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Put two AC/20s and two SRM/6 and a bunch of JJ/DHS on the story Atlas and have it delete things, hth
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# ? May 31, 2018 20:28 |
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# ? May 30, 2024 05:52 |
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That's not nearly as fun as having a squad of king crabs naming them all Citizen Snips or the CLAMPS.
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# ? May 31, 2018 20:31 |
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SpookyLizard posted:That's not nearly as fun as having a squad of king crabs naming them all Citizen Snips or the CLAMPS. But you can call it Fatlas
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# ? May 31, 2018 20:35 |
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KDdidit posted:
2x PPC, AC10, 4x ML, SRM10. Alpha strike still eliminates just about anything, especially when you get +10 damage MLs and +4 damage SRMs. Unlike a pure brawler, it can also fight at range. I usually go with stability mod PPCs and AC10. PPCs and AC10 ate almost perfectly efficient, everything minus one PPC is almost efficient, AC10 and MLs/SRMs cols you down. It is inspired by my favorite mech, the steiner banshee, which sadly isn't in this game.
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# ? May 31, 2018 20:49 |
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The mission where you have to protect 3 dropships? gently caress that mission. 9 vs 4 is super fair when the 3 fuel tanks are made of cheap plastic.
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# ? May 31, 2018 23:10 |
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And Tyler Too! posted:The mission where you have to protect 3 dropships? gently caress that mission. 9 vs 4 is super fair when the 3 fuel tanks are made of cheap plastic. I think the opfor took a single shot at the tanks from a single light mech in that mission. You just have to engage
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# ? May 31, 2018 23:22 |
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The only mission I've had so far that was a total motherfucker is the one with the APC that drops on the barracks and you have two turns to get up a bigass hill and stop them. I couldn't stop it even when I swapped out to a light mech and sprinted. But it was optional so whatever, sorry dudes.
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# ? May 31, 2018 23:29 |
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Captain Foo posted:I think the opfor took a single shot at the tanks from a single light mech in that mission. You just have to engage I think it's scripted so the enemy mechs will only attack the tanks if you didn't attack them that round.
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# ? May 31, 2018 23:29 |
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I have been. I've been multi-targeting as much as possible to draw their attention but one of the flanking lights always makes a beeline for a tank. I'm tempted to just sacrifice the first ship so I can focus on murdering as many mechs as possible.
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# ? May 31, 2018 23:29 |
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Captain Foo posted:I think the opfor took a single shot at the tanks from a single light mech in that mission. You just have to engage Yeah, I had the same. In case And doesn't know, if you shoot the enemy mechs they will focus on fighting you for 2-3 turns rather than shooting the objectives. The only thing that annoyed me about that mission was that when the dropships land they block LoS and apparently have no sensors to share with you, otherwise I could be lobbing LRMs over them.
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# ? May 31, 2018 23:32 |
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Vasudus posted:The only mission I've had so far that was a total motherfucker is the one with the APC that drops on the barracks and you have two turns to get up a bigass hill and stop them. I couldn't stop it even when I swapped out to a light mech and sprinted. But it was optional so whatever, sorry dudes.
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# ? May 31, 2018 23:34 |
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RBA Starblade posted:But you can call it Fatlas but fatlas cant give people the CLAAAAAMPS
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# ? May 31, 2018 23:44 |
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Don't bodyshame mechs.
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# ? Jun 1, 2018 00:20 |
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So one drawback to using the mod that changes the difficulty scaling is that I have only seen one assault mech in the wild outside of story missions. (And it was a Victor.) Granted, I'm still mostly okay with this, since in tabletop assaults aren't really my thing, and it at least makes things feel a bit less shenanigans when random pirates aren't dropping lances of assaults all over the Periphery. High-skull missions are rare and the heaviest thing I see with any frequency is an Orion, which in turn makes the Orion itself feel more "special," which at this point in the timeline it should almost as much as actual assaults. So I like the effect that it has. But... ...but, I would really like to see even a Stalker or something so I can dick around with some builds. I mean, come on. Just one.
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# ? Jun 1, 2018 00:29 |
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Yea, without story boosts you have to both find a specific +++ difficulty planet and the harder version of some contracts. Not many of them spawn lances with + difficulty over the base, and the highest the base contracts go is 8/10 difficulty. Even the max difficulty lance definition isn't guaranteed to be all assaults either though, it's still a bit of rng.
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# ? Jun 1, 2018 01:05 |
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Zeus sucks after finally getting one, God drat. Stalker is pretty good though. I just maxed out the medium lasers and srm6s in a cookie cutter build and it does some work. I like the Awesome 8T too, twin PPCs, SRM racks and some Mlasers makes it nice and versatile.
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# ? Jun 1, 2018 01:27 |
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Vasudus posted:The only mission I've had so far that was a total motherfucker is the one with the APC that drops on the barracks and you have two turns to get up a bigass hill and stop them. I couldn't stop it even when I swapped out to a light mech and sprinted. But it was optional so whatever, sorry dudes. I failed that objective on my first playthrough because I'd sold all my light mechs so I had nothing to swap in on a reload. Second time around I kept a Jenner expressly for that purpose and it made it up there and killed the APC no problem by sprinting from turn 1. But as you say, it's just a bonus objective, nbd
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# ? Jun 1, 2018 01:31 |
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Conspiratiorist posted:Don't bodyshame mechs. I'll bodyshame whatever goddamn 'Mechs I feel like until they get rid of this stupid hardpoint system. why can the catapult only fit two sets of missiles this is loving stupid, i should be able to replace the entire mass of it with nothing but launchers and ammo. why is the kintaro a better missile boat than a loving actual missile boat.
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# ? Jun 1, 2018 01:39 |
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I think my issue was my load order (my runner was the 4th spot and spawned all the way to the right) and the fact that I forget Vigilance exists at all. I did the rescue story mission and that goddamn thing drags on forever. My Highlander lasted until close to the end when it lost both AC/20+++s to a volley from a PPC vehicle and I ragequit. How much longer do I have?
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# ? Jun 1, 2018 01:39 |
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Vasudus posted:I think my issue was my load order (my runner was the 4th spot and spawned all the way to the right) and the fact that I forget Vigilance exists at all. Not too many more story missions after that I think. Also if I recall right, it's the 3rd mech slot that is the one that spawns closest to the mountain. That was my one restart, just laughing at the bullshit mech placements and going back to my autosave on turn 1.
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# ? Jun 1, 2018 01:53 |
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I was lucky enough to double leg an Orion, and now have a shiny new upgrade for my team. I'm not quite sure how to build it though. It seems like it would make for a decent brawler, and so I've loaded it up with an AC/20, 2 x MLaser, SRM x 6, some heatsinks and extra armour. While it's very survivable, I find the overall damage lackluster. Does anyone have examples of how they've built the Orion to be a good up close and personal bruiser?
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# ? Jun 1, 2018 02:47 |
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Panzyr Defense is loving bullshit. I don't have enough time to get a mech to even reach the barracks, let alone detect that lone loving APC before it gets there. And that's with a mech sprinting. Sure they're all assault mechs, but the fact that I can't even detect the fucker in time is pissing me off.
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# ? Jun 1, 2018 02:52 |
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Beer4TheBeerGod posted:Panzyr Defense is loving bullshit. I don't have enough time to get a mech to even reach the barracks, let alone detect that lone loving APC before it gets there. And that's with a mech sprinting. Sure they're all assault mechs, but the fact that I can't even detect the fucker in time is pissing me off. I let the barracks die. You just miss out on extra payment, whereas if you let an APC through to the control center it's a guaranteed mission failure. It'd be different if the destruction of the barracks caused a penalty down the line, but the campaign isn't dynamic, so it doesn't. I think the only way you'd be able to intercept that APC in time would be to kit out a Jenner or Spider with max jump jets and blitz up there before the trigger to stomp it - and all that'd do is leave you short-gunned on the ground.
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# ? Jun 1, 2018 03:01 |
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Beer4TheBeerGod posted:Panzyr Defense is loving bullshit. I don't have enough time to get a mech to even reach the barracks, let alone detect that lone loving APC before it gets there. And that's with a mech sprinting. Sure they're all assault mechs, but the fact that I can't even detect the fucker in time is pissing me off. Yeah, you'll want a medium to deal with that one. Nobody will fault you for restarting/loading from a previous save, that APC is basically a gotcha for people who're going through the campaign for the first time. It's also just an optional objective but it's the principle of the matter
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# ? Jun 1, 2018 03:02 |
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PotatoManJack posted:I was lucky enough to double leg an Orion, and now have a shiny new upgrade for my team. I'm not quite sure how to build it though. It seems like it would make for a decent brawler, and so I've loaded it up with an AC/20, 2 x MLaser, SRM x 6, some heatsinks and extra armour. While it's very survivable, I find the overall damage lackluster. Which variant, the ON1-V?
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# ? Jun 1, 2018 03:05 |
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PotatoManJack posted:I was lucky enough to double leg an Orion, and now have a shiny new upgrade for my team. I'm not quite sure how to build it though. It seems like it would make for a decent brawler, and so I've loaded it up with an AC/20, 2 x MLaser, SRM x 6, some heatsinks and extra armour. While it's very survivable, I find the overall damage lackluster. The "K" variant just isn't that good. You've pretty much just got enough space for a single AC-20, two SRM-4s, 3-4 MLs, and the rest armor and heatsinks. The "V" variant is much, much better, simply because it can be a very respectable LRM boat as well as a coring machine with twin ballistics mounts and triple missile hardpoints, the latter of which no other heavy has.
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# ? Jun 1, 2018 03:12 |
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Yeah I did that mission with three assaults sitting their asses on the entrances while a shadowhawk zoomed all the way up the hill with no time to spare. If I missed the only shot I had, the apc would have survived to warcrimes the tent.
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# ? Jun 1, 2018 03:15 |
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I think dropping the base chance to hit and bringing back range brackets would be interesting Also I am working on modding the lances so that they have more variety e.g., a heavy lance isn't always all heavy mechs
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# ? Jun 1, 2018 03:24 |
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BIG HEADLINE posted:The "K" variant just isn't that good. You've pretty much just got enough space for a single AC-20, two SRM-4s, 3-4 MLs, and the rest armor and heatsinks. The "V" variant is much, much better, simply because it can be a very respectable LRM boat as well as a coring machine with twin ballistics mounts and triple missile hardpoints, the latter of which no other heavy has. This is wrong on every single point.
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# ? Jun 1, 2018 03:27 |
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Conspiratiorist posted:This is wrong on every single point. Hey, the "K" was a great LRM platform for me until I started getting my hands on assault mechs. Just because it ~offends the honor of your lance rules~ or something doesn't mean it's wrong. It might not be the most efficient build, but it worked for me, and I prefer weapons that commute stability damage. That ain't lasers, and PPCs as they stand now are a lovely value. The "K" has the most well-rounded hardpoints. And you're throwing shade my way when you posted this? https://forums.somethingawful.com/showthread.php?threadid=3821533&pagenumber=354&perpage=40#post484274013 BIG HEADLINE fucked around with this message at 03:35 on Jun 1, 2018 |
# ? Jun 1, 2018 03:31 |
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Beer4TheBeerGod posted:Panzyr Defense is loving bullshit. I don't have enough time to get a mech to even reach the barracks, let alone detect that lone loving APC before it gets there. And that's with a mech sprinting. Sure they're all assault mechs, but the fact that I can't even detect the fucker in time is pissing me off.
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# ? Jun 1, 2018 03:38 |
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Beer4TheBeerGod posted:Panzyr Defense is loving bullshit. I don't have enough time to get a mech to even reach the barracks, let alone detect that lone loving APC before it gets there. And that's with a mech sprinting. Sure they're all assault mechs, but the fact that I can't even detect the fucker in time is pissing me off. I ran it with a Wolverine doing a mad dash to the secondary objective, two Orions covering the base and stomping APCs, and a Catapult being useless/sort of knocking things down.
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# ? Jun 1, 2018 03:52 |
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BIG HEADLINE posted:Hey, the "K" was a great LRM platform for me until I started getting my hands on assault mechs. Just because it ~offends the honor of your lance rules~ or something doesn't mean it's wrong. It might not be the most efficient build, but it worked for me, and I prefer weapons that commute stability damage. That ain't lasers, and PPCs as they stand now are a lovely value. 1. The "K" variant just isn't that good. Both have comparable brawling setups as they possess a ballistic hardpoint along with a mix of lasers and missiles; 2 E hardpoints are roughly equivalent to an M hardpoint as an SRM6 is 48 damage vs 2x25 from MLas, both with comparable efficiencies. Stability damage is of course good, but the ON1-K platform is already getting plenty of it from its 2 missile and ballistic hardpoints, so there's no huge performance difference. I'd call the TDR-5SE the best Heavy pure brawler due to its hardpoint mix, but the Orions aren't far behind, simply trading raw damage efficiency and smalls for the ability to armor up. 2. You've pretty much just got enough space for a single AC-20, two SRM-4s, 3-4 MLs, and the rest armor and heatsinks. You can run an AC/5 set up to be tankier, or sacrifice armor or efficiency to mount an AC/20. Either way, as mentioned above, the setups are comparable. 3. The "V" variant is much, much better, simply because it can be a very respectable LRM boat as well as a coring machine with twin ballistics mounts Twin ballistic mounts are actually an useless thing to have on a brawler, or on anything short of a 100tonner that's not gonna be a dedicated sniper - which is in itself a questionable build. 4. and triple missile hardpoints, the latter of which no other heavy has. The JM6-A has 4 missile hardpoints. About the only thing you got right is that the ON1-V makes a good LRM boat, but it was completely ignoring the request for advice.
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# ? Jun 1, 2018 03:53 |
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Xarbala posted:Yeah, you'll want a medium to deal with that one. Nobody will fault you for restarting/loading from a previous save, that APC is basically a gotcha for people who're going through the campaign for the first time. My lightest mech is a Stalker. I guess I'll go find some more salvage or something.
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# ? Jun 1, 2018 04:10 |
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So from reading the advice (and opinions), it looks like I'm on the relatively right track regarding my use of the Orion-K as a brawler. I think I made one mistake in throwing a couple of Jump Jets on it, and I'll pull them off for additional Heat Sinks / Armor
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# ? Jun 1, 2018 04:24 |
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PotatoManJack posted:So from reading the advice (and opinions), it looks like I'm on the relatively right track regarding my use of the Orion-K as a brawler. I think I made one mistake in throwing a couple of Jump Jets on it, and I'll pull them off for additional Heat Sinks / Armor
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# ? Jun 1, 2018 04:29 |
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PotatoManJack posted:So from reading the advice (and opinions), it looks like I'm on the relatively right track regarding my use of the Orion-K as a brawler. I think I made one mistake in throwing a couple of Jump Jets on it, and I'll pull them off for additional Heat Sinks / Armor Yeah. Doing away with the jjs, fitting 4 mlas, 2 srm6 or srm4+6, and an AC5 ought to do it for a brawler setup for ~225 alpha at respectable (~20) net heat. You can downgrade the missiles to SRM4 both and try to fit in an AC/20 for more punch, but it'll require either dropping armor or running much hotter. The AC/10 is noticeably less efficient than either the 5 or 10 so I won't recommend using it for brawling, but it's not terrible either.
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# ? Jun 1, 2018 04:34 |
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BIG HEADLINE posted:I think the only way you'd be able to intercept that APC in time would be to kit out a Jenner or Spider with max jump jets and blitz up there before the trigger to stomp it - and all that'd do is leave you short-gunned on the ground. You don't need jets. You can sprint a jenner for two turns, then on turn 3 normal move up the hill between the barracks and the road the APC is on, and shoot the APC in the rear. You could also stomp it, but when I tried that I stomped on the turret, which has way more armour than the rest of the APC, and is the only section that can survive a stomp. So the next time around I just precision striked the rear section with 4 MLs. On the topic of that mission, I posted earlier than you can block the other APCs from entering the base by parking mechs in the gates. I got that from Google and it turns out to be wrong. Despite parking on the only spot in the gate closest to the barracks, I had an APC drive right on past me and I got a mission fail. Wafflecopper fucked around with this message at 05:01 on Jun 1, 2018 |
# ? Jun 1, 2018 04:55 |
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Yeah, the gate is two tiles wide. The AI acts weird around them and most often just stops in the gate as if you were blocking it though?
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# ? Jun 1, 2018 05:06 |
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# ? May 30, 2024 05:52 |
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Wafflecopper posted:You don't need jets while true, I used an SRM Wolverine as my jumper and I had two turns to kill the APC (only needed one) and I started late, since I didn't know exactly where to go, only that I had to go somewhere. so, I'd agree - they aren't required, but a jumpy medium will give you room for error.
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# ? Jun 1, 2018 06:02 |