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SpookyLizard
Feb 17, 2009
The trick to doing the star port mission and beating it in the time limit is to hole up at the top of the hill and just bombard enemies with lrms, and equip one mech to go and jump jet around the kinda long way. Once one unit has LOS to that thing it just takes a volley or two to blow it. It was close for me and it took a few tries, but the gimmick is to pincer the enemies between your units and the turrets. Bring the biggest lrms you can.

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SpookyLizard
Feb 17, 2009


Am I doing this right?

SpookyLizard
Feb 17, 2009
No its way more fun playing MechCollector and using my assaults to take home as many mechs as i can.

I had to whip up an edit to let me take all the salvage but it was worth it.

SpookyLizard
Feb 17, 2009
Outfit a grasshopper with nothing but lasers on night missions and host disco parties.

SpookyLizard
Feb 17, 2009


am i doing this right goons

SpookyLizard
Feb 17, 2009

Der Waffle Mous posted:

Gonna assume they're a big M*A*S*H fan.

I'm not creative enough to come up with my own names for my 'Mechs so I settle for references.

Ragingsheep posted:

I'm just saying that you could probably get rid of the two single heat sinks and up the LRM10 to a 15.

I don't think I have another LRM 15 with +stab damage.

awesmoe posted:

you're gonna be firing every turn once your sensor lock pilot gets in range, so....
and firing everything is usually good because it means you go from 0-100 stab in one big hit, no fucks given if they're guarded or not, so your next guy can knock em over with a stiff breeze

"sensor lock" pilot like I'm don't build every pilot as a lancer. My scout is frequently my Grasshopper, "Disco"

That LRM20 with +2 stab damage is loving ludicrous, pretty much unsteadies everyone except elite pilots. Then they get plopped with a PPC and take a seat. With that load out I can usually knockdown at least two 'mechs a turn, depending.

It's Glitch's 'mech btw.

I basically run one close range brawler (My King Crab), one dedicated LRM platform (in this game, basically Centurion > kintaro > battlemaster > stalker, i'm grossly dissapointed that the catapult C2 only has TWO missile hardpoints), a direct fire sniper (highlander, awesome, something like that) and then a wildcard unit based on what I feel like trying out or what I think the mission needs. Melee brawler/scout, another LRM platform, another brawler/tank, etc.

SpookyLizard
Feb 17, 2009
In my first run of the game one of my pilots had both pilot skills and bulwark, and it kinda worked?

Honestly i'd rather move my mech and just spend the morale on vigilance.

SpookyLizard
Feb 17, 2009

Ravenfood posted:

I really want another Gauss Rifle to appear somehow. I know it won't, but I'm having visions of a dual-Gauss King Crab just murdering everything. Speaking of, Crabs: 2 AC-20s, JJs, and...? I really don't know what to add to that loadout though I want to.

I'm using a Stalker LRMboat, the SLDF Highlander that I just switched to 2 LRM-20s and the Gauss that I might switch back to a more midrange/bracket set-up, and currently a scout Grasshopper that switches between 3 loadouts because they keep getting blown up, but I'm looking for suggestions on another mech as well.

There's a mod out there that adds SLDF stuff to the shops. 'Mechs too.

And thank you, that's a great idea. it's time stop playing Citizen Snips with AC/20s.

SpookyLizard
Feb 17, 2009

Ravenfood posted:

All of my missiles have 95% accuracy at pretty much all times, tbh. There's a +missile accuracy TTS that weighs maybe 2 tons and gives +2 to accuracy. You'll never, ever miss.

e
Where could I find one? I have no idea how to mod this game.

https://www.reddit.com/r/BattleTechMods/comments/8frbbn/mod_releaselostech_in_shops/

Gotcha.

SpookyLizard
Feb 17, 2009
I don't mind the end game monster brawls, but the really disappointing bits is getting the mechs I want. I've destroyed, rebuilt, and stored I don't know how many battlemasters, awesome, stalkers, banshees, or highlanders, but I want another king crab or an atlas, or, preferably, four of each. And a couple spare grasshoppers for maximum DISCO.

SpookyLizard
Feb 17, 2009
Has someone found a way to directly give yourself stuff yet? King Crab hunting is not a fun endeavour.

SpookyLizard
Feb 17, 2009
What they should have had for the random missions wee little mini campaigns, chains of missions that you're meant to do shortly after one another, where you complete a simple story.

Just a short series of missions:

Battle
Capture base
Escort convoy
Assassinate

Becomes helping a little noble protect his planet from usurpers, rescuing the heir to the throne, protecting the heir during his return to the capital, and killing the usurper. Fairly standard battletech flair, but you just some of the text pop ups to have half of a story on it. Maybe have some options to switch sides or that kind of thing, not unlike how it worked mech warrior 4

SpookyLizard
Feb 17, 2009
Getting it play well on a modern system may have it's issues, but yes, you should.

SpookyLizard
Feb 17, 2009
I'm experiencing a weird bug where I can't open the mechlab/mech bays. The UI just doesn't show. Anybody else have anything like this happen?

SpookyLizard
Feb 17, 2009
I definitely don't want a more complex salvage system, but I kinda feel that a more complex salvage system would help. Like non destroyed mechs having a chance to drop intact components, and needing those intact bits to build an intact mech, or having an intact RL for your shadowhawk lets you consume to repair the destroyed RL of your shadowhawk. And then destroyed bits giving you generic salvage you'd consume to repair mechs, and you'd use enmasse to rebuild your salvage'd mechs. Which I think is probably more on the complicated side (and I have no idea how it sits on the lore side), but it does seem silly to me that I can blow off both arms, destroy both side torsos, remove a leg, and nearly destroy the CT, but I get a fully intact 'Mech at 0 cost or time after the mission.

From a purely gameplay sense I'm fine with it, ripping a mech to shreds without destroying the CT can be crazy difficult, and I have no problem with adequate compensation for it, although it does feel silly at times, when I leave a 'Mech in pieces across the battlefield and Yang has it rebuilt on the way up in the Leopard.

SpookyLizard
Feb 17, 2009
yeah, on some missions where they intend for one or two mechs to be the actual challenge, they'll disabled called headshots to increase the challenge. It happens on some assassinate missions, or the "trigger the ambush" battles, and I know it's true with Grim Sybill.

It doesn't protect that 'Mech from headshots, it just means you can't called shot them in the head. I've still wrecked what's her face's Catapult K2 with srm's dealing pilot damage.

SpookyLizard
Feb 17, 2009
That's not nearly as fun as having a squad of king crabs naming them all Citizen Snips or the CLAMPS.

SpookyLizard
Feb 17, 2009

RBA Starblade posted:

But you can call it Fatlas

but fatlas cant give people the CLAAAAAMPS

SpookyLizard
Feb 17, 2009

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.

SpookyLizard
Feb 17, 2009
stacking stability damage hilarious makes what should be the most difficult mechs (ie, assaults) the easiest, since they have the armor to tank repeated LRM20++ volleys.

it's kinda hilarious.

SpookyLizard
Feb 17, 2009
I backed this game and tbh i back a sequel or big paradox style dlc that gave me a campaign to be a merc and run around the whole IS being an independant merc during The whole 4th succession war.

SpookyLizard
Feb 17, 2009
so i put four inferno srms on a mech and the ability to just turn a mech off is hilarious and way funnier than turning off three mechs in the middle of combat. they dont do poo poo for damage and they dont have a ton of longeviety but they are hilariously good at crowd control. if i could lay hands on more of them id build a gimmick lance of nothinf but them

SpookyLizard
Feb 17, 2009

Groetgaffel posted:

The ultimate lance is four King Crabs, each carrying a pair of UAC20s.
Anyone trying to make me feel differently can go suck it.

okay but what about the LBX-20s

SpookyLizard
Feb 17, 2009

Dramicus posted:

It's really easy to stay good with pirates, just do missions for them in the independent periphery. You can't gain or lose rep with local governments, so feel free to poo poo on them all day long. There's almost no reason to do contracts for local governments and every reason to work against them.

It would be cool if they would eventually get occupied if you poo poo on them too much. That would lead to real mercenary problems where if you favor one side too heavily, they win and you now lose your punching bag.

The problem with being good at your job and doing short term contracts means you quickly find yourself out of work.

SpookyLizard
Feb 17, 2009
Pretty much all battletech lore is robot fights and reasons why people have robot fights and don't just nuke each other in space but still make giant robots and theres nothing wrong with that

SpookyLizard
Feb 17, 2009

Lawman 0 posted:

Dunno it really seems that they thought giant robot fights were cooler than WMD warfare and general civilizational collapse

i didn't say it was a bad thing

SpookyLizard
Feb 17, 2009

RBA Starblade posted:

Of course, the answer is secretly always "there's no reason to put a tank on legs except its kickin rad" and you just ignore it.

ftfy

SpookyLizard
Feb 17, 2009
STAB LRMs are still fun, but just strapping as many inferno SRMs as your squad can carry and keeping the OpFor constantly melting is great fun.

SpookyLizard
Feb 17, 2009

Eej posted:

Zakus are the space nazis

Zakus are the robots, the Principality of Zeon were the space nazis, who dropped a colony on Sydney, and did nothing wrong.

SpookyLizard
Feb 17, 2009
Sometimes steam is jackass with verifying OR youve got some left over mod files being a jackass, so I recommend deleting those contracts, removing the mods, then verifying, testing that, then reinstalling the mod stuff. IDK if its just a placebo effect, but actualy deleting stuff from the directory seems like it will make steam kick itself into dling its job properly.

SpookyLizard
Feb 17, 2009
"Oh look it's an Urbanmech--- HE'S GOT A GUN."

SpookyLizard
Feb 17, 2009
The best Centurian build is Yen Lo Wang, AC/20, MLas×2, and a fuckload of armor.

also dont put ammo in the legs its weird.

SpookyLizard
Feb 17, 2009

Klyith posted:

Ammo in legs is a good idea not for damage reasons but because your guns are in the torsos and arms so getting those blown off from a crit is bad. And because legs are the least likely location for hits after the head in the first place. If the max armor button is the first thing you do on any custom mech, the legs will rarely take structural damage cause they're seriously overarmored.


I dislike doing this too and don't put ammo in legs unless I have ammo in other places first. It's just so cheesy.

But it's a purely aesthetic / lore reasons.
Max armor usually leaves my legs with less armor than other sections

legs get jumpjets, heat sinks, and actuators

ill put ammo in my legs when i have guns that need it i can fire during a dfa

SpookyLizard
Feb 17, 2009
the marauder is a beautiful death machine, i have mine fitted with 3 UAC/5++ and some mlas.

its designated the UMAD-3R and i love it

SpookyLizard
Feb 17, 2009
my favorite annhilator is 2x LBX/10 and 3x LBX/2 plus 2x ER MLas for spice, it just sprays bullets all over the place and its mever not fun. Its up there woth my 6X snub ppc atlas, the sawn off 'las, aka, kill something every alpha strike. its stuffed woth exchangers and double heat sinks. it only builds heat on certain biomes

is there a list of mechs for the career goals btw?

SpookyLizard
Feb 17, 2009
When some weapons stop being outright murdersticks down the road, they can still be highly effective critseekers. you just have to remember to let some of the scary poo poo go first and lunch a hole or two in the enemy mech first. The K2 id a mech that i will always let hold a special place in my heart and roster. i just built one woth LBXs and snubbies, gonna see how it does.

SpookyLizard
Feb 17, 2009
Thats really the one thing I would love to have, although gicen the fragility of tanks and general incompetence of friendly AI, I dont know how well id enjoy it, but getting to play with more aspects lf mech combat besides four battlemechs would be dope.

SpookyLizard
Feb 17, 2009
the grasshopper should be nothing but lasers, heatsinks, and jumpjets, and function both as a highly agile cavalry unit AND a mobile light show

SpookyLizard
Feb 17, 2009

Klyith posted:

My grasshopper has large, medium pulse, medium, small pulse, and small lasers, and it is named Pink Floyd.

Mine is the Disco Bug, a reference to an old MW4 design of a madcat I had called the Disco Kitty. My UAC/20 King Crab is named Citizen Snips. I named my STALKER Get Out Of Here, and my Annhilator is named Ashley Williams. And since I found a bullshark or three on the blackmarket, i loaded one down with LBXs and Inferno SRMs and its called the Shake and Bake. I dont havr enough COIL weapons for its partner mech, and I just realised i should name my Raven the Magic Man.

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SpookyLizard
Feb 17, 2009
Upgrade your 'Mech bay asap and maintain a roster of 'mechs so you can take losses and still operate. you can have six 'mechs from the get go so you should have one lance and two back up 'mechs. Once i get the first upgrade I'll usually maintain two lances; one of heavy hitters to take the biggest contracts, and then one lighter lance, for specific types of contracts or ones with tonnahe restrictions.Then I'll have four spare 'Mechs to field as replacements or alternates. After the third upgrade I'll keep my lances, and use the extra space to store experimental builds, more alternates, and more replacements. Like my Grasshopper doesnt really have a home lance; he can slide into my Assault lance if it needs mobility or he can go into the speed lance if it needs a heavier punch.

Also dont ever just run the clock to do repairs unless its like just one day. if youre doing fullblown refits you should always do them on the move. Prioritize your repairs too, you can rearrange them all so you can have your lance functional again and save the heavy refit for later.

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