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pangstrom posted:Yeah. I think with the Stalker I did 2xLRM20 and 2xLRM15 and medium lasers and no jumpjets. It ran a little hot. I never liked under-armoring things but maybe others could get away with it. Also, I don't hear people talk about it much, but I prefer a highlander-733 for my campaign endgame assault LRM boating. It's got 3 more tons of space to work with over a stalker and can drop some armor safely on the right side since the missile slots are loaded on the left. I get that it's a waste of a good, more versatile mech with brawler capabilities when you are first getting assaults, but once you've got an Atlas II and a few King Crabs, it's not like it's going to get any other use. EDIT Mine is currently kitted with: 2x LRM 15++ listed as +2stab dmg but for whatever reason they actually do 5stab dmg/missile 1x LRM 15+++ +2stab dmg/+50% crit (if the above ones are an error that gets fixed I've got more of these) 1x LRM 20++ +2dmg - especially nice for ripping up vehicles with 120dmg volleys or for making GBS threads on braced scout mechs with breaching shot TTS++ for +3 missile accuracy - not absolutely necessary but it helps ensure that a mech with some evasion pips up still gets a maxed stab dmg bar and loses them all from only 2 banks of missiles (it's also nice for training a newer pilot up - as long as they have multishot they're good to go) 5 tons of ammo, 8 heatsinks, 920 armor, and 1 JJ for getting unstuck aparmenideanmonad fucked around with this message at 03:30 on May 19, 2018 |
# ? May 19, 2018 03:01 |
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# ? May 28, 2024 12:28 |
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Just post Grave Robbing, and I turned the Highlander into a 2x LRM 20 + Gauss + PPC sniper to supplement my 3x LRM 20 Orion. The Highlander's replacing an autocannon-focused Jagermech that was never really that good, but now my back line is really putting a hurt on things. I also recently got a Grasshopper and turned it into a max armor ML + MG monster that jumped behind three untouched heavies last mission and cored each one in one volley to the center back.
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# ? May 19, 2018 03:15 |
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pangstrom posted:Yeah. I think with the Stalker I did 2xLRM20 and 2xLRM15 and medium lasers and no jumpjets. It ran a little hot. I never liked under-armoring things but maybe others could get away with it. I did 2 LRM20s and 2 LRM15s and then the rest was ammo and armor. Works great.
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# ? May 19, 2018 03:43 |
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I never imagined how much fun the disco Grasshopper would be. Now I don't know how I lived without this in my life.
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# ? May 19, 2018 03:45 |
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Zorak of Michigan posted:I never imagined how much fun the disco Grasshopper would be. Now I don't know how I lived without this in my life.
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# ? May 19, 2018 03:52 |
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aparmenideanmonad posted:Stop putting m'lasers on LRM boats. If you're ever in a situation where you use them you're doing it wrong. Add more ammo/heatsinks/armor instead.
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# ? May 19, 2018 03:58 |
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Does Bulwark work when you don't move and punch something? When you start your turn next to a guy, can you move to a different facing before punching him? Can you punch a dude after JJing next to him? Can you punch a guy and then get out of Dodge with Ace Pilot?
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# ? May 19, 2018 04:08 |
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pangstrom posted:I don't think your argument is crazy. That said, I prefer MLs to TTS and (to some extent) heatsinks. There is a pretty significant range overlap with MLs and anything, and you really can't control staying at long range at all times. They're the best ton-for-ton weapon. I prefer being able to totally blap something (esp. with a called shot) and run my heat up when the situation calls for it. I go a little short on ammo (usu. giving myself ~10 rounds worth) because what happens in the early rounds means the most, and if you're out of ammo then you've got ~100 damage to dish out at least. And just to quibble for the sake of discussion, I'd claim SRM6s are the best overall weapon in this particular game when dmg, stab dmg, weight, space, and especially heat are all considered, though m'lasers are definitely the king of dmg/weight, easy to fit, and great for called shot coring builds.
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# ? May 19, 2018 04:53 |
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SuperKlaus posted:Does Bulwark work when you don't move and punch something? When you start your turn next to a guy, can you move to a different facing before punching him? Can you punch a dude after JJing next to him? Can you punch a guy and then get out of Dodge with Ace Pilot? Promethium fucked around with this message at 05:28 on May 19, 2018 |
# ? May 19, 2018 05:15 |
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I put a couple medium lasers on my lrm boats now after the big brawl with Espinosa and the dropship you warcrime where it ran out of missiles and flailed sadly.
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# ? May 19, 2018 05:48 |
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The answer tor running out of ammo is melee. Alternatively, those lasers you're putting in could be 2 additional tons of ammo.
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# ? May 19, 2018 05:50 |
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Conspiratiorist posted:The answer tor running out of ammo is melee. Melee didn't work when it took four turns to get to punchrange. Meanwhile the rest of my mechs were out of ammo and hers were out of arms so we sort of just smushed against each other for a bit. But yeah I guess I could just do that. It hasn't really happened again either way, I just prefer a backup.
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# ? May 19, 2018 05:53 |
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I gave my main character Ace Pilot before I knew it was kinda bad and the only place I've found a good use for it endgame is with her disco Grasshopper. Since I'm mostly up against assaults now I can reserve and move the GS last, jumping behind someone and alpha striking the back. If I'm lucky they outright explode right there, but if I'm not I can shoot them in the back again and jump away, laughing all the while.
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# ? May 19, 2018 06:00 |
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That's the use for Ace Pilot, yeah. That, and on Firestarters before then.
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# ? May 19, 2018 06:15 |
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I put Ace Pilot on my PC because she is an ace pilot. The moving thing is kinda cool too but I think I've used it like twice
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# ? May 19, 2018 07:57 |
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AP sounds really cool but it's actually total rear end outside of LoS shenanigans with lights, I can understand the problem since it's hard to come up with a good movement-related skill which isn't so good that it's getting into "actually too good" territory.
RabidWeasel fucked around with this message at 08:25 on May 19, 2018 |
# ? May 19, 2018 08:23 |
Dekker died in my first mission with him. He got nailed by missile artillery. Is it worth replaying or are pilots easy to come by?
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# ? May 19, 2018 08:32 |
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Milky Moor posted:Dekker died in my first mission with him. He got nailed by missile artillery. Is it worth replaying or are pilots easy to come by? The second. If he'd built up any skills it might be worth it but fresh meat is cheap
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# ? May 19, 2018 08:38 |
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The sales pitch for Ace Pilot in heavier mechs is "What, you're going to take loving Juggernaut instead?" on pilots you want both Bulwark and Evasive on. Funny enough if they ever pull the trigger on the constantly threatened "We're totally switching Bulwark with Juggy, just you watch!" it would discourage me from taking Ace Pilot more than anything, and I'm a weirdo who has more ace pilots (3) than master tacticians (1). I use ace pilot+bulwark to give my brawlers more options during their turn. No early bulwark, less incentive to brawl rather than kite spam when outnumbered. Less incentive to brawl in Mediums vs heavies, or heavies vs assaults? May as well grab master tactics so my assaults go early. I still like the earlier evasive maneuvers though. It's helped save my rear end so much to get that extra pip when JJing around the battlefield. Section Z fucked around with this message at 08:49 on May 19, 2018 |
# ? May 19, 2018 08:42 |
Synthbuttrange posted:The second. If he'd built up any skills it might be worth it but fresh meat is cheap Cool. Also, is there some kind of in-game warbook? I have only a passing knowledge of mechs and it'd be neat to know which ones are big threats + whatever fluff etc. It seems like the game would have something like that somewhere.
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# ? May 19, 2018 10:55 |
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Generally the heavier the mech, the more dangerous. Also there's vehicles which are mostly a joke except the ones that carry SRM/LRM or AC/20s which must be destroyed at all costs or run far far away.
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# ? May 19, 2018 11:10 |
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Milky Moor posted:Cool. An exception to the above is the Firestarter, though. They're real sneaky little fuckers that look pretty harmless with their low-damage, point-blank-range weaponry - until they get within spitting distance and then let loose with their flamers. If your mech's already running hot and/or suffering from poor heat management, a single Firestarter attack might even cause an immediate shutdown. Their MGs can also wreck your systems very quickly if hit any exposed part. Exterminate them immediately. Oh, don't forget that it's possible to disarm enemy mechs by shooting off their limbs and left/right torsos. Demolishing a torso also takes off the accompanying arm. When the box at the top of the screen appears, showing the enemy mech's status, move the cursor over each part to see not just how damaged it is, but which equipment it's carrying. In most cases, you'll want to destroy any part containing ammo first - not just to effectively disable the weapon it's supplying, but to cause an explosion that will hurt the mech's pilot. Hurt the pilot often enough and he dies.
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# ? May 19, 2018 11:46 |
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Promethium posted:
Actually you totally do get Bulwark after melee if you didn't move to melee.
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# ? May 19, 2018 12:36 |
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Re medium lasers on lrm boats: it kind of makes sense early game when your pilots still suck. If you want to keep the med lasers on your catapult I’m not going to laugh at you, and it’s probably a good idea when your “artillery” is a centurion with a couple lrm15s. That said by the time you start getting assaults your lrm pilots should have pretty high tactics which means minimum range quickly stops mattering. You’re never going to point blank brawl with them but you can comfortably get 70% and higher hit chances only a couple hexes away. In related news they REALLY need to rethink how much tactics makes min range stop mattering. The called shot bonus and indirect fire bonus are already really good. If it were me I’d just remove the shortening of min range entirely. It’s easily the best stat in the game right now. You can give low guys pilots padding with cockpit reinforcement and piloting is nice but distinctly third tier. You flat out NEED to get gunnery up a bit so you can hit poo poo, but past maybe 75% of the way through the tree you’re fine. Tactics, though, benefits so much from being maxed it isn’t even funny. I always grab gunnery first up until I can hit well enough then max tactics then deal with the rest, adjusting as necessary to grab any second tier skills I need to before climbing trees just for stats
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# ? May 19, 2018 13:38 |
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Cyrano4747 posted:if it were me I’d just remove the shortening of min range entirely. Leave the poor AC5 alone in your rush to blanket nerf everything over LRM boats.
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# ? May 19, 2018 15:01 |
Grf-1n, instantly sell?
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# ? May 19, 2018 15:26 |
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Submarine Sandpaper posted:Grf-1n, instantly sell? Why? 3 missile slots, 3 energy slots, and a support (small laser) slot, all on the same arm/side torso, giving you a whole redundant side. It's one of the best mediums, a step behind the Kintaro and neck to neck with the Centurion.
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# ? May 19, 2018 15:35 |
I personally don't like everything being on one side and the s is better with srms imo. Maybe I should put it on a defender dude and abuse the side then
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# ? May 19, 2018 15:52 |
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Submarine Sandpaper posted:I personally don't like everything being on one side and the s is better with srms imo. How can the variant with 2 hardpoints be better at missiles than the one with 3???
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# ? May 19, 2018 15:57 |
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What would happen if evasion was more like shields in Halo, where it's a renewable defensive layer? My thought is that any hit against a mech removes an evasion pip but does no damage, and misses don't remove evasion at all?
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# ? May 19, 2018 16:51 |
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Conspiratiorist posted:Why? 3 missile slots, 3 energy slots, and a support (small laser) slot, all on the same arm/side torso, giving you a whole redundant side. Why do you tie it with the Cent? I agree the Griffin is nice, but I eventually replaced it with the 2nd Centurion I got since the Cent has similar hardpoints but 3.5 more tons to work with.
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# ? May 19, 2018 17:09 |
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Promethium posted:
Geeeeez it's like they go out of their way to make my rock 'em sock 'em plans difficult.
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# ? May 19, 2018 17:16 |
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Darkrenown posted:Why do you tie it with the Cent? I agree the Griffin is nice, but I eventually replaced it with the 2nd Centurion I got since the Cent has similar hardpoints but 3.5 more tons to work with. It's weird how most of the 50 ton mechs get more usable tonnage than any of the 55s. Hawks and Kintaros are great if you want to mount more armor, but otherwise a Cent or a Hunch is more bang for your buck.
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# ? May 19, 2018 17:28 |
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SuperKlaus posted:Geeeeez it's like they go out of their way to make my rock 'em sock 'em plans difficult. You get bulwark if you stand still and melee. Or at least I do.
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# ? May 19, 2018 17:34 |
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DatonKallandor posted:Actually you totally do get Bulwark after melee if you didn't move to melee. InAndOutBrennan posted:You get bulwark if you stand still and melee. Or at least I do. Oh. Thanks guys, that's cool to know. I'm going to throw another pilot into the meatgrinder and try Reserve -> Move to Punch -> Go First Punch w/ Bulwark on this Firestarter that's claimed three lives and a million bucks of full-body repair work. I'll MAKE it work.
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# ? May 19, 2018 17:36 |
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Making you unable to do called shots with missiles would solve alot of the problems with both the tactics line and missiles in general. They already have much better damage per ton/heat than everything else. The whole tradeoff is supposed to be that they scatter damage.
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# ? May 19, 2018 17:37 |
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aparmenideanmonad posted:It's weird how most of the 50 ton mechs get more usable tonnage than any of the 55s. Hawks and Kintaros are great if you want to mount more armor, but otherwise a Cent or a Hunch is more bang for your buck. They have smaller engines, I wish that there was at least one 55T mech with a smaller one but they're all little speedy fucks.
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# ? May 19, 2018 17:49 |
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RabidWeasel posted:They have smaller engines, I wish that there was at least one 55T mech with a smaller one but they're all little speedy fucks. One of the issues with 3025 balance in a nutshell. Those 'Mechs are just fine with weight-saving tech like XL Engines, but in 3025 a 5/8 Heavy 'Mech is pretty much dead weight.
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# ? May 19, 2018 17:57 |
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eonblue174 posted:What would happen if evasion was more like shields in Halo, where it's a renewable defensive layer? My thought is that any hit against a mech removes an evasion pip but does no damage, and misses don't remove evasion at all? Then nobody would ever use a mech that couldn't mount missiles, because an LRM5 would strip all the pips with one shot. I'm finally fielding a lance over 300 tons, having got the You-Know-What, a Black Knight, a Battlemaster and a Stalker. LRM70 Stalker is horrible for heat - should I strip a couple of tons of armour for sinks? Meanwhile the BK is configured for Disco Inferno and coring anything up to 55T with a called shot, usually.
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# ? May 19, 2018 18:23 |
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# ? May 28, 2024 12:28 |
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Darkrenown posted:Why do you tie it with the Cent? I agree the Griffin is nice, but I eventually replaced it with the 2nd Centurion I got since the Cent has similar hardpoints but 3.5 more tons to work with. It's faster.
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# ? May 19, 2018 18:32 |