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Made in us
Last Remaining Whole C'Tan






Pleasant Valley, Iowa

Stability damage is definitely where it's at. Since I have 2 mechs with about 30ish lurms apiece, I'm scoring pretty constant and fast knockdowns.

Also I know this is super obvious but I'm gonna say it anyway; I've pretty recently realized that called shot on center torsos isn't usually a great idea since the CT's are always so heavily armored. A called shot to an arm or a torso with a PPC or AC20 or what have you is very nearly the same as killing the mech; I managed to destroy a torso on a heavy in the first volley that left him with just 2 small lasers, just as good as a kill really.

 lord_blackfang wrote:
Respect to the guy who subscribed just to post a massive ASCII dong in the chat and immediately get banned.

 Flinty wrote:
The benefit of slate is that its.actually a.rock with rock like properties. The downside is that it's a rock
 
   
Made in gb
Yu Jing Martial Arts Ninja




North Wales

I'm a fan of neutering mechs, too. The only problem is that I end up ignoring them at that point, thinking that I've effectively neutralised them.

Up until the point that said weaponless mech headbutts me in the nards and CTs me...
   
Made in gb
Soul Token




West Yorkshire, England

 Mr Morden wrote:

Hmm I don't seem to get other pilots speaking in missions etc - just my cockpit computer?


That's weird, maybe there's an option somewhere? Or it might be worth asking on the forums.

On a related note, I did hire one guy ("Corsair") who doesn't have any dialogue, presumably to make him the strong silent type. He died to a headshot in the first mission I put him on, so overall, he.....didn't make much of an impression on the company.

"The 75mm gun is firing. The 37mm gun is firing, but is traversed round the wrong way. The Browning is jammed. I am saying "Driver, advance." and the driver, who can't hear me, is reversing. And as I look over the top of the turret and see twelve enemy tanks fifty yards away, someone hands me a cheese sandwich." 
   
Made in us
Fixture of Dakka






Getting a bit boring post-campaign. Every mission is just my 4 Assaults against 2 mixed Lances of Assaults/Heavies/80+ ton vehicles. Absolutely no Light or Medium mechs in play, or really of any use.

New missions with drop weight limits really need to be implemented to keep things useful and varied.

"The Omnissiah is my Moderati" 
   
Made in us
Did Fulgrim Just Behead Ferrus?





Fort Worth, TX

Got a Grasshopper now, and I turned it into my own walking laser light show: maxed out the medium and small lasers on it.

I finally realized the Trebuchet just sucks as a LRM boat. The Centurian can carry two LRM15s and two medium lasers, and still have more armor than a Trebuchet with the same loadout.


"Through the darkness of future past, the magician longs to see.
One chants out between two worlds: Fire, walk with me."
- Twin Peaks
"You listen to me. While I will admit to a certain cynicism, the fact is that I am a naysayer and hatchetman in the fight against violence. I pride myself in taking a punch and I'll gladly take another because I choose to live my life in the company of Gandhi and King. My concerns are global. I reject absolutely revenge, aggression, and retaliation. The foundation of such a method... is love. I love you Sheriff Truman." - Twin Peaks 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

 H.B.M.C. wrote:
All this discussion of ammo trucks and bs mission times makes me want to continue ignoring the campaign, royal Highlander be damned!

 Orlanth wrote:
Everyone except you has kept their advice generic. Why not accept that you posted spoilers, cover the spoiler if you haven't already and carry on.
As Ouze said, not discussing the 'Mechs in he game is a ridiculous request.

Stop being so precious.



I have been misrepresented, that wasnt the issue, but posting
Spoiler:
specific star league tech salvage rewards in the campaign



Automatically Appended Next Post:
 Chillreaper wrote:
 Mr Morden wrote:


Hmm I don't seem to get other pilots speaking in missions etc - just my cockpit computer?



Same here. What have I setup wrong?


On another matter, I love the Stability damage idea. That would be one thing that I'd like to see in tabletop games.

Everything does the equivalent of its damage rating as stability damage except for ACs and Gauss weapons, which do double. Couple that with the increasing piloting skill mods which go up with the amount of damage (can't remember what edition that was from, but I don't recall seeing in the most recent edition that I've got).

Hey presto, ACs get better without mucking around with 30 years of solid design too much, more mechs fall over and piloting skill becomes more important.


With none for energy weapons except for the PPC, as energy has enough advantages already.

AC's have a quiet upgrade. AC2 does 5pts of damage and an AC5 does 9, in tabletop terms.


Automatically Appended Next Post:
 Tannhauser42 wrote:
Got a Grasshopper now, and I turned it into my own walking laser light show: maxed out the medium and small lasers on it.

I finally realized the Trebuchet just sucks as a LRM boat. The Centurian can carry two LRM15s and two medium lasers, and still have more armor than a Trebuchet with the same loadout.


200 Rating (4/6) vs 250 Rating (5/8) speed engine. Speed is a luxury for fire support mechs. Most of the dual LRM launcher mechs are 4/6 namely; Whitworth, Catapult, Crusader and Archer.

The Centurion is a very versatile and efficient chassis for tinkering, just ask Justin Allard. In this game it has favourable hardpoints for modding, furthermore most hardpoints are torso located.


Automatically Appended Next Post:
 Nostromodamus wrote:
Getting a bit boring post-campaign. Every mission is just my 4 Assaults against 2 mixed Lances of Assaults/Heavies/80+ ton vehicles. Absolutely no Light or Medium mechs in play, or really of any use.

New missions with drop weight limits really need to be implemented to keep things useful and varied.


Not got that far but many games have a campaign and generic post campaign open gameplay. the latter is an optional add on. once you have maxed out it is time to call it quits, the game gently allows you the time when you have had enough yourself.

The only real way forward is to add a second Leopard to the Argo, and/or mod in two more mech bays. The natural progression from an assault lance is a company sized deployment, or larger, as in reality your unit is already a combat company, it just needs multiple trips to unload all the ground assets for an extended operation. In terms of fluff this should not be a difficulty so long as Aerospace cover could be provided.

It would be an aquired taste but I would be happy with a company scale mod, even if it slowed down turns. It would extend the game enormously and would feel like true Battletech.

This message was edited 3 times. Last update was at 2018/05/13 06:38:53


n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Longtime Dakkanaut





IL

About a month old but helps explain some of the situation to the newer people.



Paulson Games parts are now at:
www.RedDogMinis.com 
   
Made in gb
Yu Jing Martial Arts Ninja




North Wales

 Elemental wrote:
 Mr Morden wrote:

Hmm I don't seem to get other pilots speaking in missions etc - just my cockpit computer?


That's weird, maybe there's an option somewhere? Or it might be worth asking on the forums.



Right. Sorted out my cockpit chatter problem.

Turns out that it only comes out of the centre speaker on a 5.1 setup. Not a problem as long as one's speakers are connected to the right outputs...

I'm starting the campaign from scratch, the game is even better with voices!
   
Made in us
Shas'ui with Bonding Knife






So, messing with mods a bit, JK variants adds a lot of interesting mechs, like a commando that's a baby black knight/grasshopper (~3 MLs and ~6SLs) and is actually a pretty scary force to be reckoned with even against heavies. Or notables so far are a panther variant with a LL-, and upon finishing building it the quip about it is something along the lines of "first chance I get, I'm ripping that piece of gak laser out"

Overall it adds a lot of new variants that actually make some mechs worth using or a bigger challenge to face (I.e. the treb that's loaded up with SRMs)

This message was edited 1 time. Last update was at 2018/05/14 06:41:53


DQ:90S++G++M----B--I+Pw40k07+D+++A+++/areWD-R+DM+


bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
 
   
Made in au
The Dread Evil Lord Varlak





 H.B.M.C. wrote:
Yeah, the RVN-3L Raven went into production in 3048, but the Raven itself had been around for quite some time. 3024 for the original prototype and by 3030 the FedSuns had tons of the things captured during the 4th War, all converted to Large Laser carriers.

Also remember that the Cataphract is in this game, and that's just as new as the Raven.


Sort of but not really. There are both 3025 Cataphract and Ravens, but they're both 3025 technology only. Which is fine I guess is okay for getting the mechs in to the game, but people weren't so much keen on getting the Raven in, but its electronic warfare kit. Which the Raven only had in a really crappy, abandoned prototype version before the 3048 version.

I guess if they use that to get some EW stuff in the game I won't mind, because I'm not really one for messing about with timelines. But it is what it is.

“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”

Adam Smith, who must have been some kind of leftie or something. 
   
Made in gb
Mighty Vampire Count






UK

I really hope they can adapt some of the old scenario packs to give us historical battles with specified Mechs, set up , maps etc

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in gb
Moustache-twirling Princeps




United Kingdom

I've got a difficult decision to make. I got a complete Banshee as salvage for a Pirate mission, but:
Spoiler:
my Highlander lost it's Gauss Rifle :-( So do I reload and keep the Gauss Rifle, or continue with the Banshee?
   
Made in us
Shas'ui with Bonding Knife






beast_gts wrote:
I've got a difficult decision to make. I got a complete Banshee as salvage for a Pirate mission, but:
Spoiler:
my Highlander lost it's Gauss Rifle :-( So do I reload and keep the Gauss Rifle, or continue with the Banshee?


IMO, reload for the gauss rifle, without mods it's gone forever and is a great weapon for it's heat/weight.

DQ:90S++G++M----B--I+Pw40k07+D+++A+++/areWD-R+DM+


bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
 
   
Made in es
Inspiring Icon Bearer




 sebster wrote:
 H.B.M.C. wrote:
Yeah, the RVN-3L Raven went into production in 3048, but the Raven itself had been around for quite some time. 3024 for the original prototype and by 3030 the FedSuns had tons of the things captured during the 4th War, all converted to Large Laser carriers.

Also remember that the Cataphract is in this game, and that's just as new as the Raven.


Sort of but not really. There are both 3025 Cataphract and Ravens, but they're both 3025 technology only. Which is fine I guess is okay for getting the mechs in to the game, but people weren't so much keen on getting the Raven in, but its electronic warfare kit. Which the Raven only had in a really crappy, abandoned prototype version before the 3048 version.


3025 Ravens would have been probably OK if not used by house Liao. Force multipliers are only good if you have any force to multiply





   
Made in au
The Dread Evil Lord Varlak





 Chillreaper wrote:
Everything does the equivalent of its damage rating as stability damage except for ACs and Gauss weapons, which do double. Couple that with the increasing piloting skill mods which go up with the amount of damage (can't remember what edition that was from, but I don't recall seeing in the most recent edition that I've got).

Hey presto, ACs get better without mucking around with 30 years of solid design too much, more mechs fall over and piloting skill becomes more important.


It was never in a core set of rules, it was an optional rule in Maximum Tech. The other nice element to that rule was giving assaults and heavies a bonus to stay standing, and lights a penalty. This did a bit to overcome that weird phenomenon where Assaults would regularly take 20 points in a turn and fall over routinely, while light mechs would rarely take 20 damage and so fall over a lot less often.


Automatically Appended Next Post:
 Tannhauser42 wrote:
Got a Grasshopper now, and I turned it into my own walking laser light show: maxed out the medium and small lasers on it.

I finally realized the Trebuchet just sucks as a LRM boat. The Centurian can carry two LRM15s and two medium lasers, and still have more armor than a Trebuchet with the same loadout.


The Trebuchet is faster, it can move 5 compared to the Centurion's 4. The Trebuchet gives up a fair bit of guns and armour for the bigger engine. In the way this version of Battletech plays that little bit of extra speed doesn't seem to matter much.


Automatically Appended Next Post:
jouso wrote:


3025 Ravens would have been probably OK if not used by house Liao. Force multipliers are only good if you have any force to multiply


So much of the fluff around the 4th Succession war is 'not effective in Liao hands, but once House Davion got it...'

This message was edited 2 times. Last update was at 2018/05/14 08:40:22


“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”

Adam Smith, who must have been some kind of leftie or something. 
   
Made in gb
Mighty Vampire Count






UK

So much of the fluff around the 4th Succession war is 'not effective in Liao hands, but once House Davion got it...'


Yeah, pretty much everything became "NAIS" and everyone else with science research got ignored cos NAIS scientist ninjas are the best at everything.

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 sebster wrote:
Sort of but not really. There are both 3025 Cataphract and Ravens, but they're both 3025 technology only. Which is fine I guess is okay for getting the mechs in to the game, but people weren't so much keen on getting the Raven in, but its electronic warfare kit. Which the Raven only had in a really crappy, abandoned prototype version before the 3048 version.

I guess if they use that to get some EW stuff in the game I won't mind, because I'm not really one for messing about with timelines. But it is what it is.
Yes really. I've already outlined when it came to be and how it was used. You wouldn't be messing with any timelines by including it. It wouldn't have the BAP/ECM, but that's what you get with earlier tech.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in es
Inspiring Icon Bearer




 sebster wrote:


Automatically Appended Next Post:
jouso wrote:


3025 Ravens would have been probably OK if not used by house Liao. Force multipliers are only good if you have any force to multiply


So much of the fluff around the 4th Succession war is 'not effective in Liao hands, but once House Davion got it...'


And then Comstar says btch please
   
Made in gb
Mighty Vampire Count






UK

jouso wrote:
 sebster wrote:


Automatically Appended Next Post:
jouso wrote:


3025 Ravens would have been probably OK if not used by house Liao. Force multipliers are only good if you have any force to multiply


So much of the fluff around the 4th Succession war is 'not effective in Liao hands, but once House Davion got it...'


And then Comstar says btch please


Nah NAIS takes the Steiner Tech and says look what NAIS made - Black Boxes, not as good as a HPG but a reasonable work around for a short conflict.

This message was edited 1 time. Last update was at 2018/05/14 09:29:15


I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Avoid planets with the Periphery Pox.

It's not worth the pilot downtime...

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in ca
Ancient Venerable Black Templar Dreadnought





Canada

Slowly moving along in the game.
Finally snagged a bigger Mech not quite up there with the Orion.
Spoiler:
I got a Catapult but the beam weapon type, sucker likes to heat up with those two PPCs despite the many heat sinks, got a guts/gunnery pilot so it can dig in and snipe pretty good.

Seeing a bit more "Mod" equipment lately, will have to research more what they can do, though anything to protect my delicate pilots is proving to be a godsend (I tend to get beat up a bit and missile headshots are irritating).
I have this small problem that every time I see a Thunderbolt, I shoot the heck out of it so little is left to salvage: I really have to be smarter about these things, I still do not have one.

Seeing what the "+" PPCs can do I may have to look at those a bit more, my leaning on missiles have been paying dividends though and even the lowly AC 2 (though 5s seem to be the norm) with a few bonuses have pulled a couple surprising headshots.

I am seeing a real difference with being careful with a few custom moving things around and things to keep in mind:
- Heat sinks in legs I "think" do the old trick of cooling better in water where the upper body ones do not. It seems to work from what I am seeing.
- I tend to keep the big guns in the torso where possible and like ammo with it so other weapons do not become inoperative if we get an ammo explosion (also take some armor from the arms and add to torso)
- If I must keep the weapon on an arm, then add more armor to the arm (take from maybe the other arm if no or little in weapons (keep ammo in arm as well not torso).
- Stock mechs are more cost effective and tried but true designs that have been around a long time for a reason.
- Where possible I get LRMs on mechs, if they become damaged, run away / jump and get out of line of sight, get evasion pips and cover, then "bomb" where you can (Breaching shot helps this. Most line of sight weapons mean death for a low armor mech. The AI really likes to pick on them and may even give chase which may raise some opportunities. I find a PPC or big AC and LRM on a mech benefits greatly from breaching shot and becomes useful for splitting shots between targets.
- Stomping on vehicles is the #1 fast way to end their reign of terror. The trick is avoiding those couple turns of being bombarded. Surprisingly LRM 20s seem to take out a turret or vehicle on their own if the percentage to hit is good.
- I am a big fan of the high piloting so being able to move again: unmask-move over a hill, unload, retreat behind cover... that is awesome, not so with an enemy that can do it however.
- The aimed torso shots seem to be a bit better, just place your bets on which side has the ammo if any and if the torso blows off, remaining damage goes into CT while the arm flings off... win-win. It seems to be the way to go and the odd pilot hit.

Not sure if I am using the sensor lock right, on first encounter they then get a "surprise" activation if I use it so nothing else can be done. At least it gets them to come closer so I can then move and shoot so is a wee bit safer rather than getting line of sight and then they get the surprise turn.
It has been helpful for hiding behind a hill and bombing some light spotter mech after that first encounter.

I still find a bit of analysis paralysis on the "right" mix of mech/pilot/loadout.
Almost as much fun as when the shooting starts on an arctic environment.




A revolution is an idea which has found its bayonets.
Napoleon Bonaparte 
   
Made in us
Did Fulgrim Just Behead Ferrus?





Fort Worth, TX

Finally got me a LRM Catapult. Now I just need to find some LRM20s that have a stability bonus to start knocking mechs down like dominos.

I'm loving my disco Grasshopper. Jump behind an enemy, target the rear center torso, and let loose with all those lasers. Nothing has survived that, yet. Sure, it sucks for salvage since I'm taking out the CT, but sometimes you just gotta kill something fast.

"Through the darkness of future past, the magician longs to see.
One chants out between two worlds: Fire, walk with me."
- Twin Peaks
"You listen to me. While I will admit to a certain cynicism, the fact is that I am a naysayer and hatchetman in the fight against violence. I pride myself in taking a punch and I'll gladly take another because I choose to live my life in the company of Gandhi and King. My concerns are global. I reject absolutely revenge, aggression, and retaliation. The foundation of such a method... is love. I love you Sheriff Truman." - Twin Peaks 
   
Made in us
Longtime Dakkanaut





IL

Leg heat sinks in water works like the tabletop where you cool extra heat for each sink in the leg. I have an Awesome that can fire all 3 PPCs every turn while in water and not generate any heat build up, without water it's 2-3 turns and it's cooking.

I just completed the campaign so I've been looking at restarting and going with a mix of pilots better suited to their individual roles, where the first time through I just sunk most of my skills into gunnery and sensors which is helpful but not the best mix where a range of abilities would create a much stronger lance synergy. Once you unlock some of the heavier mechs Bulwark becomes very helpful I didn't need it much early on but assault mechs tend not to be on the run as much so their evasion bonuses aren't as high and it costs morale to use vigilance which Bulwark can offset.

The extra evasion bonus from the piloting specialist is useful for almost every mech so that along with multi-target will probably be the default skill that most of my mechwarriors will have on the second run, save for the heavy gunner or a support gunners who I'll use split fire and bulwark on. The higher guts skill for adding init penalty to melee is nice but I think it's a bit unreliable and it'd probably work best with a melee dedicated mech with arm mods but with the 4 mech lance cap I'm not sure I'd want to replace one of my missile boats with a mech intended for melee.

I keep a shadowhawk as my recon mech, movement specialist pilot so it maxes out the evasion and removed the jump jets and it's loaded up with SRMs. Since it moves first it finishes off a surprising number of knocked down mechs. On top of the boosted evasion I tend to use vigilance on it to help it soak up a lot of damage since being in the front tends to attract a lot of fire especially in missions where you are facing two lances at the same time or a stack of defensive turrets.

I rarely used sensor lock once I was past mid campaign, melee takes care of high evasion as do weapons with stability dmg bonuses. I ignore the lighter mechs focusing on knocking down their heavy hitters with massed LRM fire and called shots with direct weapons, once those are taken care of it's mopping up the lights which fall pretty fast to concentrated fire even with evasion. Early on when you only have lights and mediums to work with evasion bonuses are a bit trickier to deal with as weapons also don't have as much punch behind them where heavy mechs only need a single hit to rip something apart on a light mech.


.

This message was edited 4 times. Last update was at 2018/05/14 15:30:23


Paulson Games parts are now at:
www.RedDogMinis.com 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

 Tannhauser42 wrote:
Finally got me a LRM Catapult. Now I just need to find some LRM20s that have a stability bonus to start knocking mechs down like dominos.

I'm loving my disco Grasshopper. Jump behind an enemy, target the rear center torso, and let loose with all those lasers. Nothing has survived that, yet. Sure, it sucks for salvage since I'm taking out the CT, but sometimes you just gotta kill something fast.


I find that in the later game ranged knockdown is of comparatively limited benefit compared to melee, sometimes it works well, but usually it takes most of a turn to set up the unsteady then the opponent braces. Sure that is useful as it reduces firepower but not as good as extra damage or crit bonus. Now in melee a single punch or kick from a heavy will topple an opposing heavy allowing for follow up attacks while it is on the ground. Its a good way to cool down too.


Automatically Appended Next Post:
 paulson games wrote:
Leg heat sinks in water works like the tabletop where you cool extra heat for each sink in the leg. I have an Awesome that can fire all 3 PPCs every turn while in water and not generate any heat build up, without water it's 2-3 turns and it's cooking. .


Does the game recognise heat sink location, I move mine to the legs on first refit anyway. unless they are sandwiching ammo.

 paulson games wrote:

I just completed the campaign so I've been looking at restarting and going with a mix of pilots better suited to their individual roles, where the first time through I just sunk most of my skills into gunnery and sensors which is helpful but not the best mix where a range of abilities would create a much stronger lance synergy. Once you unlock some of the heavier mechs Bulwark becomes very helpful I didn't need it much early on but assault mechs tend not to be on the run as much so their evasion bonuses aren't as high and it costs morale to use vigilance which Bulwark can offset.


Multi Target is great, Master Tactician is great, but so are Bulwark and Ace Pilot. Juggernaut has its place, on a medium heavy brawler mech, to set up extra pugilism from its mates.
i found Bulwark great from the outset, used it with my starter Shadow Hawk until I found other meatier rides. It doesnt require an assault mech to be useful, and in the intro months a Shadow Hawk or Hunchback is essentially an assault mech anyway.

 paulson games wrote:

The extra evasion bonus from the piloting specialist is useful for almost every mech so that along with multi-target will probably be the default skill that most of my mechwarriors will have on the second run, save for the heavy gunner or a support gunners who I'll use split fire and bulwark on. The higher guts skill for adding init penalty to melee is nice but I think it's a bit unreliable and it'd probably work best with a melee dedicated mech with arm mods but with the 4 mech lance cap I'm not sure I'd want to replace one of my missile boats with a mech intended for melee.


Do take Bulwark anyway, and take one or two Sensor Locks even if you only use the skill on a cooldown turn, as its the way to Master Tactician.

 paulson games wrote:

I keep a shadowhawk as my recon mech, movement specialist pilot so it maxes out the evasion and removed the jump jets and it's loaded up with SRMs. Since it moves first it finishes off a surprising number of knocked down mechs. On top of the boosted evasion I tend to use vigilance on it to help it soak up a lot of damage since being in the front tends to attract a lot of fire especially in missions where you are facing two lances at the same time or a stack of defensive turrets.


Shadow Hawk can do a little everything, that is its curse, three tons of ammo yet the firepower is only a dribble. Wolverine or Griffin is a better ride for armoured recon.

 paulson games wrote:

I rarely used sensor lock once I was past mid campaign, melee takes care of high evasion as do weapons with stability dmg bonuses.


Sensor Lock is the weakest skill, alongside Breaching Shot in my opinion, yet both are still useful. Get Master Tactician on some mechs, give those mechs high alpha, and use Sensor Lock whenever you want to cooldown. Sensor Lock is a good way of providin intel on approaching enemies also, even if you dont use it to track fire. An enemy out of range is almost always braced.

Multi target is another anti evasion skill, separate a medium laser off and aim it at the difficult target, do this twice and you have a free sensor lock while still shooting. Do this with the first two mechs to shoot or there is little point though. Sometimes I Multi target a single light weapon against the high evasion recon mech while shooting at something heavier, three evasions lost later my fouth mech can blow away the enemy recon mech easily.

This message was edited 1 time. Last update was at 2018/05/14 19:00:10


n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
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IL

I think a key part of playing the knock down game is holding units in reserve until the target has moved and locked in their new evasive or guarded bonuses for the turn. (or hitting them with the kill shot before it resets) If you go in the normal turn sequence you spend a bunch of effort to knock it down only to have it stand up immediately after it fell and resets it's bonuses so it's a ton of extra work for little gain. Timing with reserve is important as I try to set it up so that my forward/scout mech draws much of their fire making use of vigilance/guarded or left over evasion from the previous turn. That lets you milk a lot of shots from the enemy without taking too much effect and then you can act as needed.

I have two knock down units with boosted LRM-15s or 20s and a AC10 for a direct fire so they can also make called shots if opportunity comes up early, they benefit a lot from multi target as they can soften up evasion with a single med laser shot while the majority of their fire in on the main target. My 4th mech is the finisher with a larger hit weapon like PPC, Gauss Rifle, AC20 as they all deliver a lot more damage to the CT or areas I need to target to cripple the mech. The finisher mech also has an LRM20 for more punch. That combination usually downs a mech pretty fast and it's pretty consistent where I've have two mechs downed in a turn and usually at least one is killed. If that fails then I usually have first action with the scout which unloads with the SRMs and lasers finishes off the downed mech, it's not a perfect strategy but it works pretty well. One drawback though is that it doesn't generate tons of salvage as you're primarily coring out the center torso and a lot of stuff gets destroyed results from all the missile splash damage.

The Shadowhawk load out I like best is a modified 2D x2 SRM6 in the torso, SRM4 in head and a med laser in each arm. Ammo stored in the legs and extra heat sinks, it usually loses an arm during a mission but not much else so I've been able to keep the all of the SRMs intact with ++ bonuses, the arm lasers I'm constantly losing & replacing so I just leave regular ones in. Not having jump jets can limit some of the mobility but it performs pretty well overall and the extra firepower and heat management has it dishing out a lot of extra damage and it pairs well with the knock down strategy.

Paulson Games parts are now at:
www.RedDogMinis.com 
   
Made in us
Last Remaining Whole C'Tan






Pleasant Valley, Iowa

Just finished a mission, "Extraction", which is pretty late in the campaign. I'm going to blur out the spoilery bits. I had to reload from a save twice because it's not clearly indicated where the dropshop actually lands.

In image one, you can see a single little warning indicator that a dropship is going to land there. Intermittently through this mission there would be a few warning icons in the area I selected, they would appear and disappear randomly per round but always in the area indicated:

Spoiler:


You figure it's going to land sideways next to the building.

It does not.

Not only does it land on the roof (crushing any salvage you left there), the wings also jut out substantially more than you think they would, potentially killing any mechs that are in what appears to be a safe place.

Spoiler:



This is particularly bad design from a few different angles.

1.) The incoming dropship markers are very buggy in at least this mission

2.) You're required to have your entire lance occupy a very small area without it being clear the dropship will occupy 75% of said area

3.) It makes you realize how dumb this entire dropshpp landing mechanism actually is; that the dropship will decide rather than wait a few seconds for a mech to move, it would rather kill friends and presumably damage the ship enough for it to get destroyed itself when it hits escape velocity and burns up. If the dropship actually doesn't take damage from cruhing assault mechs, then why am I even fighting at all instead of having my pilot crush them with the dropship? Just dumb, dumb design.


 lord_blackfang wrote:
Respect to the guy who subscribed just to post a massive ASCII dong in the chat and immediately get banned.

 Flinty wrote:
The benefit of slate is that its.actually a.rock with rock like properties. The downside is that it's a rock
 
   
Made in au
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 H.B.M.C. wrote:
Yes really. I've already outlined when it came to be and how it was used. You wouldn't be messing with any timelines by including it. It wouldn't have the BAP/ECM, but that's what you get with earlier tech.


And as I already explained, the conversation was about including electronic warfare in the game. Saying that there's a fluff justification to get the Raven in the game without its EW suite is nothing to do with nothing.


Automatically Appended Next Post:
 Ouze wrote:
3.) It makes you realize how dumb this entire dropshpp landing mechanism actually is; that the dropship will decide rather than wait a few seconds for a mech to move, it would rather kill friends and presumably damage the ship enough for it to get destroyed itself when it hits escape velocity and burns up. If the dropship actually doesn't take damage from cruhing assault mechs, then why am I even fighting at all instead of having my pilot crush them with the dropship? Just dumb, dumb design.


"Why are they bothering to do all this stuff with walking tanks" is a pretty much the constant Battletech question. It gets worse during the tech renaissance, as you start getting bigger, heavier armed dropships and then you start getting the returned of armed and armoured jumpships. By all reason mechs should be a niche force at best.

This message was edited 1 time. Last update was at 2018/05/15 02:41:10


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Adam Smith, who must have been some kind of leftie or something. 
   
Made in gb
Mighty Vampire Count






UK

 Ouze wrote:
Just finished a mission, "Extraction", which is pretty late in the campaign. I'm going to blur out the spoilery bits. I had to reload from a save twice because it's not clearly indicated where the dropshop actually lands.

In image one, you can see a single little warning indicator that a dropship is going to land there. Intermittently through this mission there would be a few warning icons in the area I selected, they would appear and disappear randomly per round but always in the area indicated:

Spoiler:


You figure it's going to land sideways next to the building.

It does not.

Not only does it land on the roof (crushing any salvage you left there), the wings also jut out substantially more than you think they would, potentially killing any mechs that are in what appears to be a safe place.

Spoiler:



This is particularly bad design from a few different angles.

1.) The incoming dropship markers are very buggy in at least this mission

2.) You're required to have your entire lance occupy a very small area without it being clear the dropship will occupy 75% of said area

3.) It makes you realize how dumb this entire dropshpp landing mechanism actually is; that the dropship will decide rather than wait a few seconds for a mech to move, it would rather kill friends and presumably damage the ship enough for it to get destroyed itself when it hits escape velocity and burns up. If the dropship actually doesn't take damage from cruhing assault mechs, then why am I even fighting at all instead of having my pilot crush them with the dropship? Just dumb, dumb design.



Just completed the same mission.

I should point out that:

Spoiler:
Every time I moved into the danger area it warned me - I ignored them until near the arrival time and then made sure I was out - I was engaging the last enemy Mech by then so no issues.

I assumed correctly that you only need to occupy the area when the dropship arrives so can use the cover and /or move in and out until that final round.


I read It as its a hot LZ and the pilot is risking her life and ship to get in and get out quick, potentially damaging her ship with the landing but not enough to destroy it - and at this point in the time line Dropships are very valuable, not LosTech but you don't want to loose them.

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Last Remaining Whole C'Tan






Pleasant Valley, Iowa

 Mr Morden wrote:
Just completed the same mission.

I should point out that:

Spoiler:
Every time I moved into the danger area it warned me - I ignored them until near the arrival time and then made sure I was out - I was engaging the last enemy Mech by then so no issues.

I assumed correctly that you only need to occupy the area when the dropship arrives so can use the cover and /or move in and out until that final round.


I read It as its a hot LZ and the pilot is risking her life and ship to get in and get out quick, potentially damaging her ship with the landing but not enough to destroy it - and at this point in the time line Dropships are very valuable, not LosTech but you don't want to loose them.


Yeah, I get that you're supposed to get warnings.
Spoiler:
Certainly in the campaign it's not the first mission that there was the idea the dropshop was going to land and you might get squashed. I also ran all around that area while I was fighting and assumed I just needed to avoid the area on the turn it landed.

My point is that this specific example of it is buggy

There's a known bug about the dropship not always announcing where it will land. This issue never showed up in editor, but in the built game every so often, it decides to land stealthily. If it lands on a mech, it will completely destroy it and kill your pilot. Terribly sorry!


....and badly designed. Not only did I not get those warnings on the turn it actually landed (which you can see from the screenshot - we're at the last phase of turn 1 before it lands), at no point during all the turns was I waiting for it did the game accurately represent where the dropship was going to land. Again, you can see from the screenshots I'm on the last turn before it lands, and there is no LZ indicated aside from literally a single red dot that doesn't adequately represent where it's actually landing. It certainly wasn't clear that it was going to land on the roof (destroying the structures there, by the way) and then on the second attempt, when I knew where it was going to land, it certainly wasn't clear that the wings would overhang so far that even after carefully moving my mechs into the limited space I guessed was free, one still got crushed.

I understand games have bugs, whatever; but I think it also forces you to realize this is piss-poor game design. Yeah I get that the idea of battlemechs is kind of dumb, but I mean specifically that the mechanic with the dropshop potentially destroying the entire lance is pants on head. If it's possible for the dropship to destroy the mechs when it lands (which it shouldn't be, because it's not possible to explain that in the lore without the most ridiculous stretching), then at least the bounding box to call it should be big enough that you're aren't trying to herd the entire lance into the forward 20% of it that's safe like some kind of fethed-up tetris where you can't see the piece that are already dropped.



I have liked the game a lot but this is the second piece of just bad work, I think.




This message was edited 3 times. Last update was at 2018/05/15 10:02:50


 lord_blackfang wrote:
Respect to the guy who subscribed just to post a massive ASCII dong in the chat and immediately get banned.

 Flinty wrote:
The benefit of slate is that its.actually a.rock with rock like properties. The downside is that it's a rock
 
   
Made in gb
Mighty Vampire Count






UK

Hmm interesting as did get much better warnings that you did and it was really clear where the entire danger area including the roof was throughout

Def buggy and annoying in that case.


I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
 
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