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Unless Fleas and Locusts get sprint+shooting in the same turn and about 20 evasion pips they will forever be useless.
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# ? Oct 21, 2019 20:04 |
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# ? May 29, 2024 19:04 |
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If they let you bring more thsn 4 mechs and tag them in/out though...
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# ? Oct 21, 2019 20:47 |
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Much like how I want the Zeus to be able to throw a Thunderbolt at something, I want Wolverines to be able to shake Fleas off it for additional
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# ? Oct 21, 2019 20:54 |
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you could create different mission types that have tonnage ceilings. maybe "this light lance has been making trouble for us and the only thing that can catch them is another light lance" or the like or you could do RIOT CONTROL for certain flea/locust variants
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# ? Oct 21, 2019 20:57 |
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Pattonesque posted:you could create different mission types that have tonnage ceilings. maybe "this light lance has been making trouble for us and the only thing that can catch them is another light lance" or the like Tonnage limit: 100 tons Opfor: 50 fleas
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# ? Oct 21, 2019 21:01 |
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Anything less than assaults (and heavies for 4-jumpers) will be less than optimal until the maximum drop tonnage is less than 100 x the number of mechs you could take. Currently, excepting certain flashpoints, we're working with a 4 mech, 400 ton drop limit. Imagine if you could still take 400 tons, but could bring 6 or 8 mechs.
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# ? Oct 21, 2019 21:22 |
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Letting you switch out mechs by walking to a deployment zone or map edge would also buff fast mechs since their mobility would make it easier to switch them out
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# ? Oct 21, 2019 21:55 |
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It's not hard to imagine mission types designed for fast mechs, they just didn't really put much effort into it.
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# ? Oct 21, 2019 22:06 |
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Trying a Career out. Seeing a Kintaro and Orion on a one and a half skull mission felt kinda off. Is this that "bad Intel lololol" thing?
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# ? Oct 21, 2019 22:07 |
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Dandywalken posted:Trying a Career out. Seeing a Kintaro and Orion on a one and a half skull mission felt kinda off. You can find heavier mechs on easy missions that have like half armor or something.
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# ? Oct 21, 2019 22:10 |
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Dandywalken posted:Trying a Career out. Seeing a Kintaro and Orion on a one and a half skull mission felt kinda off. That's what's called hutting the jackpot if you opted for full salvage.
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# ? Oct 21, 2019 22:22 |
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I should probably do that more. I'm focusing on cash which is probably dumb, especially early.
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# ? Oct 21, 2019 22:26 |
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Dandywalken posted:I should probably do that more. I'm focusing on cash which is probably dumb, especially early. Always max salvage.
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# ? Oct 21, 2019 22:30 |
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Dandywalken posted:I should probably do that more. I'm focusing on cash which is probably dumb, especially early. Lots of people say do cash only while you start out, but I find it's pretty good to do a 50/50 split, otherwise you spend a ton of your money buying replacement parts and lose out on amassing mech parts.
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# ? Oct 21, 2019 22:37 |
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As long as you can survive a month you'll be able to do anything
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# ? Oct 21, 2019 22:39 |
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Im a few months in and just got a Wolverine. I was slacking I guess. Now I have two Blackjacks, a Wolverine, and Urbie.
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# ? Oct 21, 2019 22:52 |
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Occasionally headcapping a Stalker when you still only have your starting assortment of units is one of the things that strongly recommends this robutt game. It was MVP for a LONG time.
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# ? Oct 21, 2019 23:08 |
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Breetai posted:Occasionally headcapping a Stalker when you still only have your starting assortment of units is one of the things that strongly recommends this robutt game. May as well start over there lol, you won the game
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# ? Oct 21, 2019 23:46 |
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On the topic of salvage, there are a number of flashpoints and a few mission types that guarantee a chance to salvage an assault very early in the game. -Clash of the Titans (Generic contract at sub 3 skull difficulty): Three way battle: you versus two lances with an assault unit and three light units. I have had a demolisher spawn as the assault for one lance, but every other time, its been two assault mechs. Idea is to get the two lances to fight each other while you pick up the pieces. Keep an eye out for these every time you pass through a 2.5 skull and less planet in the early game. -Seigebreaker (Urban Warfare flashpoint in CC space near the FS border): First mission has a guaranteed encounter against a weakened Atlas. -One Man's Trash (Urban Warfare flashpoint in FS space near the top of the map): For the last mission, pick the option where you choose to fight the hostile mercs in the field using the fake loot as bait (i.e. not the mission where you take a light lance). This is a guaranteed encounter against a Banshee E and Stalker with light support (this is a Clash of the Titans type mission, the Stalker and Banshee will be fighting each other). -Flattened Earth (Flashpoint expansion flashpoint in CC space near the Arano border): First mission is an assassination mission with a guaranteed CP10-Z spawn. I seem to remember getting this mission and only getting a max of two priority salvage once. I'm not sure why. If this happens, its easy to beeline to the CP10-Z and ignore the support lance. Try to destroy as much of the mech to limit salvage options, and extract without killing the support lance to increase chances of getting all three parts. -Joint Venture (Flashpoint expansion flashpoint in unaffiliated space near the FWL/CC border): First mission, choose the mystery box option (i.e. fight what you don't have intel on). The first lance you fight will have a guaranteed AWS-8Q spawn. Taking this option also eliminates one of the reinforcement lances in the final mission.
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# ? Oct 22, 2019 00:39 |
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Sparq posted:It is. It's my favorite big mod. It adds depth and cool new mechs (many of which are featured in the Heavy Metal dlc) without going insane as Roguetech does. Total agreement here. I ended up quitting my run for unrelated reasons, but the additional opfor was great, and I hope they update it post-Heavy Metal. I'll miss seeing Whitworths and Valkyries.
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# ? Oct 22, 2019 04:33 |
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If I'm following the usual ML + SRM builds is there anything I can do to improve my ability to snipe out the legs of a mech I want 3 salvage from? Calling a precision shot from a 5ML++ mech does like 1/3 of the leg HP (in part because the hit chance is always like 18%), which means it takes a ton of rounds to accomplish, accumulating damage on my mechs and risking destroying the CT on the target mech.
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# ? Oct 22, 2019 07:57 |
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Fire from the side you are trying to leg. You get higher odds hitting the leg when there are less locations. You remove the 3 locations of other leg, other arm other torso
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# ? Oct 22, 2019 08:24 |
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Organ Fiend posted:
When I played that, before I could even react to the Atlas appearing my allied Urbie walked forward and casually one-shot it through the head.
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# ? Oct 22, 2019 09:21 |
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Whos got the funky skull face now bitch?!
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# ? Oct 22, 2019 09:37 |
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Sparq posted:It is. It's my favorite big mod. It adds depth and cool new mechs (many of which are featured in the Heavy Metal dlc) without going insane as Roguetech does. I'm still looking forward to Heavy Metal though because the animations and skins on the community modded mechs aren't as nice as the official ones.
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# ? Oct 22, 2019 10:20 |
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Week 78 and Ive now got a Wolverine, Griffin, Shadow Hawk, and Blackjack. Starting to see the appeal of SRM6's definitely. Autocannons are too loving heavy to justify though it seems outside of gimmick stuff. It eats into armor tonnage too much. Edit: vv Yeah AC20 does own Dandywalken fucked around with this message at 14:42 on Oct 22, 2019 |
# ? Oct 22, 2019 14:32 |
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Except for AC20s. AC20 is love, AC2 is life.
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# ? Oct 22, 2019 14:36 |
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Big gun instant kill headshots aren't ~efficient~ compared to endless ML/SRM spam, but they're fun as hell.
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# ? Oct 22, 2019 15:38 |
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sean10mm posted:Big gun instant kill headshots aren't ~efficient~ compared to endless ML/SRM spam, but they're fun as hell. An AC20 headshot will do lethal against a mech in cover, and if you have two of them and a Precision Shot Master that's around a 33% chance to kill anything outright. ML/SRM spam is for tearing off chunks, LRM spam is for sandpaper and stability damage, but in late game ballistic headshots will get you more kills than anything else.
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# ? Oct 22, 2019 16:12 |
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They're probably not optimal, but I like LL and AC5 for range flexibility.
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# ? Oct 22, 2019 16:42 |
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sean10mm posted:Big gun instant kill headshots aren't ~efficient~ compared to endless ML/SRM spam, but they're fun as hell. I like having one Heavy or Assault with JJs, AC20, and punch mods. Put a master tactician in it for better initiative (plus the command computer you get in that unique CP mech) and it's a death machine. There aren't too many mechs in the game that will withstand a called AC20 shot to the back torso. If using a Banshee (I forgot which variant is the right one to use for this) with punch mods in both arms, you can deal some ridiculous 240-250 in melee damage. So really, the AC20 is just there for closing in. TotalLossBrain fucked around with this message at 16:53 on Oct 22, 2019 |
# ? Oct 22, 2019 16:49 |
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OddObserver posted:They're probably not optimal, but I like LL and AC5 for range flexibility. It's pretty simple, but I got a PPCatapult in the midgame, designed it to do nothing but fire 4 LLs all day, and it turned into one of my best snipers and oddly most durable snipers, especially after I put some DHSs into it.
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# ? Oct 22, 2019 16:50 |
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OddObserver posted:They're probably not optimal, but I like LL and AC5 for range flexibility. LLs are so good compared to release since now you can pretty easily manage two LLs with just your base heat sinks, so you need at least three before you really need to worry about packing on extra heat management.
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# ? Oct 22, 2019 17:12 |
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Organ Fiend posted:-Seigebreaker (Urban Warfare flashpoint in CC space near the FS border): First mission has a guaranteed encounter against a weakened Atlas. The good news is I got the Atlas. The bad news is that I've never been able to figure out how to manage the attack/defend missions. Do I sprint to the enemy base? Destroy the first two lances, then sprint to the enemy base while ignoring the reinforcement waves?
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# ? Oct 22, 2019 17:48 |
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Do people still recommend to play a first run without any DLC? I keep procrastinating my first run and with the final DLC coming out I may as well ask about this again.
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# ? Oct 22, 2019 18:27 |
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TotalLossBrain posted:I like having one Heavy or Assault with JJs, AC20, and punch mods. Put a master tactician in it for better initiative (plus the command computer you get in that unique CP mech) and it's a death machine. There aren't too many mechs in the game that will withstand a called AC20 shot to the back torso. 3M. Always do your best to get the Hatchetman killed in the Flashpoint, because you can often salvage the hatchet for +70 damage. Slap that sucker in a Grasshopper or Banshee and it'll tear Heavies in half.
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# ? Oct 22, 2019 18:40 |
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I totally forgot they added new mission types in Urban Warfare; I've literally never seen them (the flashpoints didn't come up until the campaign is over). More for next month I guess!
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# ? Oct 22, 2019 18:51 |
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Attack/defend shows up in regular rotation before campaign end
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# ? Oct 22, 2019 19:23 |
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Norton the First posted:The good news is I got the Atlas. So A/D missions are inherently gamey and you have to exploit this fact to beat them. The gamey aspect is that the reinforcement waves will prioritize the buildings unless fired upon ... even if your guy is standing right next to them. The other, important thing to remember is that you can loose some buildings and still be ok. You need at least one mech with at least a tactics 6 (preferably tactics 9) pilot. It would be best to have two. It would be really nice if one of these was a ML boat jumper. You also want a LRM boat with multi target. The last mech should be something that fights at short range and can do stability damage (assuming your first two mechs are complete ML boats). I think I did it with an Orion, JM6-A LRM boat, a HBK-P, and some kind of jumpy medium. The way I go with this map is to take down the attacking and defending lances as quickly as possible, but allowing for the first wave of reinforcements to come. The attackers will run right past you, so you can kill them with precision strike backshots (this is where the tactics 6-9 pilots come in). Next roll over the defending lance. These guys won't run past you. This is where the jumper comes in. This is also where LRM boat mediated knockdowns become useful. The goal is to get the defending lance down to one or two crippled mechs or destroy it a few turns before the reinforcements come. At this point start sprinting/jumping your tactics 6-9 pilots to that central park area to intercept the reinforcements. If the defending lance is still too strong, just sprint one back. The LRM boat should stay near the middle so that it can hit the base and the reinforcements. The remaining mech goes to clean up the base. For the next stage of the battle, the goal for the mech (or mechs) attacking the base is to destroy the buildings before wave two arrives. The mechs (or mech) that sprinted back to intercept the reinforcements should wait for them to run by, and then take them down quickly with precision strikes to the rear CT. Do not bother with shots on the sides or front, unless the turrets rip off a torso or something, making a side kill more reliable. The LRM boat is there to help finish off buildings (multi target is important so that you can efficiently spread damage on weakened targets) or reinforcements as needed.
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# ? Oct 22, 2019 20:07 |
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# ? May 29, 2024 19:04 |
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CompeAnansi posted:If I'm following the usual ML + SRM builds is there anything I can do to improve my ability to snipe out the legs of a mech I want 3 salvage from? Calling a precision shot from a 5ML++ mech does like 1/3 of the leg HP (in part because the hit chance is always like 18%), which means it takes a ton of rounds to accomplish, accumulating damage on my mechs and risking destroying the CT on the target mech. Precision Strike the leg from the side with a Called Shot Master pilot for a 89.2% chance to hit. Conspiratiorist fucked around with this message at 20:39 on Oct 22, 2019 |
# ? Oct 22, 2019 20:30 |