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For my LRM specialist I'm often torn between Breaching Shot or Tactician. If they're being shot at something has gone wrong so they almost never have Bulwark.
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# ? Jun 10, 2019 17:58 |
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# ? May 30, 2024 11:11 |
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Taerkar posted:For my LRM specialist I'm often torn between Breaching Shot or Tactician. If they're being shot at something has gone wrong so they almost never have Bulwark. I’ve noticed the AI is a lot better at not just latching onto the first contact they see now. I’ve had read line mechs sensor locked and indirect fired or had some fast mover zero in on them. Dunno what changed but I feel a lot less safe with tissue paper armor LRM boats than I did at launch.
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# ? Jun 10, 2019 18:10 |
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The opportunity cost for being individually tanky (Bulwark + a few tons to max front armor) is so low that it's best to consider every single one of your mechs to be a viable enemy target so as to increase the overall survivability of your lance.
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# ? Jun 10, 2019 18:18 |
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It also helps when you end up with an inconvenient string of injuries and/or mech in the repair bay and your pilots aren’t in their perfectly spreadsheeted rolls. Once in a while your support person is going to end up riding a front line mech because the LRM boat has a leg shot off and your two backup brawler pilots got into an argument over toilet paper and put each other in the med bay.
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# ? Jun 10, 2019 18:25 |
So I'm just about to do the Raven mission. It's early in my Career, and when I saw the mission had "light" tonnage limitations I'm like "cool, all I have are lights, a couple of 45 tonners, and my miracle King Crab." Indeed it's so early that I only have a six spot hanger, so I put my Blackjack into storage so I can field four light 'mechs like I expect the mission to want. At which point I fire the mission up and the "light" tonnage limit is 55 tons per 'mech! That's not light, that's the high end of medium, you fucks! So now I'm going to have to break the BJ back outta storage and hope I can pull it off with the 'Jack, a Vindy, a Javelin, and one of an Urbie, Spider, or Commando. Not giving me correct mission data is why everyone thinks SAFE is joke, you assholes!
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# ? Jun 10, 2019 18:31 |
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You’re fine. Opfor is about a 50/50 mix of lights and mediums
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# ? Jun 10, 2019 18:35 |
Cyrano4747 posted:You’re fine. Opfor is about a 50/50 mix of lights and mediums Well that's good news, at least. Thanks. I guess it was my own fault, in a way. What kind of idiot trusts SAFE for anything?
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# ? Jun 10, 2019 18:39 |
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Who’s the dev who posts here occasionally? A friend of mine just started at HBS and I wanted to recommend her to said dev as a good writer.
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# ? Jun 10, 2019 19:28 |
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General Battuta posted:Who’s the dev who posts here occasionally? A friend of mine just started at HBS and I wanted to recommend her to said dev as a good writer. HBS_Kiva, or Isildur on SA. Not sure if she's posted in a decent while though.
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# ? Jun 10, 2019 19:47 |
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Thank you! Shot her a PM.
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# ? Jun 10, 2019 20:01 |
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Started a new game with random starting mechs, and got 2 Centurions, a Firestarter and a Panther.
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# ? Jun 10, 2019 20:55 |
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jng2058 posted:Well that's good news, at least. Thanks. As Cyrano says that's perfectly doable. For the last mission when you have the Raven, be sure to lure the defenders out of the range of the LRM towers to fight though or they'll mess you up.
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# ? Jun 10, 2019 21:35 |
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Deptfordx posted:As Cyrano says that's perfectly doable. For the last mission when you have the Raven, be sure to lure the defenders out of the range of the LRM towers to fight though or they'll mess you up. If you hook a hard left from your starting point you can funnel everyone who responds into a choke point between the base and a block of buildings.
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# ? Jun 10, 2019 22:11 |
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Enemy sensor locks work for the player in a three-way battle
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# ? Jun 10, 2019 23:45 |
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Organ Fiend posted:Are you guys aware of (maybe it finally got fixed in 1.6?) the bug where the game generates contracts that are impossible to take? Yes, we set the max to a higher value in both campaign and career. If you are using cFixes and see that, let me know and I'll move it higher.
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# ? Jun 10, 2019 23:51 |
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Deuce posted:Enemy sensor locks work for the player in a three-way battle Sharing is caring
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# ? Jun 10, 2019 23:55 |
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McGavin posted:Now post the completed one.
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# ? Jun 10, 2019 23:58 |
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2.5 skull mission. The OpFor was... one quickdraw and one javelin. Poor fuckers never even got to fire a shot. edit: and both were 2/3 already in salvage so that's two new mechs for Deuce's Garbage Mech Emporium.
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# ? Jun 11, 2019 00:20 |
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I did a 2 skull Attack/Defend mission early on haha, I hate it. This poo poo sucks.
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# ? Jun 11, 2019 00:28 |
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Deuce posted:Enemy sensor locks work for the player in a three-way battle Sensor lock has said "reveals location of locked target to all allies and enemies" or something like that since day 1
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# ? Jun 11, 2019 00:30 |
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How are you supposed to use bulwark now that its passive? You have to waste a turn going guarded and guarded isn't permanent anymore?
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# ? Jun 11, 2019 02:02 |
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Phi230 posted:How are you supposed to use bulwark now that its passive? You have to waste a turn going guarded and guarded isn't permanent anymore? Move into a forest and shoot things until they are dead
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# ? Jun 11, 2019 02:07 |
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Phi230 posted:How are you supposed to use bulwark now that its passive? You have to waste a turn going guarded and guarded isn't permanent anymore? You get the benefit if you have either cover or guarded, so cover (forest, duststorm, crushed building, etc) gives you the bonus or you can use vigilance. Or both! Move into trees, vigilance, shoot, still have 60% DR. Just standing in the open and shooting will not work, though, even if stationary.
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# ? Jun 11, 2019 02:14 |
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So this playthrough I built all my characters according to release meta since I didn't know they changed anything. How can I respec my characters.
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# ? Jun 11, 2019 02:41 |
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Thanks, I didn't actually have the completed one.
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# ? Jun 11, 2019 02:43 |
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Phi230 posted:So this playthrough I built all my characters according to release meta since I didn't know they changed anything. How can I respec my characters. Release meta was Bulwark + Master Tactician so you're fine.
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# ? Jun 11, 2019 02:44 |
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Conspiratiorist posted:Release meta was Bulwark + Master Tactician so you're fine. Is master tactician no good anymore? Whats the new meta?
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# ? Jun 11, 2019 03:51 |
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Phi230 posted:Is master tactician no good anymore? Whats the new meta? MT is still good, but Coolant Vent got added and is arguably better. I maintain that people who don't take at least two CV pilots in every lance aren't putting enough guns on their mechs. Alpha damage matters a lot in this game, especially once you start unlocking the called shot bonuses. As an example, the 4xML, 4xSRM6, AC20 King Crab is one of the best non-Lostech builds. It reliably CTs anything and with CV it can fire back to back. That's half an enemy assault lance gone in two shooting turns from a single mech. Skippy McPants fucked around with this message at 04:07 on Jun 11, 2019 |
# ? Jun 11, 2019 04:05 |
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Coolant Vent + Sure Footing is basically the "default" build - the Bulwark change means you can double up on the defensive skills which is excellent for damage mitigation. But really anything with Bulwark works. Breaching Shot is still good on the right mech (especially now that everyone is running around with 40% dr all the time). Master Tactician still lets you win initiative fights when it's really important. Ace Pilot is ... probably the most niche, but is still useful on something like a backstabbing grasshopper or similar (reserve down, jump in and shoot at the end of the round, next round go first, shoot again then leave).
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# ? Jun 11, 2019 04:08 |
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Ace Pilot is awesome on light mechs and would be great if there was a reason to run them. A SL+++ Firestarter dumping 250 damage into rear armor is a real terror when it can run away on the same turn, but doing that still takes the turn of setup reserving down to Ini. 5 and can't compete with a well-tooled assault barfing 800 damage all over front armor in the same span of time.
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# ? Jun 11, 2019 04:15 |
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Small laser boats are headshot masters, if you're calling shots. They'll otherwise sandpaper a tough mech instead of killing it by mistake
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# ? Jun 11, 2019 04:20 |
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Skippy McPants posted:Ace Pilot is awesome on light mechs and would be great if there was a reason to run them. A SL+++ Firestarter dumping 250 damage into rear armor is a real terror when it can run away on the same turn, but doing that still takes the turn of setup reserving down to Ini. 5 and can't compete with a well-tooled assault barfing 800 damage all over front armor in the same span of time. If this game ever gets Clantech just imagine how grossly broken a Piranha would be. 12 MGs or SLs just opening up stuff from the rear, the ultimate glass cannon.
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# ? Jun 11, 2019 04:40 |
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Phi230 posted:Is master tactician no good anymore? Whats the new meta? MT is still great but isn't an absolute necessity on assaults because the cyclops z exists (has a built in item that reduces initiative for your entire lance by one, stacks with MT). Additionally, coolant vent was added, which is the first tier two skill to actually complete with MT. It's an active ability that drains 50 heat instantly with a five turn cool down, and a penalty of 8 heat for 3 turns. Overall it's a straight up buff to heat draining by about 2 heat sinks, but it also lets you generate a huge burst for one turn, or do that burst two turns in a row. Tac 2, guts 1 and guts 2, pilot 1 pilots are the best over all, with the latter being best for big alpha, but hot mechs. There are specific cases where gun 2, guts 1 and guts 2, gun 1 pilots are useful. Also, tac 2, gun 1 in my experience works well for pure LRM/extreme range builds focusing on stability damage.
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# ? Jun 11, 2019 04:47 |
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Found a BNC-3S and it is so much better than the other Banshees. It's got 63 tons available vs. 37.5 at the cost of moving 95 vs. 120. That's only two tons fewer than the AS7 and KGC, though its a little short on hardpoints with only 1B and 1M to round out the 6E. Still, a solid second-tier assault, which puts it worlds ahead of the 3E and 3M.
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# ? Jun 11, 2019 04:58 |
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Raven seems to break stock AI in attack-defense-missions. Take Raven and highest-DPS mech in your lance and sprint them through the defense lance in cloak mode (reserving them to phase 1) while your two other mechs aggro both enemy lances. When you reach enemy base, pull out your two other mechs. It takes a few turns before defense lance will return to base and in that time you can level their base in peace. When the enemy lance returns, you can sneak back and reconnect your lance and then wipe out the stragglers. Or just level the base through indirect fire via LRMboat while Raven spots. In Siegebreaker flashpoint I ended up choosing Jailbird assisting me and I only got the first reinforcement lance spawn. In the end cutscene they mentioned having to take the other militia lance down but I never encountered them so I suspect that their lance would have been the third support lance.
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# ? Jun 11, 2019 07:52 |
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I've decided that what I want from this game is not Clantech, but rather a total conversion to Gammarauders. I want to blow things up with an 80-ton hamster!
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# ? Jun 11, 2019 11:11 |
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And Tyler Too! posted:If this game ever gets Clantech just imagine how grossly broken a Piranha would be. 12 MGs or SLs just opening up stuff from the rear, the ultimate glass cannon. At this rate clantech isn't happening until at least the next game in the series. Maybe not even then, since we are barely prodding at the re-release of star league stuff with the flashpoints and I doubt they would invalidate the gains of two sets of dlc with whatever comes next. Personally I would be a fan of an alternate timeline or something because we already know what we are going to get storywise and the plot is too constrained whenever it has to interact with established lore. Speaking of alternate timelines, going to see if I can swing a mission by the Aurigan Directorate with this bugged starmap.
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# ? Jun 11, 2019 13:13 |
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Speaking of starmaps, what changes did they make besides the filters? I thought it said they expanded the range of the starmap but all that I see different is the restoration isn't on the map anymore.
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# ? Jun 11, 2019 14:08 |
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Wrr posted:Speaking of starmaps, what changes did they make besides the filters? I thought it said they expanded the range of the starmap but all that I see different is the restoration isn't on the map anymore. They added a bunch of systems to the coreward (i.e. top) of the map. So there are new planets in Marik, Liao, and Davion space.
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# ? Jun 11, 2019 14:13 |
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# ? May 30, 2024 11:11 |
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A total of 50 systems, all along the top edge.
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# ? Jun 11, 2019 14:17 |