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RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

PhotoKirk posted:

OK, I guess I'll keep playing and watch more more to spawn. I encountered the Bounty Hunter and proceeded to stomp his crew into the dirt. Dual UAC/20++ make short work of most targets in one salvo.

Yeah, that's not the end of that campaign, there's a few to go on it still

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Pornographic Memory
Dec 17, 2008

PhotoKirk posted:

OK, I guess I'll keep playing and watch more more to spawn. I encountered the Bounty Hunter and proceeded to stomp his crew into the dirt. Dual UAC/20++ make short work of most targets in one salvo.

The final battle is a three way between you and two pimped out boss lances and it's absolutely one of the hardest possible battles in the game. It's also ridiculously awesome and I wish there were more battles like it.

The Rat
Aug 29, 2004

You will find no one to help you here. Beth DuClare has been dissected and placed in cryonic storage.

Pornographic Memory posted:

The final battle is a three way between you and two pimped out boss lances and it's absolutely one of the hardest possible battles in the game. It's also ridiculously awesome and I wish there were more battles like it.

For real, I loved it. I was hanging back and letting them fight at first, but then a track from Fury Road came on Winamp my lance went all WITNESS ME and charged in.

Was maybe not the most efficient move, but it was memorable.

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day
If you want to go dick deep in armor distribution optimization, the parts that you should always max out are:

1) the head
2) side torsos (if they've got equipment)
3) arms (if they've got equipment)

The CT has 20% more top armor capacity than the side torsos, but only a 14.45% greater chance of getting hit, so you could drop armor correspondingly (so CT = ST +15%) and not meaningfully impact your disengage threshold - that is, when you start taking structure, you should pull the mech back because completing contracts isn't worth losing rare equipment/mechs.

As for the legs, they've got a very reduced hit chance compared to the torsos so, in theory, if you only ever took fire from the front you could reduce them to 57% of ST armor and similarly not considerably impact your survivability, but they happen to be equal chance to hit from the side as arms/st, so dropping them low like that is unwise. 80% of the side torso value is a good compromise, and leaves them a decent spot to store ammo in.

VS the AI anything more than 45 rear armor is excessive (30 prevents an automatic mlas crit roll, 45 an automatic LL crit roll), and you don't need any at all on empty torsos. The AI has reduced critical hit chances and very few stock fits carry the firepower to core or lollipop a mech with fresh structure from the back, so the efficient answer to rear shots is to carry the just amount to deal with one accident or unforeseen complication (sudden active reinforcements).

The situation changes somewhat for light mechs since they're so flimsy they want to max out armor on all their front core components if possible, and leave the rear naked if that's what it takes.

And in multiplayer you want maxed CT and legs, as well as more back armor on brawlers, because there's no disengage threshold - you'll do DFAs with your crippled mechs if that's what it takes.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Pornographic Memory posted:

The final battle is a three way between you and two pimped out boss lances and it's absolutely one of the hardest possible battles in the game. It's also ridiculously awesome and I wish there were more battles like it.

It was super satisfying having the 4 LBX10 Annihilator fight my 2 AC10/2 UAC10 Annihilator. It shot off my armor. I shot off its head :smug:

TotalLossBrain
Oct 20, 2010

Hier graben!

Rorahusky posted:

I still prefer the UAC5 Murderboat. All the dakka.

I am currently running an ANH with 3xUAC2++, 1xUAC5++, 1xGauss++ plus some energy weapons.
It sounds pretty mean.

Sky Shadowing
Feb 13, 2012

At least we're not the Thalmor (yet)
The final fight of the Heavy Metal campaign is the only mission in the game I muted and put on my own boss music for. Because Ace Combat music fits BattleTech like a glove in my experience.

Klyith
Aug 3, 2007

GBS Pledge Week

Sky Shadowing posted:

The final fight of the Heavy Metal campaign is the only mission in the game I muted and put on my own boss music for. Because Ace Combat music fits BattleTech like a glove in my experience.

I wish the soundtrack was a thing we could mod, because while the music in the game is excellent there just isn't enough of it.

Arghy
Nov 15, 2012

The most important reason for having max armor is not having every mech in repair and you're forgetting that fresh good back armor is amazing for absorbing LRM spam. I'll remove some armor if it's to squeeze some more dakka on but most of the time i usually can't fit that much more so maxing armor is very important. I also usually end up with most 3 skull missions being 3 mechs in structure missing a few pieces so dear god removing armor would basically be me losing entire mechs every mission for the benefit of maybe a few more medium lasers or something haha.

I always try to stick to my old MW2:M logic of AC/laser/missiles and if i'm forced to run an all energy boat i usually go with LL's so i can poke from range then cool off. I ran into that hilarious hunchback build of like 8 ML's which was insane because that fucker fired even when getting flamered.

Also i've seen a few of the other skills but multi target + bulwark + coolant seem like no brainers, what makes the other skills worth it?

Arghy fucked around with this message at 02:42 on Mar 19, 2020

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Killing enemy mechs in fewer turns reduces the amount of damage you take.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

If you’re routinely having mechs on 3 skull missions loosing pieces you’ve got some other issue. What are your builds?

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Probably his big issue is using multi-target, unless you have a terrible bracket build (and/or are using terrible stock mech builds) it's pretty worthless outside of drawing aggro in defense missions. Even then you only need one mech to draw aggro, so the only pilots that I give multi-shot to are the ones that are going to end up with Breaching Shot.

Coolant Vent + the extra evasion pip from piloting should be your go-to tanky brawler build. You can also have some specific Breaching Shot + Bulwark and Master Tactician + Bulwark builds.

Horace Kinch
Aug 15, 2007

I always max frontal armor (-legs, which stay around 80%) because sometimes the AI simply decides to dogpile one mech and eating that extra MLas can be the difference between newly exposed structure and losing something important to an unlucky crit.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

Jabor posted:

Probably his big issue is using multi-target, unless you have a terrible bracket build (and/or are using terrible stock mech builds) it's pretty worthless outside of drawing aggro in defense missions. Even then you only need one mech to draw aggro, so the only pilots that I give multi-shot to are the ones that are going to end up with Breaching Shot.

Coolant Vent + the extra evasion pip from piloting should be your go-to tanky brawler build. You can also have some specific Breaching Shot + Bulwark and Master Tactician + Bulwark builds.

Multi-shot is worth having on a mech or two, but as you said mostly for drawing aggro. It's invaluable in those situations, though. It's also good when you know you can kill a target quickly (lightly armored vehicles like SRM carriers or an almost dead mech) and want to spread your damage across a secondary target as well.

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

Arghy posted:

The most important reason for having max armor is not having every mech in repair and you're forgetting that fresh good back armor is amazing for absorbing LRM spam. I'll remove some armor if it's to squeeze some more dakka on but most of the time i usually can't fit that much more so maxing armor is very important. I also usually end up with most 3 skull missions being 3 mechs in structure missing a few pieces so dear god removing armor would basically be me losing entire mechs every mission for the benefit of maybe a few more medium lasers or something haha.

I always try to stick to my old MW2:M logic of AC/laser/missiles and if i'm forced to run an all energy boat i usually go with LL's so i can poke from range then cool off. I ran into that hilarious hunchback build of like 8 ML's which was insane because that fucker fired even when getting flamered.

Also i've seen a few of the other skills but multi target + bulwark + coolant seem like no brainers, what makes the other skills worth it?

Echoing Jabbo and Cyrano a bit here, but you're using max armor to try and mitigate problems you shouldn't be having in the first place.

Like, *my playstyle* for the most part involves very aggressive short-ranged builds facing Hard difficulty opfors, with the underweight warning on because I take the higher difficulty contracts I have the rep available for, and I don't like dead time so I try to compete all contracts on a planet in the same day without pausing to repair.

And the armor strategy I detailed works, probably because my builds kill things much faster than yours do, and killing things faster equals less return fire.

As for skill combos:

Conspiratiorist posted:

The good pilot skill combos:
Guts 2 / Pilot 1 (general use/brawling)
Guts 1 / Gunnery 2 (AC20 mediums and LRM builds only)
Guts 1 / Tactics 2 (initiative plays)

Sure-Footing is just always good: stability damage reduction combined with an additional evasion pip. Out of the 3 possible skills you can pair with Coolant Vent, it's the winner.
Breaching Shot is extremely potent on mechs that field single/double high damage weapons, as damage reduction through cover and bulwark are ubiquitous.
Master Tactician is useful for certain tactics, like having heavier mechs go ahead of the opfor to set up knockdowns, give safety to cqc mechs like the Grasshopper, or keep your battle line on the same initiative step when you're fielding mixed weight lances.

Arghy
Nov 15, 2012

Haha how do you draw aggro when the AI seemingly targets the weakest mech and focuses it down? I've tried having gunboats slowly advancing in the back but the AI sees them and they get killed super fast.

I don't remember each build because of all the variants having different weapon slots but my centurions that have worked so far are: 1 x AC5, 1 x LRM10 2x ML, 1-2 SL or flamers, 1 ton of ammo for each weapon.

They run a little hot and are slow but the disposable arm is amazing for drawing aggro and the AC5 is amazing at almost all ranges for a 50 ton mech.

I'm running a jager with 2x AC5, 2x SRM4, 2x MG that's great so far especially with a high rank gunner.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Well, that explains a lot.

Cease to Hope
Dec 12, 2011

Arghy posted:

Haha how do you draw aggro when the AI seemingly targets the weakest mech and focuses it down?

"Drawing aggro" in this case is getting enemies to attack your mechs instead of mission objectives you have to defend. You can't get enemies to choose a different mech of yours to shoot at with anything but LOS management.

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

Arghy posted:

Haha how do you draw aggro when the AI seemingly targets the weakest mech and focuses it down? I've tried having gunboats slowly advancing in the back but the AI sees them and they get killed super fast.

I don't remember each build because of all the variants having different weapon slots but my centurions that have worked so far are: 1 x AC5, 1 x LRM10 2x ML, 1-2 SL or flamers, 1 ton of ammo for each weapon.

They run a little hot and are slow but the disposable arm is amazing for drawing aggro and the AC5 is amazing at almost all ranges for a 50 ton mech.

I'm running a jager with 2x AC5, 2x SRM4, 2x MG that's great so far especially with a high rank gunner.

Drawing aggro in this case means in Escort/Defense missions where, upon being pinged by any fire, an opfor mech will cease targeting the mission objectives for the following three turns or so and engage your lance instead.

Also the CN9-A is amazing but its true worth comes from the triple SRM + double mlas fit (w/ 4 JJs and 6 heatsinks). The stock CN9-A is junk.

AC5 and LL are actually on the wrong side of mediocre as far as weapons go - not bad, but not good by any means.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

Arghy posted:

Haha how do you draw aggro when the AI seemingly targets the weakest mech and focuses it down? I've tried having gunboats slowly advancing in the back but the AI sees them and they get killed super fast.

I don't remember each build because of all the variants having different weapon slots but my centurions that have worked so far are: 1 x AC5, 1 x LRM10 2x ML, 1-2 SL or flamers, 1 ton of ammo for each weapon.


That build is kind of a tire fire.

Put in an ac10 or 20 and as many SRMs as you can fit plus maybe a couple ML if you have room.

Horace Kinch
Aug 15, 2007

I lucked into a CN9-AL and crammed a Snubby in there. Used the remaining tonnage for SRMs and now it's a walking shotgun.

Klyith
Aug 3, 2007

GBS Pledge Week

Arghy posted:

Haha how do you draw aggro when the AI seemingly targets the weakest mech and focuses it down?

Since other people have handled the bad builds, I'll explain drawing aggro. AI tends to shoot back at mechs that shot them. It's not totally stupid about it, they won't target an LRM boat halfway across the map. But between 2 targets that it has valid shots against, it'll pick the guy that shot it if the other didn't. This also automatically stops them from shooting an escort vehicle or building in missions where you have to protect things.

If you have a guy with multitarget they can tank for your team a bit, if they're got armor and preferably evasion as well. In the other direction, if you have a mech that's damaged you shouldn't use multitarget or shoot at a nasty enemy if you will take return fire.


So your multitarget strategy is pretty much the worst possible. You're spreading damage across a bunch of mechs instead of focusing them down quickly one by one. And you're shooting lots of mechs with each of your guys, making it more likely that they sync up and focus you down.

Lazyhound
Mar 1, 2004

A squid eating dough in a polyethylene bag is fast and bulbous—got me?
Just got the spoilermech, that thumper is so good vs. lights and vehicles.

McGavin
Sep 18, 2012


Since nobody really clearly explained why your builds are bad yet, the thing that is wrong with your builds is that you're combining weapons with different engagement ranges. You want to load your mechs with a bunch of weapons that all have the same range and then engage at that range. In the early game you can't really go wrong with all SRM and ML builds, because they're the most efficient weapons in terms of damage and all have the same range.

Assessor of Maat
Nov 20, 2019

Arghy posted:

Haha how do you draw aggro when the AI seemingly targets the weakest mech and focuses it down? I've tried having gunboats slowly advancing in the back but the AI sees them and they get killed super fast.

I don't remember each build because of all the variants having different weapon slots but my centurions that have worked so far are: 1 x AC5, 1 x LRM10 2x ML, 1-2 SL or flamers, 1 ton of ammo for each weapon.

They run a little hot and are slow but the disposable arm is amazing for drawing aggro and the AC5 is amazing at almost all ranges for a 50 ton mech.

I'm running a jager with 2x AC5, 2x SRM4, 2x MG that's great so far especially with a high rank gunner.

Yeah, nah. Those are bad builds, Centurions are for LRMs and very little else, JagerMechs just suck. Here's what I'm using halfway through a career run:









These aren't super optimised (and I haven't bothered to refit the highlander for a while), but you can see how they're built with a particular weapon and range in mind? That's always what you want. Only big exception is snub PPCs, because they're the best weapon in the game and go on anything.

Arghy
Nov 15, 2012

I'm only doing the campaign so i'm very limited in the options i have in terms of weapons but i've tried the opposite end of picking shooty as hell mechs that will die from certain angles and they never seem to work. This is my 3rd campaign attempt so i haven't really messed around too late game yet.

The entire concept of overlapping weapon ranges is you can engage the same target with multiple mechs without having to worry about losing a mech and losing that range option. I got multi target on every pilot because of that so i can pour multiple mechs worth of weapons fire into targets at all ranges.

Lazyhound
Mar 1, 2004

A squid eating dough in a polyethylene bag is fast and bulbous—got me?

Do VTKs/ECM suites drop like normal parts now or did you mod those in?

Assessor of Maat
Nov 20, 2019

Lazyhound posted:

Do VTKs/ECM suites drop like normal parts now or did you mod those in?

the CT destruction glitch for getting VTK (though I save edited a stack into my inventory this time, since it's tedious to do), the modules replicating one half of the raven's functions turn up in stores rarely, like mortars

e: imo, they should have let you scrap mechs for their special parts. that's something i'd want from game 2 if/when it happens

Assessor of Maat fucked around with this message at 07:31 on Mar 19, 2020

Horace Kinch
Aug 15, 2007

Arghy posted:

I'm only doing the campaign so i'm very limited in the options i have in terms of weapons but i've tried the opposite end of picking shooty as hell mechs that will die from certain angles and they never seem to work. This is my 3rd campaign attempt so i haven't really messed around too late game yet.

The entire concept of overlapping weapon ranges is you can engage the same target with multiple mechs without having to worry about losing a mech and losing that range option. I got multi target on every pilot because of that so i can pour multiple mechs worth of weapons fire into targets at all ranges.

Put Bulwark on all of your pilots if you haven't already.

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

Assessor of Maat posted:

Centurions are for LRMs and very little else



Say that to this guy's face.

Arghy posted:

I'm only doing the campaign so i'm very limited in the options i have in terms of weapons but i've tried the opposite end of picking shooty as hell mechs that will die from certain angles and they never seem to work. This is my 3rd campaign attempt so i haven't really messed around too late game yet.

The entire concept of overlapping weapon ranges is you can engage the same target with multiple mechs without having to worry about losing a mech and losing that range option. I got multi target on every pilot because of that so i can pour multiple mechs worth of weapons fire into targets at all ranges.

Losing "that range option", come again?

Also you shouldn't be losing mechs at all.

Conspiratiorist fucked around with this message at 07:57 on Mar 19, 2020

Assessor of Maat
Nov 20, 2019

Conspiratiorist posted:



Say that to this guy's face.

that's a weird Trebuchet you've got there... it'd go see a vet about it. looks deformed

that or get a Kintaro, way less inbreeding problems with those

Arghy posted:

I'm only doing the campaign so i'm very limited in the options i have in terms of weapons but i've tried the opposite end of picking shooty as hell mechs that will die from certain angles and they never seem to work. This is my 3rd campaign attempt so i haven't really messed around too late game yet.

The entire concept of overlapping weapon ranges is you can engage the same target with multiple mechs without having to worry about losing a mech and losing that range option. I got multi target on every pilot because of that so i can pour multiple mechs worth of weapons fire into targets at all ranges.

... and doing that is entirely unnecessary and making your mechs worse; you've overthought yourself into needing those three attempts. It's a nice enough concept but the game just doesn't work like that. If you're building your mechs right you will kill things before they can kill you.

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

Assessor of Maat posted:

that's a weird Trebuchet you've got there... it'd go see a vet about it. looks deformed

that or get a Kintaro, way less inbreeding problems with those

They have less available tonnage.

Outside of lostech, only the GRF-1N approaches the CN9-A as far as mediums go in terms of firepower and overall robustness.

Assessor of Maat
Nov 20, 2019

Conspiratiorist posted:

They have less available tonnage.

Outside of lostech, only the GRF-1N approaches the CN9-A as far as mediums go in terms of firepower and overall robustness.

I was being jokey but I do think the extra movement does edge out the tonnage for an SRM brawler, even if they will be doing less damage by raw numbers. they'd also have space for a +hit defense gyro which is nice on low armour bullshit like that

Demtor
Apr 23, 2008

"...you won't be able to walk, if you're always worried about crushing the ants beneath you..."
Does anyone have a good suggested build for a Warhammer (WHM-6R)? I just picked one up and the possible use of a ballistic is confusing me.

Cease to Hope
Dec 12, 2011

Arghy posted:

The entire concept of overlapping weapon ranges is you can engage the same target with multiple mechs without having to worry about losing a mech and losing that range option. I got multi target on every pilot because of that so i can pour multiple mechs worth of weapons fire into targets at all ranges.

It's easier and more efficient to pick a range and stick to it. Honestly, it's better for your entire Lance to pick a range and stick to it, although that's less necessary.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

Demtor posted:

Does anyone have a good suggested build for a Warhammer (WHM-6R)? I just picked one up and the possible use of a ballistic is confusing me.

Ignore it. The module only impacts energy weapons. Go with some big energy weapons (LL ideally, snub PPCs also work) and then some small energy weapons (MLs) and fill the rest of the space with armor and heat sinks.

Blinks77
Feb 15, 2012

Builds aren't difficult but yes, you can get caught in traps now and then.
I basically just follow a process though.

step 1: Jump Jets. As many as i can stick on. Mobility + Damage mitigation. Weight well spent. Though something like the spider with 8 is overkill.. but the spider is crap anyway.
Step 2: Armour. Maxed out on the front, enough to take a medium laser shot on the back.
Step 3: Weapons, pick a range band. You're picking short. Terrain, LoS and AI all make sure of this. Disco never died and Macross is love. So stick on as many ML's and SRM's as you can.
Step 4: Heat. Can your mech fire 3 times before it's running into serious heat woes? Good enough.

For step four the choice then is to either reduce armour (flanking mechs), Weapons (brawlers) or simply get good at rotating mechs back so they can spend a turn or two cooling down. Mostly though heating issues are sorted out by everything being dead.

Usually i'll have one fire support mech for dealing with turrets, sand blasting anything i don't like and/or making sure something dies right now.

Step 1:Jump jets. 1, maybe 2. It doesn't need to move much and shouldn't be getting shot at anyway but 0 means your at the mercy of the terrain and that's just not a good idea.
Step 2: Armour. I've on occasion stripped them down to 0. Enough to take a ML shot to a weapon section is enough.
Step 3: Weapons. Gauss Rifles, PPC's and/Or AC/5's for direct fire support. Not LL's, they're too short range. The others let the mech hide in the fog. LRM's are usually the standard. Bring enough ammo for 15 turns of firing whatever it is cause this thing should be unleashing each turn every turn once you make contact.
step 4: Heat. It's going to be firing near enough every turn you've got a target. Given that armour and JJ's are already stripped to the bone. Here is where you need to find a medium between weaponry and sinks. Usually the first mech i start loading up on DHSs

Tactics are simple enough. Advance forward. Use JJ's and Terrain to close while mitigating damage. Any 2 mechs should be enough to destroy anything they reasonably run into in one turn. More often than not one mech can do it with a second simply providing buffer. Fire support mech takes out any awkward targets. Any mechs getting into serious heat woes take a turn to cool off.

Blinks77 fucked around with this message at 17:21 on Mar 19, 2020

Arghy
Nov 15, 2012

I've had my fully armored mechs go into structure during a single enemies turn phase. I don't see how you wouldn't spend every mission repairing mechs afterwards if you skimped out on armor.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

Positioning. Use cover and prioritize getting bulkwark on your pilots. It’s not possible to avoid all internal damage but it will minimize it.

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Horace Kinch
Aug 15, 2007

Arghy posted:

I've had my fully armored mechs go into structure during a single enemies turn phase. I don't see how you wouldn't spend every mission repairing mechs afterwards if you skimped out on armor.

Put jumpjets on *everything* and reposition somewhere that provides any kind of cover (if there's none nearby, go for water or a road), you'll get a full sprint's worth of evasion and still be able to return fire.

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