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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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# ¿ Apr 28, 2018 08:43 |
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# ¿ May 14, 2024 04:55 |
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Am I doing this right?
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# ¿ Apr 30, 2018 08:27 |
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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.
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# ¿ May 1, 2018 17:53 |
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Outfit a grasshopper with nothing but lasers on night missions and host disco parties.
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# ¿ May 5, 2018 22:53 |
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am i doing this right goons
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# ¿ May 7, 2018 08:55 |
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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.... "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.
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# ¿ May 7, 2018 19:44 |
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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.
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# ¿ May 7, 2018 19:48 |
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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. 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.
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# ¿ May 8, 2018 01:36 |
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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. https://www.reddit.com/r/BattleTechMods/comments/8frbbn/mod_releaselostech_in_shops/ Gotcha.
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# ¿ May 8, 2018 01:45 |
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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.
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# ¿ May 10, 2018 06:22 |
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Has someone found a way to directly give yourself stuff yet? King Crab hunting is not a fun endeavour.
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# ¿ May 14, 2018 15:07 |
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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
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# ¿ May 16, 2018 00:27 |
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Getting it play well on a modern system may have it's issues, but yes, you should.
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# ¿ May 16, 2018 02:25 |
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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?
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# ¿ May 23, 2018 01:34 |
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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.
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# ¿ May 28, 2018 05:28 |
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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.
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# ¿ May 31, 2018 16:33 |
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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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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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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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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.
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# ¿ Jun 12, 2018 06:32 |
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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.
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# ¿ Jul 7, 2018 19:23 |
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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
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# ¿ Dec 2, 2019 10:21 |
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Groetgaffel posted:The ultimate lance is four King Crabs, each carrying a pair of UAC20s. okay but what about the LBX-20s
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# ¿ Dec 3, 2019 17:00 |
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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. The problem with being good at your job and doing short term contracts means you quickly find yourself out of work.
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# ¿ Dec 3, 2019 23:34 |
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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
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# ¿ Dec 6, 2019 04:42 |
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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
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# ¿ Dec 7, 2019 06:57 |
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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
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# ¿ Dec 8, 2019 01:57 |
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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.
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# ¿ Dec 28, 2019 05:52 |
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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.
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# ¿ Dec 30, 2019 14:47 |
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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.
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# ¿ Jan 2, 2020 22:12 |
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"Oh look it's an Urbanmech--- HE'S GOT A GUN."
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# ¿ Jan 3, 2020 05:30 |
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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.
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# ¿ Jan 5, 2020 10:16 |
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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. 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
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# ¿ Jan 5, 2020 19:35 |
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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
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# ¿ Jan 6, 2020 01:24 |
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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?
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# ¿ Jan 6, 2020 09:31 |
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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.
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# ¿ Jan 6, 2020 18:01 |
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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.
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# ¿ Jan 7, 2020 05:53 |
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the grasshopper should be nothing but lasers, heatsinks, and jumpjets, and function both as a highly agile cavalry unit AND a mobile light show
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# ¿ Jan 7, 2020 14:45 |
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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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# ¿ Jan 8, 2020 08:24 |
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# ¿ May 14, 2024 04:55 |
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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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# ¿ Jan 8, 2020 18:41 |