Battletech - Is there a way to look at my ships inventory for what salvage parts I have so I know what to look for in battle?
I noticed when you get awarded the salvage you can see how many pieces you already have, but it would be nice during the battle to know in advance to try not and destroy something.
Marik start is brutal. Your starting mechs: Assassin, Javelin (laser version), Spider, Flea.
Randomly lost the Flea early on (yes, I had maxed armor on everything, it still exploded), killing the pilot.
Had to scrimp and save, and luckily got another Javelin on the market. Then my Assassin decided to go all explodey as well. I was desperate for a 4th mech. The nearby starting hub was full of Fleas, Assassins, Locusts...and Urbanmechs.
It was the humble UM-R63X which helped me rebound. The stock model comes with 2xAC/2, 2xSL. I ditched both SL for more ammo and armor and ran it as a slightly mobile AC/2 turret.
I'm not ashamed to say that thing did work long enough for Goblin to come in, and then to help me salvage my first mediums (PHX-1 and CN9-AL).
*adds another tally to screw the alternate starts*
+1
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
Ok so whoever said you could hover over what your mech's accuracy percentages will be when you move if you click and then check before confirming your facing, you have changed my life.
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
Marik start is brutal. Your starting mechs: Assassin, Javelin (laser version), Spider, Flea.
Randomly lost the Flea early on (yes, I had maxed armor on everything, it still exploded), killing the pilot.
Had to scrimp and save, and luckily got another Javelin on the market. Then my Assassin decided to go all explodey as well. I was desperate for a 4th mech. The nearby starting hub was full of Fleas, Assassins, Locusts...and Urbanmechs.
It was the humble UM-R63X which helped me rebound. The stock model comes with 2xAC/2, 2xSL. I ditched both SL for more ammo and armor and ran it as a slightly mobile AC/2 turret.
I'm not ashamed to say that thing did work long enough for Goblin to come in, and then to help me salvage my first mediums (PHX-1 and CN9-AL).
*adds another tally to screw the alternate starts*
I think Davion and Kurita starts were generally fine, Marik didn’t start with any long range weapons, the longest range is medium lasers so I couldn’t “range tank” like I could with the Enforcer and Panther respectively.
I could probably do fine with Steiner or Liao but I think I’d be dead before you’d catch me in a Cicada.
0
OrcaAlso known as EspressosaurusWrexRegistered Userregular
Ok so whoever said you could hover over what your mech's accuracy percentages will be when you move if you click and then check before confirming your facing, you have changed my life.
My job is done here, I can now ascend to Mechwarrior heaven
So I'm not sure if it's a bug or intended but right now for me in MW5 salvage points carry over in multi-missions even if I spend every point every mission. So three mission thing with 33 salvage points? That's 33 to spend in the first mission, 66 in the second, and 99 in the third. Spending them all has actually been a problem in a few instances.
Multi-missions used to be the only way to get decent salvage but this is absolutely broken.
But I'm not going to argue with every time I go shopping I have 200+ million C-Bills so spend!
Probably a bug, but if that happened for me I might have actually taken some multi-missions in my last run. Actually make the reward closer to the risk.
Bit of an oopsy daisy with the new patch and Tourmaline:
On the other hand the invisible walls are gone.
(and yes, that's in the Crusader cockpit)
Tourmaline now is as bad as Polar used to be. Except there is no real central hill to break LOS for those LRM spams.
Well that sucks. I used to like Tourmaline since it was quite wild even though there were times where the team would huddle in the big depressions like fish in a barrel.
It is not, they’ve said it’s unintentional and will be fixed. There’s also an issue with one of the Crusaders where it has less head structure than it should.
Not sure if these are going to both stick until July or if they’re going to hotfix.
Edit: apparently some people with AMD GPUs are getting a cyberpunk version of the new map about 50% of the time, not entirely sure what’s going on there.
This includes the Tourmaline map issue and various issues with the Crusader (specifically calling out the head structure error for the CRD-6T, but also a few other minor ones).
They're not entirely sure what's causing the Vitric Station error because they cannot reliably reproduce it but think they may have found a fix.
In case you were wondering what it looked like, eyebleed graphics of the map under the error in spoiler:
EDIT: screenshot too large, cutting down:
Nobody on
+10
OrcaAlso known as EspressosaurusWrexRegistered Userregular
RL change allegedly is not going to make it into the June patch, apparently there was a weird issue where the 15 and 20 were somehow “regenerating” ammo when low.
Battletech+Borderlands, the crossover you didn't know you wanted.
RL change allegedly is not going to make it into the June patch, apparently there was a weird issue where the 15 and 20 were somehow “regenerating” ammo when low.
Battletech+Borderlands, the crossover you didn't know you wanted.
RL change allegedly is not going to make it into the June patch, apparently there was a weird issue where the 15 and 20 were somehow “regenerating” ammo when low.
Battletech+Borderlands, the crossover you didn't know you wanted.
Ahem. Beg to differ...
I definitely think facing Mechs with +20k armor because that's the only way Gearbox knows how to add difficulty would suck
Though a Tiny Tina themed Flea or a Mr. Torgue themed Atlas...
HappylilElf on
0
OrcaAlso known as EspressosaurusWrexRegistered Userregular
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
+3
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited June 2022
Ok for the first time ever I withdraw from a mission in Battletech.
It was secure then escort convoy mission. Two star. Had to take out forces, capture a base, then escort 4 apcs to a drop point.
My lance: Blackjack with mediums and ac5, Vigilante setup as medium laser brawler, Firestarter setup with allllll the small lasers, phoenix hawk with a large laser and two meds. All max armor of course.
Anyway defending the base: 2 javelins, 1 griffin, 1 hunchback (non ac20 version). That was a pain, and I got beat up a bit. It would have been worse if I didn't have bulwark on my entire team and the place wasn't covered in forest.
Secured base, 4 apcs have to go through winding mountain terrain. New opforce rocks up. 1 locust, 1 hunchback ac20, 1 thunderbolt. O....kkkk.....
Kill them, blackjack is about to lose both legs and its right arm, other guys pretty beat but ok. The apcs are winding their way there....except the main one, the important one, which is dicking around near the base, not going anywhere. It's ai is bugging out. I'm going to have to kill the entire enemy opfor to proceed, it wont make it.
Ship comes down to pickup convoy. New op for. Rifleman, Trebuchet, some asshole thing with lrms I can't even see.
Had one more turn while the important apc was dicking around back at the original base, going nowhere, and then I hit withdraw.
I got 200k and my last hunchback 4g piece. The one with the ac20. I took its small laser off and upped its armor. Everybody is going in for some repair time. The firestarter almost lost its leg. The phoenix hawk was running real hot having to jump around to desperately kill the ac20 hunchback, so its got structural damage everywhere. The blackjack needs some work.
But that's ok, cos the mission I came here for, I got warned not to even take, and this was the lowest rank mission on the planet.
So they can repair while I'm enroute to somewhere fucking easier.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
Keep in mind that there is a hidden variance in mission difficulties. It can vary up to +/- 1 star from the displayed rating. Though you can sometimes spot these beforehand if they have a suspiciously high reward for the rating. Sounds like you ended up on the wrong side of a 3 star mission there. But that's what keeps it interesting.
And in my own opinion, running max armor on everything is lowering your effectiveness. Not to say they they should run naked, but for me anything above 75% (back armor excluded) is generally combat effective. But being willing to make that tradeoff away from max armor all the time allows you to fit more firepower or utility onto the mech. And in my experience taking out just one enemy mech a turn earlier by taking some extra weapons will result in less damage taken overall than eating fire from them for an extra turn because you took that extra armor. And a big reason for my stance on that is your single most powerful ability as the player is Called Shot and that is obviously even more effective the more weapons you can bring to bear.
Having all your pilots with Bulwark is also less effective in my opinion. Not that its a bad skill for some to have but you are giving up a lot of utility in the other pilot skills from that. It also makes me believe that you are randomly putting each of your mechs in the most forward position (all brawlers all the time) where eating concentrated fire is expected and not using your movement, positioning, and mech roles as effectively as you could.
Your Firestarter pilot for example would be more effective running Ace Pilot, Sure Footing, and Sensor Lock. Because it doesn't have any range with it's small weapons, having Sensor Lock allows the mech to still contribute to the effective damage of others while it's still getting into position by revealing out of visual range targets and enemy evasion removal (better hit chances). Given the build, Ace Pilot allows for a very effective double backstab where you reserve all the way down to Phase 1, move in, melee+shoot, then immediately (Phase 4) next turn melee+shoot again and then run back to cover. And since it's a fast light mech, it can just rely on the extra defense of its movement evasion compared to slower mechs that may want Bulwark to make up for their lack of evasion or frontline brawlers that you actually expect to tank concentrated fire.
But that's just what works for me. You should do whatever you feel is most effective for your own playstyle.
Just remember that half the people you meet are below average intelligence.
0
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Save for rare cases building a gimmick or super minmaxed build, I gotta disagree. Battletech loves to throw shitloads and shitloads and shitloads of enemies at you as the game progresses; when you've hit your third lance of assaults in a drop, having started at 75% armor is going to mean a fair number of bare spots later on any given mech, which could turn into disaster in a single hit. And unlike the NPCs, taking structure damage and losing limbs costs a lot in terms of money and repair time. I might shave some points off leg or back armor to get an ammo count to a functional level or something, but running with light armor is just not worth the very hefty risk of a single heavy hit blowing off a side torso and arm, taking all those weapons with it, and eating a pilot injury as well.
Case in point look how enemy mechs fare at the start when they're running thin armor and you've up-armored everything. Even a single decently-built mech on your side at that point and you flatten those mechs left and right, and they aren't like to every deal serious damage to you without attrition or a lot of luck. And when the enemies do start wearing full armor, it's a noticeable jump in difficulty.
A half-ton or armor is well worth it to protect the one gauss cannon you have, or to keep an assault from being downed for a month for repairs because of an AC/5 shot punching out the side torso.
+5
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
Keep in mind that there is a hidden variance in mission difficulties. It can vary up to +/- 1 star from the displayed rating. Though you can sometimes spot these beforehand if they have a suspiciously high reward for the rating. Sounds like you ended up on the wrong side of a 3 star mission there. But that's what keeps it interesting.
And in my own opinion, running max armor on everything is lowering your effectiveness. Not to say they they should run naked, but for me anything above 75% (back armor excluded) is generally combat effective. But being willing to make that tradeoff away from max armor all the time allows you to fit more firepower or utility onto the mech. And in my experience taking out just one enemy mech a turn earlier by taking some extra weapons will result in less damage taken overall than eating fire from them for an extra turn because you took that extra armor. And a big reason for my stance on that is your single most powerful ability as the player is Called Shot and that is obviously even more effective the more weapons you can bring to bear.
Having all your pilots with Bulwark is also less effective in my opinion. Not that its a bad skill for some to have but you are giving up a lot of utility in the other pilot skills from that. It also makes me believe that you are randomly putting each of your mechs in the most forward position (all brawlers all the time) where eating concentrated fire is expected and not using your movement, positioning, and mech roles as effectively as you could.
Your Firestarter pilot for example would be more effective running Ace Pilot, Sure Footing, and Sensor Lock. Because it doesn't have any range with it's small weapons, having Sensor Lock allows the mech to still contribute to the effective damage of others while it's still getting into position by revealing out of visual range targets and enemy evasion removal (better hit chances). Given the build, Ace Pilot allows for a very effective double backstab where you reserve all the way down to Phase 1, move in, melee+shoot, then immediately (Phase 4) next turn melee+shoot again and then run back to cover. And since it's a fast light mech, it can just rely on the extra defense of its movement evasion compared to slower mechs that may want Bulwark to make up for their lack of evasion or frontline brawlers that you actually expect to tank concentrated fire.
But that's just what works for me. You should do whatever you feel is most effective for your own playstyle.
Thanks for the advice mate, but I know all of it. I didn't abandon this mission due to lack of knowing how to play. I abandoned it because it was my fourth career mission in this game, total, and I ran into too many enemies, with underskilled pilots, who couldn't take out the ct even when I landed a perfect jump into the back with a called shot and more than enough weapons. My highest pilot has 4 gunnery.
And naaaaaaaah taking bulwark doesn't mean you just stand still in a forest and forget how the rest of the game works ("What's an evasion pip?" lol no). I'm not going to go into the details of how I play, but I bet its really similar to how you play. I just do it with bulwark, because this game laughs in the face of min maxing, by sending the perfect counters, all the time. Plus a bit of randomness. The firestarter was minding its own business with like 6 evasion pips and a vindicator that before then had been a red blip popped up and landed a lucky shot on its leg. If I didn't have 40% reduction, I would have lost the leg, instantly.
I'm not asking for advice, it was just a cool story. I essentially withdrew because of the ai apc bug. If that apc had been doing what the rest were doing, I could have easily held them off long enough for the ship to take off, and then bugged out the lz. I decided that having to kill them all was going to cost me too much. That's battletech.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
One thing I've had to come to terms with is that getting closer doesn't always improve your shot percentages. Hard to get around that from like every other strategy game I've ever played.
One thing I've had to come to terms with is that getting closer doesn't always improve your shot percentages. Hard to get around that from like every other strategy game I've ever played.
For a scant few weapons (LRMs, PPCs, and smaller ACs), there's a minimum range, and being inside that range makes it harder to hit
Keep in mind that there is a hidden variance in mission difficulties. It can vary up to +/- 1 star from the displayed rating. Though you can sometimes spot these beforehand if they have a suspiciously high reward for the rating. Sounds like you ended up on the wrong side of a 3 star mission there. But that's what keeps it interesting.
And in my own opinion, running max armor on everything is lowering your effectiveness. Not to say they they should run naked, but for me anything above 75% (back armor excluded) is generally combat effective. But being willing to make that tradeoff away from max armor all the time allows you to fit more firepower or utility onto the mech. And in my experience taking out just one enemy mech a turn earlier by taking some extra weapons will result in less damage taken overall than eating fire from them for an extra turn because you took that extra armor. And a big reason for my stance on that is your single most powerful ability as the player is Called Shot and that is obviously even more effective the more weapons you can bring to bear.
Having all your pilots with Bulwark is also less effective in my opinion. Not that its a bad skill for some to have but you are giving up a lot of utility in the other pilot skills from that. It also makes me believe that you are randomly putting each of your mechs in the most forward position (all brawlers all the time) where eating concentrated fire is expected and not using your movement, positioning, and mech roles as effectively as you could.
Your Firestarter pilot for example would be more effective running Ace Pilot, Sure Footing, and Sensor Lock. Because it doesn't have any range with it's small weapons, having Sensor Lock allows the mech to still contribute to the effective damage of others while it's still getting into position by revealing out of visual range targets and enemy evasion removal (better hit chances). Given the build, Ace Pilot allows for a very effective double backstab where you reserve all the way down to Phase 1, move in, melee+shoot, then immediately (Phase 4) next turn melee+shoot again and then run back to cover. And since it's a fast light mech, it can just rely on the extra defense of its movement evasion compared to slower mechs that may want Bulwark to make up for their lack of evasion or frontline brawlers that you actually expect to tank concentrated fire.
But that's just what works for me. You should do whatever you feel is most effective for your own playstyle.
Thanks for the advice mate, but I know all of it. I didn't abandon this mission due to lack of knowing how to play. I abandoned it because it was my fourth career mission in this game, total, and I ran into too many enemies, with underskilled pilots, who couldn't take out the ct even when I landed a perfect jump into the back with a called shot and more than enough weapons. My highest pilot has 4 gunnery.
And naaaaaaaah taking bulwark doesn't mean you just stand still in a forest and forget how the rest of the game works ("What's an evasion pip?" lol no). I'm not going to go into the details of how I play, but I bet its really similar to how you play. I just do it with bulwark, because this game laughs in the face of min maxing, by sending the perfect counters, all the time. Plus a bit of randomness. The firestarter was minding its own business with like 6 evasion pips and a vindicator that before then had been a red blip popped up and landed a lucky shot on its leg. If I didn't have 40% reduction, I would have lost the leg, instantly.
I'm not asking for advice, it was just a cool story. I essentially withdrew because of the ai apc bug. If that apc had been doing what the rest were doing, I could have easily held them off long enough for the ship to take off, and then bugged out the lz. I decided that having to kill them all was going to cost me too much. That's battletech.
Do you think that might be why I couched everything I said as "in my own opinion" and "do whatever works for you"?
Just remember that half the people you meet are below average intelligence.
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
Keep in mind that there is a hidden variance in mission difficulties. It can vary up to +/- 1 star from the displayed rating. Though you can sometimes spot these beforehand if they have a suspiciously high reward for the rating. Sounds like you ended up on the wrong side of a 3 star mission there. But that's what keeps it interesting.
And in my own opinion, running max armor on everything is lowering your effectiveness. Not to say they they should run naked, but for me anything above 75% (back armor excluded) is generally combat effective. But being willing to make that tradeoff away from max armor all the time allows you to fit more firepower or utility onto the mech. And in my experience taking out just one enemy mech a turn earlier by taking some extra weapons will result in less damage taken overall than eating fire from them for an extra turn because you took that extra armor. And a big reason for my stance on that is your single most powerful ability as the player is Called Shot and that is obviously even more effective the more weapons you can bring to bear.
Having all your pilots with Bulwark is also less effective in my opinion. Not that its a bad skill for some to have but you are giving up a lot of utility in the other pilot skills from that. It also makes me believe that you are randomly putting each of your mechs in the most forward position (all brawlers all the time) where eating concentrated fire is expected and not using your movement, positioning, and mech roles as effectively as you could.
Your Firestarter pilot for example would be more effective running Ace Pilot, Sure Footing, and Sensor Lock. Because it doesn't have any range with it's small weapons, having Sensor Lock allows the mech to still contribute to the effective damage of others while it's still getting into position by revealing out of visual range targets and enemy evasion removal (better hit chances). Given the build, Ace Pilot allows for a very effective double backstab where you reserve all the way down to Phase 1, move in, melee+shoot, then immediately (Phase 4) next turn melee+shoot again and then run back to cover. And since it's a fast light mech, it can just rely on the extra defense of its movement evasion compared to slower mechs that may want Bulwark to make up for their lack of evasion or frontline brawlers that you actually expect to tank concentrated fire.
But that's just what works for me. You should do whatever you feel is most effective for your own playstyle.
Thanks for the advice mate, but I know all of it. I didn't abandon this mission due to lack of knowing how to play. I abandoned it because it was my fourth career mission in this game, total, and I ran into too many enemies, with underskilled pilots, who couldn't take out the ct even when I landed a perfect jump into the back with a called shot and more than enough weapons. My highest pilot has 4 gunnery.
And naaaaaaaah taking bulwark doesn't mean you just stand still in a forest and forget how the rest of the game works ("What's an evasion pip?" lol no). I'm not going to go into the details of how I play, but I bet its really similar to how you play. I just do it with bulwark, because this game laughs in the face of min maxing, by sending the perfect counters, all the time. Plus a bit of randomness. The firestarter was minding its own business with like 6 evasion pips and a vindicator that before then had been a red blip popped up and landed a lucky shot on its leg. If I didn't have 40% reduction, I would have lost the leg, instantly.
I'm not asking for advice, it was just a cool story. I essentially withdrew because of the ai apc bug. If that apc had been doing what the rest were doing, I could have easily held them off long enough for the ship to take off, and then bugged out the lz. I decided that having to kill them all was going to cost me too much. That's battletech.
Do you think that might be why I couched everything I said as "in my own opinion" and "do whatever works for you"?
I dunno man, Im running default mechs other than the firestarter and you instantly assumed im running all brawler cos I want to and taking bulwark means I have no idea how the game works. Qualifiers only take you so far hey.
In my own opinion, I think you may suck, but do whatever works for you.
Can you see why that might not come over quite so well?
edit: To be clear I respect your opinion and most of what you gave was good advice other than the suicidal attitude you have towards armor, and even that can be true in some circumstances and builds. I even have Sensor lock! Im just not planning to run a light later with these pilots. You just ticked me off with that bit in particular.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
I think I just ran into a mission where the actual difficulty was higher than advertised.
Things are looking okay to good securing this outpost and then holy shit two Kintaros and a Griffin come tearing out of the other side the map.
I won, but got two of my experienced pilots killed.
I think I have to replay that one.
I just am not doing enough damage? Three of my mechs spent nearly four rounds pounding the Griffin into submission.
I'm sure I'm terrible at this game, but that was not very fun to grind out.
I am in the business of saving lives.
0
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited June 2022
There's point of difficulty where a fully-armored lance at your weight or heavier can be a huge problem, chiefly because you haven't skilled up the pilots and gotten higher-level gear.
By the time you're rolling with all heavies/assaults, you've probably got a whole lance that can do Called Shots on a regular basis with ++ weapons and that hugely mitigates the armor grind against heavier mechs. But when your lance is still rolling lights and mediums and you don't have weapon variants that hit nearly twice as hard as their normal counterparts, yeah, running up against an equivalent lance can fuck you HARD with attrition. Because you hit the nail on the head: you aren't doing enough damage, or more that you aren't able to take that damage and land it on focused spots.
The best option would be to get behind them, but that's not a great idea when the enemy has two other mechs to back him up and hit you in the back if you try it. So my suggestion is to try and string them out. Just run the fuck off at max speed, use whatever cover you can to get distance, and cool off. The Griffin will outpace the Kintaros and hopefully you can get far enough that you get at least a couple turns against without the other mechs backing him up. That four rounds of damage will count a LOT more if you dump it all on the back armor and I doubt, even without high skills, it would survive more than a couple rounds of focused fire on the back from your lance. Then when the Kintaros catch up, you've got them outnumbered (hopefully) 2:1, which will make flanking them easier.
A tip that helps here: facing MATTERS. If you square off against an enemy face-to-face, you'll scatter damage across all front portions of the mech (both arms, both torso sections, both legs, the center torso, and a slight chance of head damage). But if you move to the side, you can cut the number of target panels potentially in half (almost all the targeting potential shifts to one leg, arm, and torso section) which effectively DOUBLES the real damage you're dealing. So even if you can't get on the back easily, try to stack your mechs to one side of a problem target; this will bring down their arm (usually carrying weapons), side torso (which will cause pilot damage), and leg (which will knock them down, causing pilot damage AND giving free Called Shots at higher accuracy) much faster than simply hammering away from the front.
And if you've completed the mission objectives, just run away for good. You're mercs, mercs run when things get tough.
Ninja Snarl P on
+2
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited June 2022
It took me 5 rounds of shooting to kill that locust. I was doing all the right things, and my dudes are bristling with weapons. It was sensor locked, then I meleed it to remove all the rest of its evasion (that mech had too much heat so I was cooling it down anyway), then I legged it with a full blast and it ended up on the ground, and then I still had to shoot it several more times even with free called shots. It even managed to get up. It had almost nothing left but the ct when I finally managed to finish it.
It's just a locust.
Low gunnery is a bitch.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
There's point of difficulty where a fully-armored lance at your weight or heavier can be a huge problem, chiefly because you haven't skilled up the pilots and gotten higher-level gear.
By the time you're rolling with all heavies/assaults, you've probably got a whole lance that can do Called Shots on a regular basis with ++ weapons and that hugely mitigates the armor grind against heavier mechs. But when your lance is still rolling lights and mediums and you don't have weapon variants that hit nearly twice as hard as their normal counterparts, yeah, running up against an equivalent lance can fuck you HARD with attrition. Because you hit the nail on the head: you aren't doing enough damage, or more that you aren't able to take that damage and land it on focused spots.
The best option would be to get behind them, but that's not a great idea when the enemy has two other mechs to back him up and hit you in the back if you try it. So my suggestion is to try and string them out. Just run the fuck off at max speed, use whatever cover you can to get distance, and cool off. The Griffin will outpace the Kintaros and hopefully you can get far enough that you get at least a couple turns against without the other mechs backing him up. That four rounds of damage will count a LOT more if you dump it all on the back armor and I doubt, even without high skills, it would survive more than a couple rounds of focused fire on the back from your lance. Then when the Kintaros catch up, you've got them outnumbered (hopefully) 2:1, which will make flanking them easier.
A tip that helps here: facing MATTERS. If you square off against an enemy face-to-face, you'll scatter damage across all front portions of the mech (both arms, both torso sections, both legs, the center torso, and a slight chance of head damage). But if you move to the side, you can cut the number of target panels potentially in half (almost all the targeting potential shifts to one leg, arm, and torso section) which effectively DOUBLES the real damage you're dealing. So even if you can't get on the back easily, try to stack your mechs to one side of a problem target; this will bring down their arm (usually carrying weapons), side torso (which will cause pilot damage), and leg (which will knock them down, causing pilot damage AND giving free Called Shots at higher accuracy) much faster than simply hammering away from the front.
And if you've completed the mission objectives, just run away for good. You're mercs, mercs run when things get tough.
Oh. Like kite them across the map? That's a great idea, thank you.
I have a few guys with Called Shots (that's five of Tactics, right?) But the percent chance to hit as like 15% so I don't use it very often.
Or should I level Gunnery up then to make it better?
I like the flying on a razors edge feeling here, because it has that nice feeling of barely keeping your merc company running. But I am spending half the month getting to the next contract and usually only one in a system so it's like one mission a month.
Posts
I noticed when you get awarded the salvage you can see how many pieces you already have, but it would be nice during the battle to know in advance to try not and destroy something.
*adds another tally to screw the alternate starts*
I think Davion and Kurita starts were generally fine, Marik didn’t start with any long range weapons, the longest range is medium lasers so I couldn’t “range tank” like I could with the Enforcer and Panther respectively.
I could probably do fine with Steiner or Liao but I think I’d be dead before you’d catch me in a Cicada.
My job is done here, I can now ascend to Mechwarrior heaven
On the other hand the invisible walls are gone.
(and yes, that's in the Crusader cockpit)
They straight up put the Megas XLR meme into the mech.
Multi-missions used to be the only way to get decent salvage but this is absolutely broken.
But I'm not going to argue with every time I go shopping I have 200+ million C-Bills so spend!
Tourmaline now is as bad as Polar used to be. Except there is no real central hill to break LOS for those LRM spams.
Well that sucks. I used to like Tourmaline since it was quite wild even though there were times where the team would huddle in the big depressions like fish in a barrel.
Steam: betsuni7
It is not, they’ve said it’s unintentional and will be fixed. There’s also an issue with one of the Crusaders where it has less head structure than it should.
Not sure if these are going to both stick until July or if they’re going to hotfix.
Edit: apparently some people with AMD GPUs are getting a cyberpunk version of the new map about 50% of the time, not entirely sure what’s going on there.
This includes the Tourmaline map issue and various issues with the Crusader (specifically calling out the head structure error for the CRD-6T, but also a few other minor ones).
They're not entirely sure what's causing the Vitric Station error because they cannot reliably reproduce it but think they may have found a fix.
In case you were wondering what it looked like, eyebleed graphics of the map under the error in spoiler:
EDIT: screenshot too large, cutting down:
I'd settle for a video of somebody playing with that glitch set to a synthwave soundtrack.
"Activating Enhanced Imaging"
"No I said Enhanced Imaging not RAVE Imaging! Turn it off!"
"NO NOT PLAID IMAGING."
Battletech+Borderlands, the crossover you didn't know you wanted.
Ahem. Beg to differ...
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
I definitely think facing Mechs with +20k armor because that's the only way Gearbox knows how to add difficulty would suck
Though a Tiny Tina themed Flea or a Mr. Torgue themed Atlas...
I tried an attack on the Center Torso to finish up the mission and it missed, but I got a critical on the head it was wild.
EXPLOSIONS!?!?
With a giant bolo tie.
It was secure then escort convoy mission. Two star. Had to take out forces, capture a base, then escort 4 apcs to a drop point.
My lance: Blackjack with mediums and ac5, Vigilante setup as medium laser brawler, Firestarter setup with allllll the small lasers, phoenix hawk with a large laser and two meds. All max armor of course.
Anyway defending the base: 2 javelins, 1 griffin, 1 hunchback (non ac20 version). That was a pain, and I got beat up a bit. It would have been worse if I didn't have bulwark on my entire team and the place wasn't covered in forest.
Secured base, 4 apcs have to go through winding mountain terrain. New opforce rocks up. 1 locust, 1 hunchback ac20, 1 thunderbolt. O....kkkk.....
Kill them, blackjack is about to lose both legs and its right arm, other guys pretty beat but ok. The apcs are winding their way there....except the main one, the important one, which is dicking around near the base, not going anywhere. It's ai is bugging out. I'm going to have to kill the entire enemy opfor to proceed, it wont make it.
Ship comes down to pickup convoy. New op for. Rifleman, Trebuchet, some asshole thing with lrms I can't even see.
Had one more turn while the important apc was dicking around back at the original base, going nowhere, and then I hit withdraw.
I got 200k and my last hunchback 4g piece. The one with the ac20. I took its small laser off and upped its armor. Everybody is going in for some repair time. The firestarter almost lost its leg. The phoenix hawk was running real hot having to jump around to desperately kill the ac20 hunchback, so its got structural damage everywhere. The blackjack needs some work.
But that's ok, cos the mission I came here for, I got warned not to even take, and this was the lowest rank mission on the planet.
So they can repair while I'm enroute to somewhere fucking easier.
And in my own opinion, running max armor on everything is lowering your effectiveness. Not to say they they should run naked, but for me anything above 75% (back armor excluded) is generally combat effective. But being willing to make that tradeoff away from max armor all the time allows you to fit more firepower or utility onto the mech. And in my experience taking out just one enemy mech a turn earlier by taking some extra weapons will result in less damage taken overall than eating fire from them for an extra turn because you took that extra armor. And a big reason for my stance on that is your single most powerful ability as the player is Called Shot and that is obviously even more effective the more weapons you can bring to bear.
Having all your pilots with Bulwark is also less effective in my opinion. Not that its a bad skill for some to have but you are giving up a lot of utility in the other pilot skills from that. It also makes me believe that you are randomly putting each of your mechs in the most forward position (all brawlers all the time) where eating concentrated fire is expected and not using your movement, positioning, and mech roles as effectively as you could.
Your Firestarter pilot for example would be more effective running Ace Pilot, Sure Footing, and Sensor Lock. Because it doesn't have any range with it's small weapons, having Sensor Lock allows the mech to still contribute to the effective damage of others while it's still getting into position by revealing out of visual range targets and enemy evasion removal (better hit chances). Given the build, Ace Pilot allows for a very effective double backstab where you reserve all the way down to Phase 1, move in, melee+shoot, then immediately (Phase 4) next turn melee+shoot again and then run back to cover. And since it's a fast light mech, it can just rely on the extra defense of its movement evasion compared to slower mechs that may want Bulwark to make up for their lack of evasion or frontline brawlers that you actually expect to tank concentrated fire.
But that's just what works for me. You should do whatever you feel is most effective for your own playstyle.
Case in point look how enemy mechs fare at the start when they're running thin armor and you've up-armored everything. Even a single decently-built mech on your side at that point and you flatten those mechs left and right, and they aren't like to every deal serious damage to you without attrition or a lot of luck. And when the enemies do start wearing full armor, it's a noticeable jump in difficulty.
A half-ton or armor is well worth it to protect the one gauss cannon you have, or to keep an assault from being downed for a month for repairs because of an AC/5 shot punching out the side torso.
Thanks for the advice mate, but I know all of it. I didn't abandon this mission due to lack of knowing how to play. I abandoned it because it was my fourth career mission in this game, total, and I ran into too many enemies, with underskilled pilots, who couldn't take out the ct even when I landed a perfect jump into the back with a called shot and more than enough weapons. My highest pilot has 4 gunnery.
And naaaaaaaah taking bulwark doesn't mean you just stand still in a forest and forget how the rest of the game works ("What's an evasion pip?" lol no). I'm not going to go into the details of how I play, but I bet its really similar to how you play. I just do it with bulwark, because this game laughs in the face of min maxing, by sending the perfect counters, all the time. Plus a bit of randomness. The firestarter was minding its own business with like 6 evasion pips and a vindicator that before then had been a red blip popped up and landed a lucky shot on its leg. If I didn't have 40% reduction, I would have lost the leg, instantly.
I'm not asking for advice, it was just a cool story. I essentially withdrew because of the ai apc bug. If that apc had been doing what the rest were doing, I could have easily held them off long enough for the ship to take off, and then bugged out the lz. I decided that having to kill them all was going to cost me too much. That's battletech.
For a scant few weapons (LRMs, PPCs, and smaller ACs), there's a minimum range, and being inside that range makes it harder to hit
Do you think that might be why I couched everything I said as "in my own opinion" and "do whatever works for you"?
I dunno man, Im running default mechs other than the firestarter and you instantly assumed im running all brawler cos I want to and taking bulwark means I have no idea how the game works. Qualifiers only take you so far hey.
In my own opinion, I think you may suck, but do whatever works for you.
Can you see why that might not come over quite so well?
edit: To be clear I respect your opinion and most of what you gave was good advice other than the suicidal attitude you have towards armor, and even that can be true in some circumstances and builds. I even have Sensor lock! Im just not planning to run a light later with these pilots. You just ticked me off with that bit in particular.
Things are looking okay to good securing this outpost and then holy shit two Kintaros and a Griffin come tearing out of the other side the map.
I won, but got two of my experienced pilots killed.
I think I have to replay that one.
I just am not doing enough damage? Three of my mechs spent nearly four rounds pounding the Griffin into submission.
I'm sure I'm terrible at this game, but that was not very fun to grind out.
By the time you're rolling with all heavies/assaults, you've probably got a whole lance that can do Called Shots on a regular basis with ++ weapons and that hugely mitigates the armor grind against heavier mechs. But when your lance is still rolling lights and mediums and you don't have weapon variants that hit nearly twice as hard as their normal counterparts, yeah, running up against an equivalent lance can fuck you HARD with attrition. Because you hit the nail on the head: you aren't doing enough damage, or more that you aren't able to take that damage and land it on focused spots.
The best option would be to get behind them, but that's not a great idea when the enemy has two other mechs to back him up and hit you in the back if you try it. So my suggestion is to try and string them out. Just run the fuck off at max speed, use whatever cover you can to get distance, and cool off. The Griffin will outpace the Kintaros and hopefully you can get far enough that you get at least a couple turns against without the other mechs backing him up. That four rounds of damage will count a LOT more if you dump it all on the back armor and I doubt, even without high skills, it would survive more than a couple rounds of focused fire on the back from your lance. Then when the Kintaros catch up, you've got them outnumbered (hopefully) 2:1, which will make flanking them easier.
A tip that helps here: facing MATTERS. If you square off against an enemy face-to-face, you'll scatter damage across all front portions of the mech (both arms, both torso sections, both legs, the center torso, and a slight chance of head damage). But if you move to the side, you can cut the number of target panels potentially in half (almost all the targeting potential shifts to one leg, arm, and torso section) which effectively DOUBLES the real damage you're dealing. So even if you can't get on the back easily, try to stack your mechs to one side of a problem target; this will bring down their arm (usually carrying weapons), side torso (which will cause pilot damage), and leg (which will knock them down, causing pilot damage AND giving free Called Shots at higher accuracy) much faster than simply hammering away from the front.
And if you've completed the mission objectives, just run away for good. You're mercs, mercs run when things get tough.
It's just a locust.
Low gunnery is a bitch.
Oh. Like kite them across the map? That's a great idea, thank you.
I have a few guys with Called Shots (that's five of Tactics, right?) But the percent chance to hit as like 15% so I don't use it very often.
Or should I level Gunnery up then to make it better?
I like the flying on a razors edge feeling here, because it has that nice feeling of barely keeping your merc company running. But I am spending half the month getting to the next contract and usually only one in a system so it's like one mission a month.