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[BATTLETECH/MechWarrior] This thread has suffered a catastrophic translight jump failure.

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Posts

  • TynnanTynnan seldom correct, never unsure Registered User regular
    Buttcleft wrote: »
    Phoenix-D wrote: »
    The urbie is in the game but cut from SP AI Lance's as it's so slow it fucks up the AI.

    NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

    how am i supposed to get the Urbie, then? :sad:

    On an unrelated note, anyone got a good build for the Orion in Batteltech? I have what I feel are terrible builds on both my Orions .

    on the K I have an AC20(3ton ammo) 2xSRM4 (1ton Ammo), 4jjs and the rest heatsinks and nearly maxed armor.

    the the V is just 3xLRM15 and 5tons of ammo, 1jj and nearly maxed armor (for when the ammo runs out and its DFA/Punchin time.)

    You can find Urbanmech parts in stores in various systems. Keep an eye out for them. There's probably a system modifier that increases the likelihood you encounter them but I'm not sure what that is.

    I like the Orion as an LRM boat. Your V build is essentially what I run when I use an Orion, it works well.

  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    Erlkönig wrote: »
    Y'know, the only Dire Wolf build I've actually liked is my somewhat gimmicky build.

    6xLB5X+1xERML

    Is it a good build? Aw hell no. Is it fun to be the Kool-Aid Man who smashes in and shoots all the shotguns? Aw hell yes
    I dunno why but that made me think of this.

    https://www.youtube.com/watch?v=C8USHMIIb_Q

  • ErlkönigErlkönig Seattle, WARegistered User regular
    Henroid wrote: »
    Erlkönig wrote: »
    Y'know, the only Dire Wolf build I've actually liked is my somewhat gimmicky build.

    6xLB5X+1xERML

    Is it a good build? Aw hell no. Is it fun to be the Kool-Aid Man who smashes in and shoots all the shotguns? Aw hell yes
    I dunno why but that made me think of this.

    *snip*

    It's probably the "You suck!" part. :P

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • ButtcleftButtcleft Registered User regular
    Tynnan wrote: »
    Buttcleft wrote: »
    Phoenix-D wrote: »
    The urbie is in the game but cut from SP AI Lance's as it's so slow it fucks up the AI.

    NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

    how am i supposed to get the Urbie, then? :sad:

    On an unrelated note, anyone got a good build for the Orion in Batteltech? I have what I feel are terrible builds on both my Orions .

    on the K I have an AC20(3ton ammo) 2xSRM4 (1ton Ammo), 4jjs and the rest heatsinks and nearly maxed armor.

    the the V is just 3xLRM15 and 5tons of ammo, 1jj and nearly maxed armor (for when the ammo runs out and its DFA/Punchin time.)

    You can find Urbanmech parts in stores in various systems. Keep an eye out for them. There's probably a system modifier that increases the likelihood you encounter them but I'm not sure what that is.

    I like the Orion as an LRM boat. Your V build is essentially what I run when I use an Orion, it works well.

    the AC20/SRM build runs so hot though..and so many hardpoints unoccupied..whiiiine.

    I suppose I should stop fooling around and get around to doing the next story mission..which is the ammo dump one iirc.

  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    Erlkönig wrote: »
    Henroid wrote: »
    Erlkönig wrote: »
    Y'know, the only Dire Wolf build I've actually liked is my somewhat gimmicky build.

    6xLB5X+1xERML

    Is it a good build? Aw hell no. Is it fun to be the Kool-Aid Man who smashes in and shoots all the shotguns? Aw hell yes
    I dunno why but that made me think of this.

    *snip*

    It's probably the "You suck!" part. :P
    Hell no, I love the idea of a ton of LBX5s.

  • HappylilElfHappylilElf Registered User regular
    Buttcleft wrote: »
    Tynnan wrote: »
    Buttcleft wrote: »
    Phoenix-D wrote: »
    The urbie is in the game but cut from SP AI Lance's as it's so slow it fucks up the AI.

    NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

    how am i supposed to get the Urbie, then? :sad:

    On an unrelated note, anyone got a good build for the Orion in Batteltech? I have what I feel are terrible builds on both my Orions .

    on the K I have an AC20(3ton ammo) 2xSRM4 (1ton Ammo), 4jjs and the rest heatsinks and nearly maxed armor.

    the the V is just 3xLRM15 and 5tons of ammo, 1jj and nearly maxed armor (for when the ammo runs out and its DFA/Punchin time.)

    You can find Urbanmech parts in stores in various systems. Keep an eye out for them. There's probably a system modifier that increases the likelihood you encounter them but I'm not sure what that is.

    I like the Orion as an LRM boat. Your V build is essentially what I run when I use an Orion, it works well.

    the AC20/SRM build runs so hot though..and so many hardpoints unoccupied..whiiiine.

    I suppose I should stop fooling around and get around to doing the next story mission..which is the ammo dump one iirc.

    I still don't have the Argo

    I'm 52 hours in

  • ButtcleftButtcleft Registered User regular
    Henroid wrote: »
    Erlkönig wrote: »
    Henroid wrote: »
    Erlkönig wrote: »
    Y'know, the only Dire Wolf build I've actually liked is my somewhat gimmicky build.

    6xLB5X+1xERML

    Is it a good build? Aw hell no. Is it fun to be the Kool-Aid Man who smashes in and shoots all the shotguns? Aw hell yes
    I dunno why but that made me think of this.

    *snip*

    It's probably the "You suck!" part. :P
    Hell no, I love the idea of a ton of LBX5s.

    its like a fatter, slower, worse version of my sandblaster mauler with 4xLBX10

    well maybe not slower, my mauler is slow as fuck.

  • ErlkönigErlkönig Seattle, WARegistered User regular
    Buttcleft wrote: »
    Henroid wrote: »
    Erlkönig wrote: »
    Henroid wrote: »
    Erlkönig wrote: »
    Y'know, the only Dire Wolf build I've actually liked is my somewhat gimmicky build.

    6xLB5X+1xERML

    Is it a good build? Aw hell no. Is it fun to be the Kool-Aid Man who smashes in and shoots all the shotguns? Aw hell yes
    I dunno why but that made me think of this.

    *snip*

    It's probably the "You suck!" part. :P
    Hell no, I love the idea of a ton of LBX5s.

    its like a fatter, slower, worse version of my sandblaster mauler with 4xLBX10

    well maybe not slower, my mauler is slow as fuck.

    I mean...if you *want* to, you can go 4xLB10X in the Dire Wolf. I just like the fire-rate on the LB5Xes.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    I run an Orion with 2 AC10++s and a Large Laser ++. It's really good for long distance coring and for trying to snipe heads.

    Short range I've tried running a high armor jumping guy with an AC20 and some MLAS, and I've tried a jumping guy with lasers and leg mods for -DFA damage. Not hugely satisfied with either, on tough missions. I think for short range I might prefer assaults. Kosh said he's gotten high evasion play to work at assault tier, you might check with him.

    sig.gif
  • Trajan45Trajan45 Registered User regular
    Sometimes the sequel is better than the original. I tried the mission again, knowing the SRM carriers are coming really ratcheted up the tension. This time it was a Victor and a Stalker! I was able to back away from the mechs, slowly coreing the heavies and the Victor. Then focused on continuing to sensor lock and knock down the Stalker. Both SRM carriers snuck up again, showing up in sensor range then moving into range. Thankfully a couple good shots and I've got my first Assualt mech!

    I almost wish we'd get more info about coming mechs or vehicles. Knowing in 2 turns a squad of Schrek's will be dropped in, make the tension in the main battle better.

    Origin ID\ Steam ID: Warder45
  • HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    OMG! the combatgameconstants.json is a gold mine. found a thread on the paradox forums for mech scale. They look way better at .9 as opposed to 1.25, but the physical attack animations are off.
    Yos2dHe.jpg

    qDXwCOt.jpg

    a9jCtO1.jpg

    kx3klFE.png
  • ButtcleftButtcleft Registered User regular
    .9? why not 9?

  • SutibunRiSutibunRi Montreal, Quebec, CanadaRegistered User regular
    Buttcleft wrote: »
    .9? why not 9?

    I.. Kiiinda want to see that.

  • IllieasIllieas Registered User regular
    Whew that was close. The curse was almost complete. dekker got head shot. I was like eh okay that probably the lrm. Little did i know it was the AC hit instead and his head was held by 1 thread of internal structure. ended the mission with that 1 internal on the head 30 internals in the center torso. I played that mission badly didn't clear the area before completing the objective and spawn the new group. which had a pcc catapault.

  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    edited May 2018
    One of those 9 mech "headhunt the pirate" missions. Managed to engage the reinforcements with the escorts far away. Take down 2 thunderbolts, a quickdraw, and a locust. Taking fire from the pirate, but it's LRMs from a distance so I don't learn much.

    Escorts are vehicles, I'm taking LRM and PPC fire, but it's no big deal. Manage to reserve and vigilance to allow Rhea, piloting Punchy, to double move. She Vigilances again and steps on one of the two demolishers. The other fires, missing 1 AC20 shot and the other hits for 50. A bunch of weapon fire, including a salvo from the LRM boat, does for one builldog, leaving the pirate, who has revealed himself in an Awesome, a demolisher, and a bulldog. Rush only has 4 ammo left for his dual AC10s, and I want to save them for the Awesome, so Rhea steps on the other demolisher and takes her chances. Bulldog runs and fires a PPC and SRMs, opening her arm armor. She's too far to punch it, but close enough to DFA for 190, with 77 armor on the weaker leg. I'd rather not, what if the Awesome shoots... reserve action, let's see how the first round goes against the Awesome.

    Rush takes aim at the Awesome's head, hits, full salvage, game over buddy. Well fuck your leg armor Rhea, finish him!

    Edit: wow, salvage choices:

    40 stability damage arm mod
    50 stability damage arm mod
    -10% stability damage gyro
    -30% stability damage gyro
    -30% stability damage gyro
    +10 damage MLAS
    +5 damage MLAS

    4/14 salvage... I leave the Awesome on the field, right? Take the 2 gyros and the boosted lasers?

    Powerpuppies on
    sig.gif
  • FoefallerFoefaller Registered User regular
    Kay wrote: »
    Nips wrote: »
    Pilots have four skills - Gunnery, Pilots, Tactics, and Guts - which confer different passive bonuses - gunnery and piloting are obvious; guts increases survivability as well as brawny stuff like reducing recoil penalties from AC shots, and tactics covers indirect fireand doing tricks with the initiative system. Each skill also grants two special active abilities (one at rank 5 in a skill, the other at rank 8, provided they have the basic ability for that skill already). Pilots only have three skill slots, though, so even a veteran pilot with max ranks in all abilities will only ever have three active powers (the first three they qualified for), leading to a lot of different possible specializations.


    Mechs have a stability meter, which has a critical 'unstable' point that is affected by the Mechwarrior's Piloting score. Different weapon attacks suffered by the mech fill the meter to different degrees (AC20 or melee fills it a lot, lasers not at all). When it's filled to the 'unstable' point, the mech can no longer benefit from certain kinds of defense and movement bonuses. When it's full, the mech falls over.

    Couple of errors in the OP that I've corrected in bold red.

    Also, you have to hit unstable first before you can be knocked over. I.E. if the 'mech take enough LRMs and ACs in an alpha strike to go from "not unstable" to "knocked over" they will only be unstable, and will still need to get hit again with something that deals stability damage before they go tumbling.

    steam_sig.png
  • Trajan45Trajan45 Registered User regular
    Alright, Stalker help. Should I replace my Catapult and go with 2x LRM 20's, 2xLRM 10's, 6x ammo, 5x heat sinks, and 2 JJ's? or go indirect fire with 2 PPC's, 2 LL's, 12x heat sinks, and 2JJ's? Or maybe a mix of PPC's/LL's and SRM's?

    Origin ID\ Steam ID: Warder45
  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    guys what do i pick in this salvage :mad:

    sig.gif
  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    Trajan45 wrote: »
    Alright, Stalker help. Should I replace my Catapult and go with 2x LRM 20's, 2xLRM 10's, 6x ammo, 5x heat sinks, and 2 JJ's? or go indirect fire with 2 PPC's, 2 LL's, 12x heat sinks, and 2JJ's? Or maybe a mix of PPC's/LL's and SRM's?

    The energy build, your second option, is gonna generate 140 heat, and you're only going to sink 66. Not a good idea probably. With 4 LLas and 16 sinks you're at 120/78, which is maybe viable? Should get at least two alphas and a third shot of decent intensity. You've got no stability damage, obviously. LRM60 is reasonable. If you go SRMs wouldn't you want to mass MLasers for the lower heat output? 2.5 damage per heat instead of 1.3 with LLasers.

    sig.gif
  • Tiger BurningTiger Burning Dig if you will, the pictureRegistered User, SolidSaints Tube regular
    I would take the +10 and the Awesome, but that’s because I don’t have one for my collection.

    Ain't no particular sign I'm more compatible with
  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    edited May 2018
    I can't leave the gyros on the field, I'm taking those and 1 part and the +10. Maybe I'll roll the third awesome part with the 14.

    edit: i didn't, but I got the +50 arm mod and the -10% gyro

    Powerpuppies on
    sig.gif
  • evilbobevilbob RADELAIDERegistered User regular
    edited May 2018
    Phoenix-D wrote: »
    The urbie is in the game but cut from SP AI Lance's as it's so slow it fucks up the AI.

    Oh so that's why I've never seen one. Gonna have to fly around looking for it in stores. I'm collecting mechs and it's the only light I don't have.

    evilbob on
    l5sruu1fyatf.jpg

  • Trajan45Trajan45 Registered User regular
    edited May 2018
    Trajan45 wrote: »
    Alright, Stalker help. Should I replace my Catapult and go with 2x LRM 20's, 2xLRM 10's, 6x ammo, 5x heat sinks, and 2 JJ's? or go indirect fire with 2 PPC's, 2 LL's, 12x heat sinks, and 2JJ's? Or maybe a mix of PPC's/LL's and SRM's?

    The energy build, your second option, is gonna generate 140 heat, and you're only going to sink 66. Not a good idea probably. With 4 LLas and 16 sinks you're at 120/78, which is maybe viable? Should get at least two alphas and a third shot of decent intensity. You've got no stability damage, obviously. LRM60 is reasonable. If you go SRMs wouldn't you want to mass MLasers for the lower heat output? 2.5 damage per heat instead of 1.3 with LLasers.

    Maybe this will help. Right now my catapult with 2x LRM20's can max the stability bar of almost any mech I've run across, but it always takes another mech to push it over. Is that because I don't have enough missiles to tip? or is it a gameplay mechanic that you need another mech to knock it over? If that is the case, I may go with 2x LRM5's and throw on some other things.

    EDIT: I could do 6x ML's, 4 SRM6's, 4 ammo, 3 JJ's, 13 heatsinks, and max armor. But given the slower walking speed, low JJ count, if I can knock over a mech with 1 salvo, it's becoming a missile boat.

    Trajan45 on
    Origin ID\ Steam ID: Warder45
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited May 2018
    Trajan45 wrote: »
    Trajan45 wrote: »
    Alright, Stalker help. Should I replace my Catapult and go with 2x LRM 20's, 2xLRM 10's, 6x ammo, 5x heat sinks, and 2 JJ's? or go indirect fire with 2 PPC's, 2 LL's, 12x heat sinks, and 2JJ's? Or maybe a mix of PPC's/LL's and SRM's?

    The energy build, your second option, is gonna generate 140 heat, and you're only going to sink 66. Not a good idea probably. With 4 LLas and 16 sinks you're at 120/78, which is maybe viable? Should get at least two alphas and a third shot of decent intensity. You've got no stability damage, obviously. LRM60 is reasonable. If you go SRMs wouldn't you want to mass MLasers for the lower heat output? 2.5 damage per heat instead of 1.3 with LLasers.

    Maybe this will help. Right now my catapult with 2x LRM20's can max the stability bar of almost any mech I've run across, but it always takes another mech to push it over. Is that because I don't have enough missiles to tip? or is it a gameplay mechanic that you need another mech to knock it over? If that is the case, I may go with 2x LRM5's and throw on some other things.

    EDIT: I could do 6x ML's, 4 SRM6's, 4 ammo, 3 JJ's, 13 heatsinks, and max armor. But given the slower walking speed, low JJ count, if I can knock over a mech with 1 salvo, it's becoming a missile boat.

    4xLRM15 buys you a couple extra tons to work with over 2xLRM20 + 2xLRM10, and then I max the armor, put on jumpjets, throw on a couple MLAS (just to give it some kind of direct damage, even if LRMs are actually pretty good at anything but extreme point-blank range), and fill the remaining space with LRM ammo and heatsinks. With that much LRM, there's not really any point in trying to pack anything else in there, it's a hideous amount of reliable damage. That's for pretty much maximum semi-reasonable LRM fire; I actually ended up dropping an LRM in favor of more heatsinks, because you can't one-shot knockdown mechs anyway so the fourth LRM rack doesn't really gain you anything except extra heat.

    Stalkers are pretty slow, so trying to kit them for short-range damage is just exposing them to a ton of unavoidable damage.

    You can't knock over a mech in a single turn, it has to be Unstable before it can fall over, even if you max out instability in one salvo.

    Ninja Snarl P on
  • SutibunRiSutibunRi Montreal, Quebec, CanadaRegistered User regular
    Yay, I found a bug that others seem to have found before..

    Ace Pilot- Out of Combat.. shoot objective buildings, click next pilot and shoot with them...
    WHOOPS, ace pilot now refuses to finish his turn because I didn't tell him right away to end his turn after shooting..

  • SutibunRiSutibunRi Montreal, Quebec, CanadaRegistered User regular
    Plus side: Good Faith withdrawal worked, still got 500k and a single random piece of salvage out of it.

  • SummaryJudgmentSummaryJudgment Grab the hottest iron you can find, stride in the Tower’s front door Registered User regular
    edited May 2018
    Apropos of nothing:

    Jagermech with 3x AC/5 has worked great for me. Mounts JJ's, decent armor, cores out stuff I need disappeared immediately i.e. I really need this PPC-arm, AC/20 torso, or this SRM carrier gone

    SummaryJudgment on
    Some days Blue wonders why anyone ever bothered making numbers so small; other days she supposes even infinity needs to start somewhere.
  • ValiantheartValiantheart Registered User regular
    edited May 2018
    Worst Mission I have found in the game so far is a 5 star.

    Two full lances of Assaults (2 KCrabs, 2 Highlanders, 2 Stalkers, 1 Victor, 1 Demolisher tank). All of them pull simultaneously from the top of a wooded hill interspersed with rough terrain. You are at the bottom of the hill and it only has one clear path for non-jump jetters. At least two of their pilots have sensor marking. You have to go up to get to them.

    So they outweigh you buy about 1.8x, have full 1/3 cover the entire time, are firing down on you with an accuracy advantage from the hill, if you get hit more than a couple of times on the rough terrain you fall, and they can mark you from hella far and nearly every mech has LRMs.

    Fuck that mission and all its salvage.

    Valiantheart on
    PSN: Valiant_heart PC: Valiantheart99
  • Trajan45Trajan45 Registered User regular
    Trajan45 wrote: »
    Trajan45 wrote: »
    Alright, Stalker help. Should I replace my Catapult and go with 2x LRM 20's, 2xLRM 10's, 6x ammo, 5x heat sinks, and 2 JJ's? or go indirect fire with 2 PPC's, 2 LL's, 12x heat sinks, and 2JJ's? Or maybe a mix of PPC's/LL's and SRM's?

    The energy build, your second option, is gonna generate 140 heat, and you're only going to sink 66. Not a good idea probably. With 4 LLas and 16 sinks you're at 120/78, which is maybe viable? Should get at least two alphas and a third shot of decent intensity. You've got no stability damage, obviously. LRM60 is reasonable. If you go SRMs wouldn't you want to mass MLasers for the lower heat output? 2.5 damage per heat instead of 1.3 with LLasers.

    Maybe this will help. Right now my catapult with 2x LRM20's can max the stability bar of almost any mech I've run across, but it always takes another mech to push it over. Is that because I don't have enough missiles to tip? or is it a gameplay mechanic that you need another mech to knock it over? If that is the case, I may go with 2x LRM5's and throw on some other things.

    EDIT: I could do 6x ML's, 4 SRM6's, 4 ammo, 3 JJ's, 13 heatsinks, and max armor. But given the slower walking speed, low JJ count, if I can knock over a mech with 1 salvo, it's becoming a missile boat.

    4xLRM15 buys you a couple extra tons to work with over 2xLRM20 + 2xLRM10, and then I max the armor, put on jumpjets, throw on a couple MLAS (just to give it some kind of direct damage, even if LRMs are actually pretty good at anything but extreme point-blank range), and fill the remaining space with LRM ammo and heatsinks. With that much LRM, there's not really any point in trying to pack anything else in there, it's a hideous amount of reliable damage. That's for pretty much maximum semi-reasonable LRM fire; I actually ended up dropping an LRM in favor of more heatsinks, because you can't one-shot knockdown mechs anyway so the fourth LRM rack doesn't really gain you anything except extra heat.

    Stalkers are pretty slow, so trying to kit them for short-range damage is just exposing them to a ton of unavoidable damage.

    You can't knock over a mech in a single turn, it has to be Unstable before it can fall over, even if you max out instability in one salvo.

    Thanks! Maybe i’ll try out my 2x PPC catapult with the stalker taking over LRM duties.

    Origin ID\ Steam ID: Warder45
  • BaidolBaidol I will hold him off Escape while you canRegistered User regular
    Buttcleft wrote: »
    Phoenix-D wrote: »
    The urbie is in the game but cut from SP AI Lance's as it's so slow it fucks up the AI.

    NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

    how am i supposed to get the Urbie, then? :sad:

    I've found an Urbie in a planet shop.

    Steam Overwatch: Baidol#1957
  • ToxTox I kill threads he/himRegistered User regular
    edited May 2018
    Oof. Just had a "heavy lance" mission that, as it turned out, actually had a heavy! It was a Jenner, a Vindicator, a Trebuchet and ... a Jagermech! I only managed to get 1 partial salvage on the Jager, cuz I focused it down really hard. I got a full Trebuchet ... for what that's worth. And they were backed up by a medium and two light vehicles.

    All in all, 3 of my mechwarriors got wounds, and two of my mechs need refit level repairs. So it's off to Weldry to kill some time, I guess! Gonna be repairing 'mechs for at least the next month

    Tox on
    Twitter! | Dilige, et quod vis fac
  • -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    edited May 2018
    Did a 2 skull assassimate mission last night.

    Enemy blips show 2 mechs. I cautiously move up, and a third and fourth blip appear. They engage - Commando, Jenner, Wolverine and Shadowhawk.

    I get to work, taking out the Commando and dismantling the Shadowhawk. Then another Wolverine, Shadowhawk and Jenner come out of nowhere.

    Well, I can deal with 2 mixed la... Third Shadowhawk and Wolverine and second. Commando appear. Okay, 10 mechs. This is getting out of hand. Glitch is taking a lot of fire, so she jumps back behind the line. Fourth Wolverine comes out of nowhere and rips Glitches head off.

    I quit at that point. 2 skull mission and facing 11 mechs ranging up to over half being medium or heavy, and pretty sure I hadn’t even seen the assassination target. Lucky I save before every mission.

    -Loki- on
  • MortiousMortious The Nightmare Begins Move to New ZealandRegistered User regular
    Occasionally one of the ligher mechs on the enemy team just refuses to die, taking several round of concentrated fire, white bars and orange bars slowly being reduced to nothing as you dismantel every single part of the mech before it finally falls over.

    Move to New Zealand
    It’s not a very important country most of the time
    http://steamcommunity.com/id/mortious
  • MolybdenumMolybdenum Registered User regular
    -Loki- wrote: »
    Did a 2 skull assassimate mission last night.

    Enemy blips show 2 mechs. I cautiously move up, and a third and fourth blip appear. They engage - Commando, Jenner, Wolverine and Shadowhawk.

    I get to work, taking out the Commando and dismantling the Shadowhawk. Then another Wolverine, Shadowhawk and Jenner come out of nowhere.

    Well, I can deal with 2 mixed la... Third Shadowhawk and Wolverine and second. Commando appear. Okay, 10 mechs. This is getting out of hand. Glitch is taking a lot of fire, so she jumps back behind the line. Fourth Wolverine comes out of nowhere and rips Glitches head off.

    I quit at that point. 2 skull mission and facing 11 mechs ranging up to over half being medium or heavy, and pretty sure I hadn’t even seen the assassination target. Lucky I save before every mission.

    There were some patchnotes on the last update about "difficulty curve" and "unintended outliers" and "poor communication of when enemy reinforcements arrive." I really didn't understand what the fuss was about until immediately after reading that news post I got handed a mission that was unwinnable more due to mission design (convoy too fast to stop unless you brought multiple Spiders) than enemies and the next one that was a very similar "lance and a half more than the mission description / skulls indicated."

    So.. obviously I have caved and purchased battletech. I told myself I would wait until it was on sale for $40 or so and, being an XCOM-y type game, I would probably want to wait until the devs/community had a pass at patching/modpacking the rough edges out. Cue me clicking over to the Steam page to find out.... it's been $40 the whole time, not the $60 or whatever I thought. Couldn't really re-build my budget bulwark after that blow, and here we are.

    I'm a dozen or so missions into my campaign and with a few other mechwarrior/mechcommander games under my belt I'm doing pretty ok. I've got a Firestarter with 3x MLaser, 3x Flamers and 2x Small Lasers and it feels like cheating at 35 tons with that mobility and the eyebrow-raising "small lasers aren't actual lasers but scale damage better than medium lasers somehow" design decision.

    Steam: Cilantr0
    3DS: 0447-9966-6178
  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    Mediums scale better than large, which scale better than PPCs, right? If you could use energy hardpoints on things that fire when you melee/DFA it would hugely boost the damage output of firestarters and grasshoppers

    sig.gif
  • dporowskidporowski Registered User regular
    Mortious wrote: »
    Occasionally one of the ligher mechs on the enemy team just refuses to die, taking several round of concentrated fire, white bars and orange bars slowly being reduced to nothing as you dismantel every single part of the mech before it finally falls over.

    "Occasionally"? I have to kill the god damn things like I was playing giant robot Dead Space.

  • NamrokNamrok Registered User regular
    Man. I had a pretty fun series of missions.

    I sent my still mostly used Atlas out, my special Highlander, missile boat Orion and my trusty Grasshopper. I actually ended up swapping out the Atlas' AC/20 for a pair of AC/5s for this lance. He's just so slow, by the time I get into range for the AC/20, it's wasted.

    So the first mission was super weird. The starting lance shows up and it's an Atlas and... 3 tanks?! I mean, Demolishers and PPC Carriers, but still. I got my first ever head crit on the Atlas which was stupendous! With my own Atlas' dual AC/5s even! Those things already paid dividends.

    The "Reinforcements" show up literally one round after I stomped the starting group, and it's another Atlas, 2 Highlanders and my first Stalker! I send the Grasshopper up and around North of the group while the rest hit them from the South. I try to leg the Stalker but it doesn't work out and I end up accidentally coring it. Oops. The rest is the usual knock down and coring.

    I only had two salvage slots, and I already had an Atlas, so I went for the 1 Stalker piece, and the last piece I needed to finished my second Highlander, since I'm just trying to gear up for the final mission.

    Downside is my Atlas ends up in the shop, so it's unavailable for the subsequent outing. I also decided to immediately refit my new Highlander with upgraded gear, so I end up subbing in a Battlemaster for it.

    Next mission was a truly weird one. It starts with me fighting 2 Thunderbolts and a King Crab. King Crabs scare the crap out of me, so I focus on it exclusively. I even let one of the Thunderbolts get my rear to little effect. Then a PPC Carrier, Demolisher and 2 Manticores show up from the west when I'm wrapping up the King Crab.

    Ok, shit, I try to use the King Crab as a pivot and move east. Then I get another 100T Radar Blip from the forest even further East. It's a second fucking King Crab! Talk about a rock and a hard place.

    Fine. Fine.

    I keep pivoting around the first King Crab a full 180 degrees so I'm not north of everything, with my Missile Boat Orion just pull further back out of LOS to the South. Something keeps Sensor Locking her, but not to much effect.

    Now it's a race until I'm surrounded. I smash through the remains of the first King Crab, smash through one of the Thunderbolts, and begin trying to smash the tanks on my way. I basically decided to take them apart PPC Carrier first, Demolisher and then the Manticores to mop up.

    At this point my poor Grasshopper who's running interfearance is mostly held together by duct tape. It's taken quite the pounding from the second Thunderbolt I've been ignoring. Also, I may have forgotten to factor in the heat from Jump Jetting after I fire thanks to Ace Pilot. A couple times. So the pilot may have ended up slightly BBQed.

    I really need to get a +3 Hit Defense Gyro for that guy.

    But the good news is I can now confidently attack the Thunderbolt and new King Grab in the East! The Thunderbolt doesn't last a round under the combined fire from my Missile Boat, Battlemaster and Highlander. The Grasshopper mostly snipes from beyond LOS with it's LLaser+++.

    When the King Crab finally crests the hill, I'm ready for it. Knock it down with my missile boat, the Battlemaster shoots off it's LT, the Highlander shoots off it's RT, and by this point I'm confident enough that the Grasshopper leaps in and delivers the coup de grace to the CT finishing it.

    Between the two King Crabs I took down, I managed to put together an in tact one. Refit it with AC/20++'s, 4 Medium lasers, and so much armor and heatsinks. With my Atlas having more of a long range focus having swapped out it's AC/20 for 2 AC/5's, I decided the King Crab will just focus on sprinting in and ripping people in two.

    And with that, I think I'm ready for the final missions. I have 2 Highlanders and an Atlas, King Crab, Battlemaster, Zeus, and all the rest. Can't field two full Assault Lances. But damn near it.

  • Phoenix-DPhoenix-D Registered User regular
    edited May 2018
    SutibunRi wrote: »
    Buttcleft wrote: »
    .9? why not 9?

    I.. Kiiinda want to see that.

    Your wish is my command..

    Phoenix-D on
  • SutibunRiSutibunRi Montreal, Quebec, CanadaRegistered User regular
    edited May 2018
    Phoenix-D wrote: »
    SutibunRi wrote: »
    Buttcleft wrote: »
    .9? why not 9?

    I.. Kiiinda want to see that.

    Your wish is my command..

    https://www.youtube.com/watch?v=RHBPnmXBm0g



    And I just got my first Assault Mech, a Highlander (HGN-733P) that was in a 4(.5?) skull Destroy Base mission.

    Because of the higher skull count than any other mission up to then I decided to opt for salvage, and was rewarded!

    SutibunRi on
  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User regular
    Not sure what there is left to do in the game, but I'm faffing around the universe, burning credits and building up reputation among all the factions until I get them to the top of the bar. I'm currently top rep with Davion, Marik, Liao, the Arano Restoration, the Taurians, and I'm one away from finishing out the Magistry of Canopus. I need to figure out if I can actually get Steiner or Kurita faction points...

    8i1dt37buh2m.png
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