[BATTLETECH/MechWarrior] More 'Mech action than you can shake an UrbanMech at!

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  • GoumindongGoumindong Registered User regular
    Maybe? It would be very very hard though. I don't think you can get enough weapon to reliably core enemies from the rear and you're not really fast enough even with JJ's to do much maneuvering. If there was a star league urbie then maybe. But there isn't.
    Mirkel wrote: »
    cB557 wrote: »
    I've had a firestarter sitting in the racks for months now that I've been meaning to take out but never have. My player character is even a good candidate for its use, so I don't even have to risk a mortal with it, but I've just used light mechs so little that I'm worried about trying them out against things of so much higher tonnage.
    My PC has ace pilot, which I assume you want so you can reserve outside of LoS and move last in the turn, swing in for an alpha strike, then move first next turn to fire another alpha strike, and then ace pilot away again. I think with a full loadout of flamers, that's enough to shutdown any mech without a heat bank, yeah?
    Probably would pair well with my Marauders, come to think of it. You can make called shots on shutdown mechs, right?

    The problem with using flamers is that they have pitiful ammo. If you want to shut mechs down, inferno missiles are a better bet. The best Firestarter build just loads it up with SLs and MGs and melee damage mods and runs around punching stuff and/or jumping behind enemies and coring them with the huge alpha from all those support weapons. As long as you have a pilot with pilotting 10 and an avoidance gyro and keep moving, a light mech is basically invulnerable to anything else than melee.

    Also note that with the leg dmg reductions you can make DFA's cost you no damage (except stability)

    wbBv3fj.png
    Gnome-Interruptus
  • MirkelMirkel FinlandRegistered User regular
    edited August 1
    Henroid wrote: »
    ... Do you guys think it's possible to beat the campaign using only Urbanmechs (provided you buy them as soon as they're available and such)?

    Assuming you have Heavy Metal, it should be easy. So many good autocannons. At least as far as firepower goes - I can't remember if any campaign missions require speed. I used an Urbie with my 4 Lights career, it kicked ass .. I think it had 2x LBX2++ for 144 damage with nearly infinite range.

    If you really want to do it, the way to do it would be to edit your starting mechs so you have 5 Urbies. Hunting them down all around the galaxy would take way too long.

    Mirkel on
  • MirkelMirkel FinlandRegistered User regular
    Goumindong wrote: »
    Maybe? It would be very very hard though. I don't think you can get enough weapon to reliably core enemies from the rear and you're not really fast enough even with JJ's to do much maneuvering. If there was a star league urbie then maybe. But there isn't.

    The thing is Urbies are very hard to hit once you get high pilotting and avoidance gyros. Obviously they are damn slow so you'll never have a lot of avoidance chevrons but taking Surefooted with them all should help. Light mechs get innate +3 avoidance, pilotting 10 is another +3 and gyro +3 - that's 45% already. If you get 2 avoidance chevrons end-game enemies are going to have around 30% chance to hit and Urbies are heavy enough for some decent armor too. It's not going to be a cakewalk but give everybody Ace Pilot and just jump away after shooting. A +100m view distance hat for the pointman Urbie and a bunch of AC2s of various flavor and you can kite enemies fairly well even with the crap movement they have.

    It'll take some patience but most missions might be easier than you'd imagine. Only huge weakness they have is moving around in a hurry - I think there's one or two timed missions they might actually fail just because of that. Been a while since I last played through the campaign.

  • cB557cB557 voOOP Registered User regular
    Mirkel wrote: »
    cB557 wrote: »
    I've had a firestarter sitting in the racks for months now that I've been meaning to take out but never have. My player character is even a good candidate for its use, so I don't even have to risk a mortal with it, but I've just used light mechs so little that I'm worried about trying them out against things of so much higher tonnage.
    My PC has ace pilot, which I assume you want so you can reserve outside of LoS and move last in the turn, swing in for an alpha strike, then move first next turn to fire another alpha strike, and then ace pilot away again. I think with a full loadout of flamers, that's enough to shutdown any mech without a heat bank, yeah?
    Probably would pair well with my Marauders, come to think of it. You can make called shots on shutdown mechs, right?

    The problem with using flamers is that they have pitiful ammo. If you want to shut mechs down, inferno missiles are a better bet. The best Firestarter build just loads it up with SLs and MGs and melee damage mods and runs around punching stuff and/or jumping behind enemies and coring them with the huge alpha from all those support weapons. As long as you have a pilot with pilotting 10 and an avoidance gyro and keep moving, a light mech is basically invulnerable to anything else than melee.
    Are inferno missiles in the base game? I've never seen any.

  • MirkelMirkel FinlandRegistered User regular
    cB557 wrote: »
    Mirkel wrote: »
    cB557 wrote: »
    I've had a firestarter sitting in the racks for months now that I've been meaning to take out but never have. My player character is even a good candidate for its use, so I don't even have to risk a mortal with it, but I've just used light mechs so little that I'm worried about trying them out against things of so much higher tonnage.
    My PC has ace pilot, which I assume you want so you can reserve outside of LoS and move last in the turn, swing in for an alpha strike, then move first next turn to fire another alpha strike, and then ace pilot away again. I think with a full loadout of flamers, that's enough to shutdown any mech without a heat bank, yeah?
    Probably would pair well with my Marauders, come to think of it. You can make called shots on shutdown mechs, right?

    The problem with using flamers is that they have pitiful ammo. If you want to shut mechs down, inferno missiles are a better bet. The best Firestarter build just loads it up with SLs and MGs and melee damage mods and runs around punching stuff and/or jumping behind enemies and coring them with the huge alpha from all those support weapons. As long as you have a pilot with pilotting 10 and an avoidance gyro and keep moving, a light mech is basically invulnerable to anything else than melee.
    Are inferno missiles in the base game? I've never seen any.

    No, like most ridiculous things they are Heavy Metal only.

    OrcaGnome-Interruptus
  • MorninglordMorninglord Registered User regular
    edited August 1
    I never once found a - to hit gyro in my entire campaign despite visiting the majority of the periphery systems.

    I did, however, in the late game, find myself a marauder, which I built as a headcapper, and then I was swimming in mechs. I was bringing it in late game missions along with three other assaults just because it was so good at killing. It would stalk around the edges of the map pop up and murder someone.

    This is also gonna seem like a tall tale but I have proof!

    ebvm768ni4o9.png

    I used him in almost every mission. He spent most of the early game in lrm missile boats hiding until I got assaults (first a shadowhawk?, then an archer for probably 50% of the game), then I gave him the free highlander because I had other mechs.

    In the final mission I had that highlander, an awesome, and my own atlas. Poor boss didn't really know what hit it.

    Morninglord on
    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
    IolocB557NobodyBetsuniToxH3KnucklesBRIAN BLESSEDGnome-Interruptus
  • cB557cB557 voOOP Registered User regular
    Yeah, I just got that achievement too, he was one of my best pilots. I thought it was pretty funny; I guess most people just keep putting him in that Spider until he dies?

    BetsuniNipsMorninglordDark_SideIoloBullheadH3KnucklesBRIAN BLESSED
  • OrcaOrca Registered User regular
    It's not even worth it to calculate for LRMs since only one shot can get a headshot and damage is so low. SRMs and machineguns get diminishing returns, but it's still worthwhile to check.

  • Dark_SideDark_Side Registered User regular
    cB557 wrote: »
    Yeah, I just got that achievement too, he was one of my best pilots. I thought it was pretty funny; I guess most people just keep putting him in that Spider until he dies?

    I think that achievement is almost entirely a jokey throwback to when the game first dropped. The start could be really brutal and no one knew how to game the AI or sandbag against the hidden lances. Decker being your first character with speed skills was always in the least armored mech, playing scout detail the farthest away from the group. So he was the most likely to end up surrounded by a surprise ambush of 8 mechs, and as such the most likely to die early.

  • MorninglordMorninglord Registered User regular
    edited August 2
    A lucky shot can easily vaporise a spider regardless of evasion pips. As I know from vaporising many an early game spider.

    In fact in one of the earliest missions he came really close to carking it but I ran him the hell away and hid him for the rest of that mission.

    The most brown pants moment I had tho was when a random lucky headshot left my Awesome with 1 hitpoint of structure. Wasn't even Dekker piloting it.

    Morninglord on
    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
    Orca
  • TynnanTynnan seldom correct, never unsure Registered User regular
    edited August 2
    On my first playthrough of the campaign I brought Dekker to the final fight, riding an Urbanmech, and had him line up the final killing blow.

    Final mission spoilers:
    36losm913y2w.jpg

    Tynnan on
    MorninglordcB557IoloOrcaH3KnucklesIanatorBetsuni
  • Moridin889Moridin889 Registered User regular
    Dark_Side wrote: »
    cB557 wrote: »
    Yeah, I just got that achievement too, he was one of my best pilots. I thought it was pretty funny; I guess most people just keep putting him in that Spider until he dies?

    I think that achievement is almost entirely a jokey throwback to when the game first dropped. The start could be really brutal and no one knew how to game the AI or sandbag against the hidden lances. Decker being your first character with speed skills was always in the least armored mech, playing scout detail the farthest away from the group. So he was the most likely to end up surrounded by a surprise ambush of 8 mechs, and as such the most likely to die early.

    And how each LRM had an equal chance to headshot when the game first dropped. Pilots had a high turnover rate

    IoloDark_SideGnome-Interruptus
  • OrcaOrca Registered User regular
    Tynnan wrote: »
    On my first playthrough of the campaign I brought Dekker to the final fight, riding an Urbanmech, and had him line up the final killing blow.

    Final mission spoilers:
    36losm913y2w.jpg

    Talk about putting the boot in. Did you have your Urbie teabag that Kingcrab when you were done?

    BRIAN BLESSED
  • TynnanTynnan seldom correct, never unsure Registered User regular
    Orca wrote: »
    Tynnan wrote: »
    On my first playthrough of the campaign I brought Dekker to the final fight, riding an Urbanmech, and had him line up the final killing blow.

    Final mission spoilers:
    36losm913y2w.jpg

    Talk about putting the boot in. Did you have your Urbie teabag that Kingcrab when you were done?

    You'd better believe it

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