 tonners are pretty much all overgrown and mostly undergunned mediums and I find myself better off in the heavier medium mechs. There are some exceptions, but generally they're not great.
-Antje Jackelén, Archbishop of the Church of Sweden
Catapult-Jester: Given how much missile spam there is, mount up the best AMS you can on this thing. Then give it a pair of PPCs and all the medium lasers. This was a staple in my lance comp for a whiles.
Rifleman-Legend Killer: I got this last week. Turns out you can swap the LB10Xes for a pair of heavy rifles, strip out the twin large lasers for mediums, armor it up, and cram heatsinks and ammo into the thing. It has become a staple in my lineup.
Archer-Agincourt: No gripes. SRM28 is good times...especially when backed up with quad-medium lasers.
Marauder-3R: I have two in my lance, and they both pump out real good numbers. MAD1: 2xPPC, 2xML, 1xHeavy Rifle. MAD2: 2xLL, 2xML, 1xLB10X-SLD
Dropping down into Medium mech range, and the only one I keep coming back to is my Blackjack-Arrow: 6xMG, 2xML, 1xERPPC
Bumping up into Assault range, and a Cyclops-Sleipnir is the crunchy, punchy center of my lance: 2xHeavy Rifle, 3xML, 1xSRM4
Assaults:
ANH-1X: 4xLB-10X, 4xML (command mech for demo/defense/warzone missions)
2xAWS-8Q: 3xPPC
CPS-10-Z: 1xHR, 2xML, 2xSRM-4 (command mech, retired)
Heavies:
RFL-3N: 2xAC/5, 4xML (fire support)
CHP-1N: 1xLB-10X, 2xML (lucked into this guy on the market and he’s been awesome for lower weight raids and beachheads)
MAD-3R: 2xLL, 2xML, 1xLB-10X SLD (my command mech in lower tonnage missions)
BLK-7-KNT: Chem larges and MLs, another staple in all weight ranges (can’t remember er if I’m running 2xchem larges or 3)
Some TDR variant: 1xChemLL, 3xML, 1xSRM-6, 1xSRM-4 (mostly here as filler).
DRG-SDW: 1xAC/20, 2xML, MASC (fits similar role to the Champion).
Mediums:
CRB-27SL: 2xChemLL, 2xML (lucked into salvaging, has been invaluable as a 50 ton workhorse)
HBK-4G: 1xHR, 2xML (punches well above it’s weight class)
SHD-2H: 1xAC/5, 1xML, 2xSRM-4 (workhorse)
Of note, not using the tonnage mod in this play through so I need to keep some light weights around for some of the early story missions.
Finally, a mod for non-terrible company emblems (I assume).
Though I'm playing the Game Pass version of it (it's a fine game, it's no MechWarrior 2: Mercenaries but at least it looks real good)--and I don't believe this one has mod support baked into that release unlike other games.
The one thing I did find funny was in that failed story event I ran up against a 2LRM15 Catapult that I could not shoot off the arms for the life of me. Oddly it was a nice bug since it also would never fire. Saw my first tank in a rock during a defend mission that was slightly annoying till I did what Nobody did and ran over it a few times then it must have stuck out just enough for me to step on it.
Steam: betsuni7
It’s a raid. In a canyon maze.
I did what any self respecting Annie pilot does in that circumstance: hit “G” and had my lance mates go and kill stuff off to the sides.
I only stopped at one point, and that’s because a drop ship was literally coming down on my head.
I did get a WHM-6R out of it, and it’s now 2xPPC, 2xLR for one of my minions to pilot.
Oh good point, I didn't think of stuffing my AI into my Warhammer instead of me. Now I need to go find that Orion now...
Steam: betsuni7
New Polar, fixed Torm spawns, and new agility
Bull Shark.
That is all.
Edit:
oh christ now I know why they gave it to me
The... what?
Edit: Random thought, can I break down my atlas and Atlas 2 and make 2 Atlas 2s out of them? By using 1 part of Atlas 1 + 2 of Atlas 2 and 1 of Atlas 2 + 2 of Atlas 1? I mean technically the Atlas 2 is just a variant of the Atlas 1, right?
For when you want to make a Sleepy Atlas
Atlas II has internal doubles. Only the other atlas you fight ends up sleepy.
one setting was entered as "12" instead of "2" so it spins like a top.
https://clips.twitch.tv/ThoughtfulSilkyAlfalfaTebowing-6AGIVRcaIPwFIIFk
Second campaign just got offered a second ANH-1X
You know what must be done.
Steam: betsuni7
Believe it or not, I passed on it. I'd rather my lancemates have faster assaults/thicc heavies (also, I literally don't have any good guns to give them).
I ended up finishing out the lines for the Agincourt and Diana, next up the Orion (Yad al-Jauza I believe?) then the Basilisk
I've modified them all for +15% speed so that they're now my....Steiner Scout Lance.
"Achtung! I have now scouted sector D-9. There are no enemies here....anymore! *manic german laughter*"
-Antje Jackelén, Archbishop of the Church of Sweden