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Post by Iakus on Apr 27, 2018 18:27:37 GMT
I’d also add that you should take advantage of cover (i.e trees) whenever possible. I’ve found it very effective to have my mechs fire from a treeline while forcing the enemy to come to them. Overextending is a huge mistake, best to keep your mechs where they can focus on the same targets and take them down quickly. Elevation is also handy. Also, good use for light mechs: take out vehicles. Even a light mech can smash one with one good stomp.
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Post by Deleted on Apr 27, 2018 19:43:52 GMT
I'm slowly getting the hang of the game. Story is okay, who didn't see the betrayal coming in the first story mission? The second major story mission has popped for me, recovering the Argo DropShip which I haven't done as yet. Been spending my time doing other random missions to get used to the game mechanics, leveling up my MechWarriors and I also want to try and replace my light Mech with a medium before I tackle the Argo mission. The good thing about story missions is they just sit there and look pretty while you go do other things Are you able to make money doing the side missions? I can barely break even myself. It should be possible but it's not easy. Do all the missions available on the same planet, if there is more than one this way you don't incur travel costs to another system all the time. Store surplus Mechs you're not using as that saves you 12,000 a month per Mech. You start the game with three medium and two light Mechs, store the Locust. Try and only take armour damage during combat as this is repaired for free at the end of each mission. Taking internal damage costs. You might want to spend some time and maybe money fiddling with the loadout and armour of your Mechs. You can increase the armour on your Mechs but at the cost of weapons and equipment. The default state of the Mechs in game are underarmoured. Sell off extra weapons and equipment in a store, you won't make a huge amount doing this but it will help. forum.paradoxplaza.com/forum/index.php?threads/constantly-on-verge-of-bankruptcy.1092337/Have a read of this thread. They are talking about after getting the Argo but the same applies to before getting it. Which is what I've summarised above. I have a manual save just after the mining mission so I'm starting over to see if I can do any better.
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Post by Heimdall on Apr 27, 2018 20:26:55 GMT
I just stuck an AC/10 on my Blackjack with 4 medium lasers and it oneshotted two mechs last mission, one of them a medium mech. That’s a keeper.
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Post by mictlantecuhtli on Apr 27, 2018 20:48:01 GMT
Firestarters are great due to special weapons more than lasers. Machine guns cause crits and head injuries like crazy, it's why you will never find + MGs.
The bonus heat flamers can cause total shutdowns of enemy mechs. Combine with stability damage arm mods and you can knockdown/overheat in melee (plus drop initiative with Juggernaut).
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Iakus
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Post by Iakus on Apr 27, 2018 22:43:36 GMT
I just stuck an AC/10 on my Blackjack with 4 medium lasers and it oneshotted two mechs last mission, one of them a medium mech. That’s a keeper. I'm frankly amazed by the mileage I'm getting out of the BlackJack considering that it's my commander's first mech. I know I'll probably have to trade up at some point, but I can't see that happening soon.
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Post by Iakus on Apr 27, 2018 22:46:09 GMT
Are you able to make money doing the side missions? I can barely break even myself. It should be possible but it's not easy. Store surplus Mechs you're not using as that saves you 12,000 a month per Mech. You start the game with three medium and two light Mechs, store the Locust. Question: Can you take a mech out of storage at any time? I mean, if you store one, then immediately afterwards a mech gets trashed, can you pull one out right away for your next mission?[/quote][/quote]
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Post by Deleted on Apr 28, 2018 4:52:45 GMT
I've maxed the armour of my four Mechs within reason. To do so I had to sacrifice the jump jets on all of them plus the short range missiles on the ShdaowHwake to have enough weight allowance. The advantage is that all my Mechs are now much harder to damage, even the light Mech can take more of a pounding and it's even gotten a light laser as well it's two mediums.
Best way to deal with vehicles if your Mechs are close enough? Step on the buggers. Even a stomp from a light Mech is usually enough to destroy a vehicle.
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Post by Iakus on Apr 28, 2018 15:45:37 GMT
So I don't remember someone mentioning this here before: When you go against rival mechs, especially dangerous ones, zoom-in and look at their frame, in many cases you would be able to see where weapons are concentrated. For example, the Hunchback mech has a giant box on his left shoulder (IIRC), which in game terms translates into left-torso, this box can contain an ungodly amount of weapons. Concentrate your fire on that box, and you take out almost completely his ability to deal damage. Same goes for other mechs, do you see LRM/SRM launchers somewhere on the frame? Concentrate fire there, if you are lucky the ammo might be stored in the same location, which could lead to an ammo explosion. And if you want to get bit cheeky, someone actually compiled a list of the usual loadouts for enemy mechs: Here. I mean, I can see in-universe mech pilots doing homework and memorizing this stuff, just like during WW2 pilots had to learn how to recognize enemy planes by their silhouette, you only need to roll a composure / memory test for your pilot... Doesn't concentrating your fire lower your overall chances of hitting anything?
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Post by mattig89ch on Apr 28, 2018 17:48:43 GMT
Just managed to salvage a quickdraw! Wew, my first heavy. That said, its not that great. Its head dissipation is awful. I may just take off its SRM's for the weight allowance, and add more heat sinks. If I can find more that is. I'm kinda out of spares, and currently helping out the Kurita, who aren't selling anything on any planet I'm seeing.
Good news is, I'm practically rolling in funds atm.
Quick question: Can you add more mech storage to your drop ship? I'm maxed out of my mechs atm, and had to store a locus on a planet. I wasn't willing to sell it just yet. Though now, I might want to go back and sell it. Or strip it of parts, then sell it.
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Post by mattig89ch on Apr 28, 2018 18:14:16 GMT
I'd take more bays at this point. Is it unlocked during the campaign? Or is there something you need to do to unlock it?
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Post by mattig89ch on Apr 28, 2018 18:43:54 GMT
Whelp, now I know you get that ship. So...thats a thing.
but the first ship you get is limited to 6 bays? No upgrades?
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Post by Iakus on Apr 28, 2018 18:47:53 GMT
Doesn't concentrating your fire lower your overall chances of hitting anything? I think using that active skill that costs morale actually gives you a higher chance to hit overall, even if you don't hit that particular spot. Then I'd say go for head shots. Take out the pilot and better salvage.
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Post by Iakus on Apr 28, 2018 19:39:57 GMT
Then I'd say go for head shots. Better salvage. Head shots are the most difficult to pull off. Yeah but if that skill gives you a better overall chance to hit something...
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Post by mattig89ch on Apr 28, 2018 22:02:32 GMT
go kick some serious ass with that thing
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Post by Heimdall on Apr 28, 2018 22:12:07 GMT
I think using that active skill that costs morale actually gives you a higher chance to hit overall, even if you don't hit that particular spot. Then I'd say go for head shots. Take out the pilot and better salvage. Taking out the central torso also works, and is easier to hit.
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Post by Heimdall on Apr 28, 2018 22:14:49 GMT
I’m in desperate need of more firepower. I’ve been doing the main story and I keep getting hammered even though the mission is only rated at 2. Which I find hard to believe, there are eight enemy mechs and two of them are heavy. Not to mention several LRM turrets that keep making my life harder.
I’ve yet to get my hands on a heavy.
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Post by Heimdall on Apr 28, 2018 23:13:13 GMT
I’m in desperate need of more firepower. I’ve been doing the main story and I keep getting hammered even though the mission is only rated at 2. Which I find hard to believe, there are eight enemy mechs and two of them are heavy. Not to mention several LRM turrets that keep making my life harder. I’ve yet to get my hands on a heavy. Tbh, I think it's the kind of game that requires you to do at least some side-missions for loot before you continue on the main path. Also, LRM is pure evil. The knockdown effect is sometimes as good as a death sentence. I have been, but I’ll have to grind more I guess. It’s funny, I actually countered those turrets by fielding a Trebuchet equipped with an LRM20 and an LRM15. So I can take care of those, I just don’t have anywhere near enough firepower to take down the rest of the mechs before I get clobbered. There’s a Griffon and a Cicada that keep sniping at me from across the map. Not to mention the Firestarter charging my line with a bunch of other light mechs. And that’s all before having to deal with the Dragon.
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Post by Iakus on Apr 29, 2018 0:05:38 GMT
I'm getting the impression that light mechs have no business being on any mission higher than one skull...
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Post by Deleted on Apr 29, 2018 0:33:33 GMT
I'm getting the impression that light mechs have no business being on any mission higher than one skull... You're not wrong first time I did the Argo mission it was rated at 1 and a half skulls and in the final phase of the mission my poor light Mech was nearly toast so had the pilot eject. Then right after that the commander got KO'd so all I had left was the ShadowHwake and the Vindicator which were both a little worse for ware but I did finish off the last two pesky Mechs and won the mission.
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Post by Heimdall on Apr 29, 2018 0:37:58 GMT
I'm getting the impression that light mechs have no business being on any mission higher than one skull... It works for the enemy, because they can use them to swarm and supplement heavier mechs. But with only 4 mech slots, I tend to agree. Every bit of tonnage counts.
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Post by Iakus on Apr 29, 2018 0:53:26 GMT
I'm getting the impression that light mechs have no business being on any mission higher than one skull... You're not wrong first time I did the Argo mission it was rated at 1 and a half skulls and in the final phase of the mission my poor light Mech was nearly toast so had the pilot eject. Then right after that the commander got KO'd so all I had left was the ShadowHwake and the Vindicator which were both a little worse for ware but I did finish off the last two pesky Mechs and won the mission. I just did that mission. All my medium mechs got though it with only minor damage (okay the Blackjack was kinda dinged up), but my spider was armless, almost torsoless, had a mangled leg, and an injured pilot. And this was BEFORE the mech lance showed up.
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Post by Deleted on Apr 29, 2018 2:27:50 GMT
You're not wrong first time I did the Argo mission it was rated at 1 and a half skulls and in the final phase of the mission my poor light Mech was nearly toast so had the pilot eject. Then right after that the commander got KO'd so all I had left was the ShadowHwake and the Vindicator which were both a little worse for ware but I did finish off the last two pesky Mechs and won the mission. I just did that mission. All my medium mechs got though it with only minor damage (okay the Blackjack was kinda dinged up), but my spider was armless, almost torsoless, had a mangled leg, and an injured pilot. And this was BEFORE the mech lance showed up. Ouch.This time getting the Argo I did a bit better, Replaced the Spider with a Panther and upped it's armour at the expense of the jump jets. All the Mechs were a bit beat up by the end and all the pilots were injured. Everything else was toast and even got another ShadowHwake out of it as well as the Centurion you get.
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Post by Deleted on Apr 29, 2018 5:28:53 GMT
I now have official possession of the Argo My Mech Commander is very pleased with herself right now
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Post by Heimdall on Apr 29, 2018 11:44:28 GMT
I still haven't figured out how to make a decent LRM platform. I tried giving 2 LRM 20's to a mech (or was it a 20 and a 15?... hmmm...), the problem is, since every salvo is 35-40 missiles, I go through one LRM ammo crate after a few volleys. I think that if you want a dedicated LRM platform you probably need a heavy mech full of ammo crates and not much else. The Trebuchet is pretty much purpose built for this, so I was able to fit two ammo crates. Even so, it only goes so far. Funny, the closest I came to beating that mission so far, my Trebuchet was my last mech standing. The enemy was down to a locust and the Dragon, which was badly damaged (There are explosive ammo piles you can use in this mission, but catching more than one enemy at a time is tough). But I was all out of ammo, so I ended up meleeing the locust to death and charging the Dragon. It didn’t end well, but it was pretty funny how close I can to finishing it off like that.
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Post by Iakus on Apr 29, 2018 17:45:03 GMT
So I'm not using light mechs most of the time, but apparently, light mechs are supposed to almost never remain stationary, you are supposed to move your full allowed movement every turn (when possible). This in addition to a certain passive skill should allow you to get a nice evasion score. It still wouldn't hit as hard as a heavier mech, but I think I can see how you can harass the enemy much better than I did before. Of course, keep in mind that the enemy can sensor-lock you and give you -2 evasion. Speaking of Evasion, it works well with dedicated melee mechs, I'm going to use Behemoth (one of the pilots) to max out on Guts and Piloting as quickly as possible, then send her into melee in something like a heavily armored ShadowHawk or a Wolverine. I'm doing the same thing with Behemoth. She's currently piloting my Centurion, which is rocking a couple of SRM points, a machine gun, and a small laser. It has a particle cannon and a medium laser for more distant foes, but it's main purpose is to run up and punch things.
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