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Post by Iakus on Apr 29, 2018 21:25:44 GMT
Well, I just got my first major bug.
I keep getting a ctd a few turns into the jailbreak mission. And since that's a a story mission, it's kinda game-breaking.
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Post by Deleted on Apr 29, 2018 23:46:24 GMT
I've noticed once you get the Argo the skull ranking on the missions goes up sharply, never mind the fact you may or may not be that well equipped by that point. I've seen comments both for and against the game's difficulty balance.
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Post by mattig89ch on Apr 30, 2018 0:22:15 GMT
I feel like, if your going to bring a light mech, you need a missile mech to pair with it. The light mech spots, and your missile mech pounds the ever loving shit out of the thing it can now see from half a map away. Otherwise, don't bring them.
I have 2/3 pieces of a new jager mech. I'm trying to do a 2 skull mission now. And omfg. I keep losing pilots/valuable equipment, so I reload and try again. Only to lose pilots/valuable equipment again. I even tried restarting, same difference.
Trouble is, I'm facing a PPC on a medium mech, 2 locusts with LRMs, and a Pyro. On top of that, this heavy missile mech comes in when you've acomplished half the mission, and just snipes you from range. Or gets in close, and knocks you into next week with SRMs.
I have my gunslinger, fitted with 3 Medium Lasers and a Large Laser. I have my starter blackjack, with its AC5, Large Laser, and 2 mediums. I have my starter shadow hawk with its LRM 5, AC5, and medium laser. And I have my starter Vindicator, with a large laser instead of a PPC (lost it on the first mission), an LRM 10, and 2 medium lasers.
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Post by Iakus on Apr 30, 2018 4:17:02 GMT
Well, whatever the problem I had was, seemed to have fixed itself by updating my drivers.
Completed the mission though the Blackjack got so messed up I've decided to put it into storage rather than purchase all the lasers and cannons and stuff that got blown off it.
The good news is I scored a Trebuchet from the fight. Also now have 2/3 of a Jager.
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Post by Pounce de León on Apr 30, 2018 9:16:09 GMT
I'm running Pilot + Tactics on one set of pilots while another (frontline) batch uses gut + gunnery. Thoughts? I'm not sure if I maybe shoud have gunnery + pilot for a more mobile playstyle. This is only for the extra perks - I feel like the pilot perks are pretty good and the tactics initiative bonus later on too. Gunnery skills and Bulwark seem a bit situational - I guess I move too often and then not far enough for evasion.
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Post by Pounce de León on Apr 30, 2018 12:51:39 GMT
I'm running Pilot + Tactics on one set of pilots while another (frontline) batch uses gut + gunnery. Thoughts? I'm not sure if I maybe shoud have gunnery + pilot for a more mobile playstyle. This is only for the extra perks - I feel like the pilot perks are pretty good and the tactics initiative bonus later on too. Gunnery skills and Bulwark seem a bit situational - I guess I move too often and then not far enough for evasion. Some combinations of perks and skills synergize very well, like piloting and guts if you want a pilot who's good at melee. All skills are useful in some situations I think, just have to use the correct set of skills with the correct mech, it wouldn't do to have a multi-shot skill if your mech has few weapons, just like it wouldn't be particularly helpful to have sensor lock on a mech with low initiative (a heavy mech, though, if you have the top tactics skill you get +1 to initiative, so you can have a heavy mech acting at the same time as his medium brothers) since the sensor lock lasts only for one turn. Gunnery is very good on mechs with loads of firepower. Tactics is useful on fire-support mechs (LRMs) because of the bonus to indirect fire, and also on lighter mechs so you can use them as spotters and sensor-lock enemies for your sniper / fire-support mechs. Guts is useful to everyone, since you won't die as quickly, but particularly for heavy mechs that serve as "tanks", and for melee. Piloting is most useful on light mechs, since it maximizes their evasion (and they certainly need evasion to survive), but also for melee. At some point you will probably be able to max out all of the skills at least on some of your pilots, the only real consideration is about the various perks, because you only get two of the lower-tier and one of the upper-tier. I'm trying to figure out which of these perks make sense. Bulwark (guts) + pilot doesn't seem to be such a good idea e.g.
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Post by Pounce de León on Apr 30, 2018 13:08:42 GMT
But yes, Guts + Gunnery, and Pilot + tactics both seem like decent combos. Your heavies will be tougher and hit harder, and your lighter mechs will be even faster and harder to hit AND better spotters. The only problem I see is with fire-support mechs, my guess is that they would benefit more from Tactics + Gunnery (or perhaps guts), piloting is not likely to be particularly useful for them if you keep them in the back. I put the tactics guy sometimes in my missile Centurion and he seems to do these missile strikes quite well. Tac+Gunnery was sth I considered trying. It won't hurt to have another sensor locker. With enemy mechs getting more beefed - I seem to use multitargetting fewer and fewer. I often need concentrated fire to break through the armour.
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Post by Pounce de León on Apr 30, 2018 13:37:20 GMT
With enemy mechs getting more beefed - I seem to use multitargetting fewer and fewer. I often need concentrated fire to break through the armour. Yes, but theoretically you should get your hands on heavier firepower as well at some point, whether it's better weapons, or mechs with more tonnage. But yes, splitting firepower is only useful on occasion, though the top gunnery skill is not terrible if you have a mech with a heavy "main gun". My commander has maxed-out gunnery at this point, with the secondary skill in guts, he sits in the heaviest mech I have and serves as a blaster/tank, so far I have no complaints. (the fact that your commander can't die is a helpful thing to know when using him as a Tank, as the risks you can take are somewhat higher) Hah, good to know - I thought it was game over or reload.
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Post by Iakus on Apr 30, 2018 14:36:06 GMT
I'm trying to figure out which of these perks make sense. Bulwark (guts) + pilot doesn't seem to be such a good idea e.g. Depends on what you want that pilot to do. Typically you would probably be right, but if you really want to maximize survival, this is one way to give that mech an advantage, both while moving or when sitting and taking damage. (this is how I specced Behemoth, I want her to be a strong Tank+melee, still, can't guarantee that this is the most efficient choice) I did the same thing. It maker her harder to hit while closing with an enemy, AND tougher while stationary and punching enemies.
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Post by Pounce de León on Apr 30, 2018 14:47:06 GMT
I'm new to Batlletech rules, so I don't really know when they count as stationary. E.g. If I want to cycle armour sides (left / reght) I know how to rotate but do I lose my Bulwark bonus? Also there is quite a lot of UI info bars I haven't figured out yet - I completely dived into this without any idea of the TT ruleset, so knockdown, heat, rounds and phases and evasion I understand by intuition and learning by playing.
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Post by Pounce de León on Apr 30, 2018 16:07:19 GMT
I'm new to Batlletech rules, so I don't really know when they count as stationary. E.g. If I want to cycle armour sides (left / reght) I know how to rotate but do I lose my Bulwark bonus? Also there is quite a lot of UI info bars I haven't figured out yet - I completely dived into this without any idea of the TT ruleset, so knockdown, heat, rounds and phases and evasion I understand by intuition and learning by playing. Hmmm... good question, I'm not really sure. You could probably see it on screen, wait until you get the Bulwark bonus, then rotate and see if the thick shield disappears. Ye, - you see I'm super lazy. Took me a whole day to check "jumpjet consumption rate": For a reason I thought they were consumables used up with each jump and replenished between missions. Why? Maybe because the gear is grey in outfitting? Same with heatsinks - I was looking for the button to use a heatsink, couldn't find one and ignored it until I would "maybe find out later" - Now I think it's not a consumable.
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Post by Iakus on May 1, 2018 0:39:08 GMT
Here's a question:
Does ammunition replenish between missions? Like, missiles and MG ammo. I've never bothered to check that.
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Post by Heimdall on May 1, 2018 0:40:10 GMT
Here's a question: Does ammunition replenish between missions? Like, missiles and MG ammo. I've never bothered to check that. I’ve yet to replace anything unless it gets destroyed, so I think so.
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Post by Iakus on May 1, 2018 14:01:17 GMT
Here's a question: Does ammunition replenish between missions? Like, missiles and MG ammo. I've never bothered to check that. Your ammo boxes only limit how much ammo you have during the mission itself. Yup. Discovered that last night when my Trebuchet launched all its missiles on a mission, and was topped off for the next one.
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Post by Pounce de León on May 1, 2018 21:18:41 GMT
That breaching shot isn't that bad. Also, if you have e.g. one enforcer you can spread with gunner + bulwark between two targets and reduce 2 evasion and have breaching shot on each with the default loadout (1 gun per enemy to trigger). Of course sometimes you need that alpha damage. Any other tips to bring down evasion? Melee seems quite good.
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Post by mattig89ch on May 1, 2018 22:04:07 GMT
Does anyone know why the AI hates the centurion so much? I have 2 salvaged ones. And, every time I bring one of them out, the AI focuses it down so much. So far, any of the missions I'm bringing them on, they haven't survived. And I have no idea why.
They each have an AC5, SRM 6, 2 meduim lasers, 2 jump jets, and 2 heatsinks. I have just about max armor (I think the legs are just a bit short of full armor).
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Post by Iakus on May 2, 2018 0:00:13 GMT
Does anyone know why the AI hates the centurion so much? I have 2 salvaged ones. And, every time I bring one of them out, the AI focuses it down so much. So far, any of the missions I'm bringing them on, they haven't survived. And I have no idea why. They each have an AC5, SRM 6, 2 meduim lasers, 2 jump jets, and 2 heatsinks. I have just about max armor (I think the legs are just a bit short of full armor). That sounds very strange. I used the Centurion for awhile until I moved to better mechs, and I don't remember anything like that. General advice would be to make sure that your tank(s) are the closest and most visible target for the enemy, while squishier targets are either behind or flanking the enemy after it engaged the tank(s). My own centurion I maxed out armor at the expense of smaller/fewer guns, and its mechwarrior has piloting/guts as skills. So it generally comes out of the fight in decent condition. It mainly punches things.
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Post by Pounce de León on May 2, 2018 9:34:42 GMT
Does anyone know why the AI hates the centurion so much? I have 2 salvaged ones. And, every time I bring one of them out, the AI focuses it down so much. So far, any of the missions I'm bringing them on, they haven't survived. And I have no idea why. They each have an AC5, SRM 6, 2 meduim lasers, 2 jump jets, and 2 heatsinks. I have just about max armor (I think the legs are just a bit short of full armor). That sounds very strange. I used the Centurion for awhile until I moved to better mechs, and I don't remember anything like that. General advice would be to make sure that your tank(s) are the closest and most visible target for the enemy, while squishier targets are either behind or flanking the enemy after it engaged the tank(s). That breaching shot isn't that bad. Also, if you have e.g. one enforcer you can spread with gunner + bulwark between two targets and reduce 2 evasion and have breaching shot on each with the default loadout (1 gun per enemy to trigger). Of course sometimes you need that alpha damage. Any other tips to bring down evasion? Melee seems quite good. Huh. Breaching shot triggers if you shoot two targets with two separate weapons? I didn't know that, thanks! As for evasion: Sensor lock. It's basically the best counter you have against dodgers. (until your gunnery is high enough to mostly hit everything anyway...) Only one weapon is allowed for each target. The cinematics often obscure the attacker but I'm pretty sure I saw the tag appear when shooting 2 guys with enforcer's AC10 and LLaser. Thing with sensor lock is that you can't use an attack - and calling if attack is better defense or not is not always clear. I like to open up with sensor lock and the missile guy firing first salvo.
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Post by Pounce de León on May 2, 2018 9:37:15 GMT
Does anyone know why the AI hates the centurion so much? I have 2 salvaged ones. And, every time I bring one of them out, the AI focuses it down so much. So far, any of the missions I'm bringing them on, they haven't survived. And I have no idea why. They each have an AC5, SRM 6, 2 meduim lasers, 2 jump jets, and 2 heatsinks. I have just about max armor (I think the legs are just a bit short of full armor). I have a suspicion the AI likes to focus on high firepower units. If I show my Trebbie, they are going all gang rape on it. Also the Kintaro - I put all SRMs on it - they just love to try ganking it.
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Post by Heimdall on May 2, 2018 10:17:50 GMT
My experience has been that once one of your mechs is damaged, the AI will focus on the damaged mech until you move it away.
If it seems to be focusing on your centurion, it might be because it’s one of the first visible and they just keep hounding it after the initial volley.
Anyway, my quest for a heavy mech continues. I’ve got 2 thirds of a Blackknight, 2 thirds of a Jagermech, and 1 third of a Jagermech variant (that was particularly frustrating once I realized they weren’t the same), and I think I have a bit of a Thunderlord. I have been using the same four medium mechs for most of my missions.
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Post by Pounce de León on May 2, 2018 11:07:10 GMT
I have 2 parts of Jägermech. Since like 30 missions. Only saw them once. I mean: Only saw 1 once.
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Post by Pounce de León on May 2, 2018 12:02:42 GMT
I’ve got 2 thirds of a Blackknight That mech looks badass (and that name too!), and from what I've seen when I fought against it, it's not a bad mech - a decent layer of armor and a large number of lasers. (from the number of lasers I'm guessing that overheat might be a bit of an issue, but who knows) Also the Kintaro - I put all SRMs on it - they just love to try ganking it. What's your impression of the Kintaro? I think I might have two thirds of it in storage. I strapped off the guns and put on SRMs only. Might have two med lasers left. Added a melee mod. The platform itself is kinda good mobility wise. Crap heat, but if I add in melee in between it works. Tends to get focused by AI. A lot. I have suspicion about firepower being a flag for AI to concentrate on - I did away with some equipment and added more armour. Often it gets spotted first and takes the first salvo, too because it is the pilot-tactics guy platform. It is basically my version of a beefed ligh mech with a mechwarrior that has +1 initiative.
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Post by Pounce de León on May 2, 2018 12:08:02 GMT
Oh, also, don't underestimate heavy tanks, I learned that lesson yesterday. Demolisher (IIRC) is a heavy tank, 80 tons IIRC, it is armed with 2 AC20's, and is capable of dealing 200 damage in a single turn... The issue is that it was backed up by a heavy mech, and itself was a lot tougher than any tank has a right to be. It came fairly close to endangering my commanders Jager while slugging it out from the front, and his Jager has front armor maxed... It didn't help that at this point all of my mechs had to fire only half their weapons due to overheating issues. (this was the "wipe out remaining reinforcements" part of the mission, and the mission was in a desert) Finally killed it with a breaching shot from my commander's AC10+++. (if only I didn't lose that AC20+++...) Not super sure how armour works on vehicles but the icon suggest that they have directional armour too. So don't distribute fire from all side vehicles have still little structure. I would like to know if there is some kind of AP munition? Probably would be too OP. I can never really tell what the armour value on a vehicle is facing at me right now. I might often go overkill, and then again I need to focus on 1 car with all my lance to bring it down. These heavy armour cars are wicked. Wait till you see these SRM carriers. They can really screw you up.
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Post by Pounce de León on May 2, 2018 12:30:47 GMT
Not super sure how armour works on vehicles but the icon suggest that they have directional armour too. So don't distribute fire from all side vehicles have still little structure. I would like to know if there is some kind of AP munition? Probably would be too OP. I can never really tell what the armour value on a vehicle is facing at me right now. I might often go overkill, and then again I need to focus on 1 car with all my lance to bring it down. These heavy armour cars are wicked. Wait till you see these SRM carriers. They can really screw you up. Yeah, the main problem was that I faced it in a narrow valley, the only flanking option I had was to run quickly around through another valley and come from the rear. Unfortunately that meant that my commander had to tank the firepower of two AC20's plus whatever that heavy mech had until I could properly attack them from the rear as well. And you are right, the irony was that by the time they reached the rear, I would have been better served to attack from the front probably, because my commander did some decent damage. In the end it was a shot from him that killed the tank. At this point my forces were made of a heavily beat-up QuickDraw heavy mech, which I kept back behind the commander, the Commander's Jager armed with an AC10+++ and a few additional lasers, and two flankers with a firepower rating of 3-4 each. For a 2.5 skull mission it wasn't the easiest. On the tough cars you might just be better off stomping them. It does like 5 times melee damage to them.
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Post by Heimdall on May 2, 2018 12:49:02 GMT
Oh, also, don't underestimate heavy tanks, I learned that lesson yesterday. Demolisher (IIRC) is a heavy tank, 80 tons IIRC, it is armed with 2 AC20's, and is capable of dealing 200 damage in a single turn... The issue is that it was backed up by a heavy mech, and itself was a lot tougher than any tank has a right to be. It came fairly close to endangering my commanders Jager while slugging it out from the front, and his Jager has front armor maxed... It didn't help that at this point all of my mechs had to fire only half their weapons due to overheating issues. (this was the "wipe out remaining reinforcements" part of the mission, and the mission was in a desert) Finally killed it with a breaching shot from my commander's AC10+++. (if only I didn't lose that AC20+++...) Not super sure how armour works on vehicles but the icon suggest that they have directional armour too. So don't distribute fire from all side vehicles have still little structure. I would like to know if there is some kind of AP munition? Probably would be too OP. I can never really tell what the armour value on a vehicle is facing at me right now. I might often go overkill, and then again I need to focus on 1 car with all my lance to bring it down. These heavy armour cars are wicked. Wait till you see these SRM carriers. They can really screw you up. That’s how it works. You only need to break a single side of the armor, they can’t take much more damage on that side after before the whole thing explodes. I always prioritize the heavy tanks, they can dish out a ton of damage.
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