/r/Battletechgame
The subreddit of Harebrained Schemes' Battletech Turn-Based Strategy Game.
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Sarna - The ultimate source for anything BT
Morphyum's Mod selection guide
Beginner's Comprehensive Guide to Battletech Tactics
Generic Guide To Installing Battletech Mods and Making Simple Battletech Mods.
/r/Battletechgame
Playing BTEX. Random spawn seems a bit unfair on convoy destruction contracts.
I have been inspired to start another career -- vanilla, all DLC -- aiming for Kerensky score with True Ironman (no alt-f4 to re-roll contracts)...
It is day 1113 and I am about to complete the Prototype Flashpoint. The question is... who do I choose for the +reputation reward?
- Lyran Commonwealth: I have been to Claybrooke and managed to get my LC rep to 0 there. I passed through Thurrock and there are no pro-LC missions there. The opportunities to get enough LC rep to continue doing pro-LC missions are getting thin. There is one 2.5-skull system and three 3-skull systems left before I will need to have 20+ rep to continue.
- Draconis Combine: The DC has a similar lack of low-skull systems to get to that 20+ rep threshold; probably even fewer than for the LC. I won't know if this is even possible until day 900-ish when I make it to that part of the map.
Either of these could sink the run if the right contracts don't show up. (Remember, no re-rolls.) The only possible recovery would be another Flashpoint with the right rep bonus, (Joint Venture is available for LC, but the 113 day timer may expire before I get the strength to do its 2.5 skull difficulty. Unknown Origin could get ~18 DC rep... not quite enough and doubtful whether I get the opportunity to complete the mission chain.)
OR....
- Pirate: I don't have Black Market access yet. Good pirate rep could mean earlier access to sweet sweet Star League 'mechs. This could easily catapult me into doing 4+ skull contracts. It might even be the route to getting a MAD.
What would you do?
[EDIT: Thanks for your help everyone. Pirates was a strong contender, but I'd rather have a hard run (delayed / expensive black market) than a dead run (insufficient Kuritan rep). For the record, I lost a leg off my CN9 on mission two. Had to run mission three with VND, PNT, FS9, JR7. I did manage to complete the sets for 2 TBT-5N. That will let me break into the harder missions. Onwards!!]
What gives. If I have stronger mechs are my enemies tougher? I’m vanilla. I just got waxed in a half skull.
Just headcapped this Gunslinger and noticed the logos when the action cam kicked in. Anyone else run into something like this?
So when you get enough pieces of the mech you can build one. Do they build cheaply? If it’s a junk mech should I keep it or sell it? I have enough pieces for locust but I already have one that I don’t use. Just playing vanilla and I’m only at my first priority mission which I have restarted about a dozen times. Man I suck at this game.
Is there a big difference with campaign va career? Is is worth playing the campaign through to the end? There’s a steep learning curve and I have restarted a bunch. Playing vanilla. Only a couple dozen hours into the game.
Don't know if this is a spoiler or a warning, but I just finished the Flashpoint at Mendham (3 skulls) which promises a 'rare item', After several hours and TWO battles, guess what the 'rare item' is?
one LRM5
In gawds green earth when is a single LRM5 a rare item??????????
I feel dirty and wish I had the last 3 hours of my life back. AVOID Mendham AT ALL COST!!! You've been warned. That... really really sucked!!!! Gotta go take a shower. Good night.
How come when I repair in my mech bay it says it will take 5 days to repair. Then on the scroll it takes 20 days for the same mech?
Genuine question in title.
I am playing BTAU, started out Steiner/Lyran and went to clan space. I have some clan and IS mediums and lights which are great, and one Jagermech for a heavy and one Atlas. Steiner offered to ally, but I passed.
I am making my way to Marian (pirates) / Marik (Free Worlds) space on the left of the universe map and I’m contemplating working for pirates or Marik.
I’ve heard pirate gear is good and worth staying friendly for it. But I’m not morally cool with being a pirate unless it’s against big corporations, (which I suppose the Great Houses could be described as such ?).
It’s murky, and I’m combining personal role playing with also wanting to have the best mechs and gear. What are your thoughts on staying friendly with pirates?
(I’m cool staying out of pirate-land but I’ve never tried it so I thought I might try it for the first time. )
There's tons of other games I've played that have (relatively) grounded settings, in that they actually care about big picture military stuff, BUT, the protagonist can come along with their special "player character powers" and just do insane stuff. I'm talking about stuff like Ace Combat, Project Wingman, Starsector, Fallout (particularly New Vegas), and I find the idea funny of someone rolling up to the Clan Invasions with those same "player character powers".
More seriously, could the player merc company be large enough to be combined arms by the time of the Clans?
I only just started, but the world only has partial mechs for purchase. Is there whole mechs offered on other worlds? I think I’m still limited where I can travel.
I was playing Career mode, did a Capellan mission at Quimberton, and Lady Arano along with her peeps appeared on the map
Usually I don't even notice these things, I just kick arse without taking any names
That got me wondering if campaign characters or other characters from battletech lore appeared in Career Mode and I just ignorantly gunned them down
The highest res I could find is on the artstation page but it's only 1500x734. I want to make a canvas print because it's such a good artwork, but it seems to be the only res available. Is there any other higher res version out there?
I recently asked on this sub about which DLCs and mods I should get and got recommended to get the DLCs and start a vanilla game before diving into mods.
So I did just that. Booted up an iron Man campaign and googled for reasonable starting options which led me to setting salvage parts to 5, Mech is lost when Center torso gets cored and the rest is normal if I remember correctly.
That felt alright for the first two tutorial missions. Now I did the first normal contract which was destroying a pirate lance which to my surprise only consisted of two light enemy mechs. They barely managed to damaged the paint job on one of my mechs and now I am wondering whether I should start over with harder or different difficulty settings.
For context: I am a long time player of the Long War mods for the XCOM games which manage to pose a serious challenge for players even quite late into the campaign (opposed to many other such games which often snowball into the players favor quite early).
So, long story short: will the difficulty ramp up or is it more like a not too difficult grind which just gets grindier if I fiddle with some of the options.
Also, is the campaign just "cheatable" by grinding and over leveling(so to speak) for the mandatory missions? Or is there some kind of campaign "timer" which forces the player to regularly take on riskier missions because he would otherwise fall too far behind to match that timer? In the Long War mods you will lose your campaign if you resort to sticking to the easier missions because you will lack the resources to keep up with enemy progression.
Like the title says a lucky hit to the head with an AC10 from a rifle-man round 1 and just make me stop and just stare for a bit. Won the fight but got me wondering if anymore else have something like this happen to them before? If so I would love to hear some of the vet's story's
After getting the bug to replay the campaign again after 2 years of abstinence, I got the silly idea in my mind to change the starting mechs and add a singular custom pilot to giggle at.
I managed to change the starting lance no problem, but adding a pilot? Endless loading screen for you! I've tried every guide that I could find to add a custom pilot to the game, and all feel like they are missing half of their explanations, or don't work.
Please, if anyone knows how to add a custom pilot, and can explain to to someone with a room-temperature IQ, I beg of you to tell me.
I need my chain-smoking Canopian catgirl driving a flea.
Last week i play on Battletech Extended - Tactics[BEX] and if you looking for detailed review with tons of text about this mod you are welcome.
And for first i say how is looking my run. I play a lot in Battletech games so i know what to do in BT. Starting at 3025 i set maximum complexity for game. I hear about some BEX things about XP reduction and other features so i have a simple plan. Earn as many money as i can and heading to Twycross system while improwing reputation with Steiner.
I set all negotion points to max money and fighting only at 0.5/1 skull systems on the way to Twycross and trying to get parts for more Panters or Firestarters. Panters shoot more precisely have biggest available tonnage and have more upgrading capacity in later game. While Firestarter is almost good out of box.
When I reached my destination i have alliance with Stainer and almost 30m c-bills to buy 3 Stalker-3F as Twycross is place where in faction store where they have are unlimited store of these mechs. Stalker Factory World baby. Yes, i just jump from trash starting lance to assault lance.
Why Stalkers? Small engine, lot of free tonnage, good slots and + heatsinking mechafiinity. Why Stallkers? 4x85t is what allowed to you mod author to drop in 5-skull mission on hard difficulty. Why Stallkers? I just love them.
Of course is just unusable out of box, ammo everywhere for fireworks and legendary heatmanagment. So i refit it to 4xSRM6, 6xML, almost 20 tons of heatsinks, 5 tons of SRM ammo and special, 3xInferno Ammo. And when they was ready i go diretly to 5-skull planets and searching duel missions or missions where talking about fighting elite lance or extremely heavy mech, it meaning that you will guaranted fighting only against 4-5 enemies. And a for this purpose a way better get Stalker-3H what can mount 6xSRM6 and 4xML, he able to confidently shutdown a two enemy mechs per activation without getting heat and have two SRM per hand for better accuracy. What a even better than 3F.
How i plan winning these battles agaist elites with pilots what even not reach 5 lvl on all skills and not able to hit a whole house? Just believe me, send these pilo... idiots to shot 100t assaults is way easier than try to shot Locust with just 15% chance to hit, when trying hit enemy Stalker you will have more than 50% if you get enought close. So is enought easy to load needed amout of Inferno to shudown enemy lance and not let them shot to you. We just organization a target practice for these stange guys who even not know how to hit a house. Everything is just need it a bit of tacticts on movement to get close with less as possible damage.
And for every of these missions your pilots get tons of XP without reduction, almost in every of these missions i got 2+ parts of enemy Stalkers, and while in alliance with employer, items in post-combat salvage is stacking a way better, and you can get enough stacks of +++ weapons and stacked mechparts at same time and soon i have 5 these mechs with good equipment and maxed pilots and able to beat any challenge what offer this mod despite all the limitations and difficulties. Was I happy with the game? Of course NOT. And now i tell why i hate this mess what I played.
BEX have a most broken balance, absurd drop cost, complete deleted tank class, XP gain reduction and limitations. Mod author just do everything what he was able to make game painful as possible. Almost...
- 1 - Pilot XP and skill rebalace can be added to books as "how to NOT do rebalace in game". In simple, singleplayer game we not able to max out stats just to make to be pleasing to the eye, really? Especially when pilot rebalance make this totaly not critical. Because there is now ONLY ONE resonable build to really effective fight.
- Get tier 10 at Gunnery, get all weaponry special skills and now you ignoring heat debuff and can do multytarget what important for big mechs. But Breaching Shot is useless, you will not see big DR in game anymore to use this.
- Set Piloting to 7 while getting "Sure Footing" to get maximum sprint speed and evasions, yeah, not sense at level 10 as you got only few % to melee hit.
- 7 Guts, because its enought cheap to add more health to pilot and get +15 maximum heat. But 6 enought already, just i have a bit more XP than needed.
- And 8 Tactics to improve precise strike to reliable state at lvl 6, and throw unnussesary XP to indirect fire bonus and range penality bonus.
Its build is reliable amost for any mech builds due to poor balancing. Only thing is may you will want to have several pilots, or more, with Sensor locks and Focused Balance to scouting or backstabbing. But you must do them cold as ice to not get heat debuff and they will not be able to hit several enemies in single activation when it may be critically needed. And you will see skill points distrubition still almost same as in my first build. Just one less tactics, one more piloting and diffrent skill choices. There also can be variations like Focused Balance + Multy Target for cold snipers such as full Gauss, remember you not need Breaching Shot anymore to do snipers. But all just skills choices on same/almost same point distribution, nothing special.
I use first build for 90% of pilots while hive several such "scouts" in case if i want go LRM. But overall there a one build to rule them all.
We not have tank class anymore to use it, but also, as we not have tank class we not need penetrating shot from gunner and special mechs for these pilots, good, we kill two things just at single shot! Because no one was able to tank damage now. And even more, it makes you avoid the forest. It's now just a debuff because you lose speed and die because to get damage resist you must not shoot and not sprinting, but even in this case it limited at maximum of 40% and even enemy have 40% very rare and also, is disabled by overheating by Inferno. This is totaly not enought to survive enemy volleys. So, BEX no have Bulwark and mostly not have DR in total more that 10%, just because buff from forest. And there no sense to use any skills for Gut three and max them out. You not need more overheat limit because good mech is not overheating to 50%+ from single firing. And good mech its not get more than 1-2 injuries in combat in practice. While "Coolant Vent" it totally not cost lost XP. Better refit mech than lost many XP what can improve more important things. Like % to hit. And yes. You lost 2 special skills to that useless shit if you max that tree whan a really bad choice.
But even more. Sometime Bulwark skill is randomly disabled in start of next turn and let enemies ignoring even these little 20%DR. Briliant. Although I may be wrong here and I may just be inattentive. But to compensate for the possible lie I will tell you about a real bug. Hatchetman cant do normally melee attacks, when he successfully hit enemy he dont play animation and jus stay. And only after several minutes game finally do hit. So, just dont kill game when it happens, just wait a bit more.
Why you not need mastering tactics? Sensor lock is good but better get even more evasion from piloting. But sometime locs will be need so we still have a small widow to variate build. And as you have enought XP you still can got it. Precise strike upgrade is nerfed at bigger Tactics levels, so most effective it just stay at lvl6 and get 54% to CT mech location. It better than kill lots of XP to get just 62% at lvl 9 and even + Master Tactican skill not cost it. It just allow movements after shots. Only what you got it 1-2 bonus to minimum range penalty and -1 bonus to inderect fire.
And you not need maxing Piloting as above lvl 7 you will get only 2% per level to melee hit chanse and stability bonus what totaly not cost lost XP and no more sprint speed or hit defence. And special skill "Focused Balance" is usually worse for mechs that fully ignoryng heat penalty.
And other stupid thing, mod author allowed you to respec pilots only once. So, you even not able freely play with build? Just, what?! But hold on. Go on mods folder and write on searcch "Retrainer" in this folder in file "mod.json" you can set "onceOnly" to "falce". Enjoy free tests.
Yeah, vanilla balance its not great. But it atleast working and allow you to keep a lot of diffrent pilots. Yes Bulwark is autopic. Bu we have Bulwark + Master Tactic/Guner/Pilot and we still need to think what to do with enemy Bulwark pilots. Not just forget that tanks exist and its a way better than BEX broken ecosystem!
Oh, miss one thing. XP gain reduction from "too easy missions", ask about "easy" my pilots what go back from such missions with only half of their mech. They certainly didn't gain any experience from this "easy" fight. Especially weird it looking when you get 6000xp to all pilots from cakewalk with 4 shutdown from Inferno Kingcrabs where did you get only paint scratched and do not get almost any XP when Kuritan A-team kick your ass on just a bit easyer mission. This is just nonsense.
Wait, second missed thing. You know that you are limited in XP on your pilot's, right? Think same rules work on your enemy? No. They have better skills on Elite rang. Just check mod files it can be like 10.8.8.10. Enemy pilots will be alway better than your, they usualy will always outnumbered you and their mech will be usally bigger than your. Its logic of BEX. Suffer, load Inferno and prepare for close combat. Because even best mech and best pilot can't kill you if he's mech disabled..
- 2 - Dropcost. No. Just, god damn, no! NO! If you see what in somewhat game mercs paid for droping own lance just hit the person who did this on the head. Because seems something broke there. We are Mercs, WE GET PAID for battle, not we paid to our employer! This is how our job done! And do not let try say like we must paid for fuel for our dropship or anything else. We are alredy paid for this as monthly salary, monthly salary it all what we must paid. We a god, damn, mercs!
And than more you playng than more you see how broken this thing. Just like we have one mission where we fighting against 4x80-90t mechs with own 4xSTK-3F, and paid nothing and second mission where we paid 160.000 c-bills to drop same 4xSTK-3F to hard fight against 8x80-90t mechs. But it not impressive. Impressive it how you will hight against Clans where you got jusr addition 225 tonnage. Sound good. Until you know that a half-skull Clan mission throw on your IS caffins at least two stars of omnimechs medium-heavy or above class while allowing you drop still almost same 4xSTK-3F. So, better paid your employer if you want have acceptable chanses to fight Clans. Think you know how stupid it even sounds.
And most precious senseless thing with this. We can make expesive upgrades to drop more than 4 mechs! And as we not increase drop tonnage limit we must paid few millions C-bills to kick asses in the name of your employer! *Laughter turning into crying...*
Also, in RogueTech we also paid for drop, but a way less. And also we get a way more c-bills and salvage from this missions! So, they do it more balanced.
Also, 2, We can deploy more than 4 mech per battle. But. Dont. Do. This. On many maps these addition mechs can be spawned intro rocks and if they not have JJ they not able to move. And of curse they will be fast killed by enemy. In BTA/RT you have "careful manuvers" to move mech from bad terrain. But not in BEX.
- 3 - DHS nerf. "Equipment from different eras should be balanced". Another silly thing. Let them balance Musket and rifle M4! Why not? Equipment from different eras should be balanced!
Battletech stands out because time moves forward and technology develops, and the battlefield changes. Its that what many of us love. Our mech become faster, tougher, deadly as real weaponry. And just nerf more technological things... Good damn, dont let such guys make next Civilization, these luddits will buff rocks and bows to penetrate Abrams M1... I know that they can do this already. We loss this battle already.
This also have another impact on game balance. As true DHS appears it make Inferno SRM less effective as enemy cooling systems systems works a way better and you can think about changes in your loadouts. Time moves forward and battlefield is changing. But in BEX Inferno do they job a way too well because as main souce of heatsinking to many modern mechs, internal DHS, was nerfed to shit.
But fun. Why author nerf only internal DHS while usual, modular DHS still same as earlier. Just, what? Double standards? Its makes you want to found mechs without Endo/Ferro to just have enought space for modular DHS. Another "fixed" thing what affects several others...
- 4 - Realisation of internal modules. Is very qestonable. IS XL-Engines what not killing mech when you blow up side torso is weird. You can said like in lore IS XL unreliable shit and other things. But if we fix it then what diffrence bettween a way more modern Clan XL or almost half millenium old IS XL? And even unreliable IS XL give a lot to mech where it mounted. You can moving way faster, be way cold, put more armor on mech and load more weapons to easy and fast kill mech with standart engines. The advantage it gives is radical. But nevertheless it is just a step to get Clan XL, because only very mad man go fight against clan using outdated techs. And this still leave chanses to fight against XL mech while you use trashtech. Just use tactic and gently break side torso and you got mech without sending it to Terra by pieces. And same tactic you need when you use these XL mechs, do not do silly thing and your mech be fine. God damn. On BTA i blow up whole Ratter on Terra using mostly IS trashtech!
And if IS XL is not blow up asfter lost of side torso what a sense in LIght Engine? Seriously? Just a bit less heat from side torso lost for 25 wight? It another ill-conceived nonsense.
Gyro, why destroyed gyro formally not have any effect on mech? Mech juss fall one time, pernament lost just a bit stability and thal all? God damn, Victor with broken Gyro, damaged engine, sprinting and jumping as nothing happens. WTF?! If we have such iternal component they must have real effects, like on BTA/RT where destroyed gyro its facticaly dead mech, just wait a bit, he do all work at own. Or it must be a pilot from God to keep at least stand and not fall.
But even more, in many time when you destroy enemy gyro it not have any effect! Just minimum stability penalty. No more. Just, what?
- 5 - But. I cant not say about positive thing of game. Performance of game. Smoothly and fast just like vanilla. What do BTA/RT to kill this if all content BEX have no effects on performance? I will never forget BTA 5-hours battle agains Ratter on Terra with 10-30 fps on my i9-13980HX & RTX 4090. That was a painfull final battle.
- 6 - TT accuracy modificator. I not against this and i more than fine with this. Especially about missiles. They really strong in vanilla and BTA. In vannila i put LRM on everything, just try use a lance of Panters with LRM-20, its so god damn dirty on early game because LRM hit a way better than any other weapons and enemy Locusts go pop. And this is make Artemis work good, i not use it yet, but they shot at me from them, and that a painfull as we got more damage on every missile on BEX. A way better than almost useless Artemis in BTA.
Also, in TT ER weapons usually mounted not only because better range, but because they have better hit chances on ranges non-ER weapons. There works same and if you see low % to hit it only because you trying to hit Locust or if you too far from enemy. Usually i see 95% to hit from M Lasers and almost 70% for standart SRM on my Stalkers when they get their range and looking at Atlas and half(or above) of this if this Locust. Just ckeck range modificators.
Heat penalty its also true thing. Trying to shot while your mech in like vulcan is definitely must affect firing.
But. Mod author said like TT accuracy modificator has bringed to make Time To Kill is bigger. It so funny to hear this while with no any DR, buffed missle damage, still exist weapons+++ TTK now is incredibly low. Briliant work.
- 7 - Mechlab restriction, i not adept on free mechlab where all mechs it just tonnage box without anything special and prefer more like it done vanilla Battletech/MW5 where every mech its good and bad sides what do they more unique. But many peoples may hate this way.
- 8 - Overheating System. BEX overheat it just a mess. You can load Stalker with 6xPPC and maybe some missles and not put any heatsink. And this is usable. Because that mad thing firing a bit first turn, firing full alpha in second turn and then go dark with massive overheat but deal before this a massive damage. But in start of next turn all these insane heat just magicaly dissapear cooling mech down to 25 heat without getting any overheat damage! Because one genius remove even vanilla overheat damage.
I guess that's all the specifics I have. And if you are stille reading i want to be honest, i use that dirty thing with Inferno because other ways to plays just not work. And as not work i mean frequent losses of components and pilot injures. My way just allow winning with stable result while pilots and mechs at one piece. In vanilla you have a way more choice to how play you company and get more fun. And from BEX i wait true Vanilla+ but get unbalanced and thoughtless crap. But. Thanks mod author for that he leave a text file opening by Notepad on [...\BATTLETECH\Mods\BT_Extended_CE\"mod.json"] where i and maybe you can fix almost all questonable things of this mod.
And you may go futher. Below, in the comments, it is described how to use installet in BEXT Misson Control mod. So. If you set up this right you can get enemy support lances . Why its important? You can totaly remove silly drop cost, upgrade Argo, drop 2 lances of Stainer scouts and fight in bigger battle almost like as it on RT/BTA, and everything is in great BEXT perfomance!
So, it may become true Vanilla+ mod what we deserve.
*I not native English speaker and this text may/must be a mess, but i atleast trying say own opinion about this mod. I just waited so long for the this mod update my ass go boom too much by these "innovations."*
Is laughably easy. The first time I played this scenario I wasn't thinking and cleared the board in a horrible battle ..don't do that.
All you have to do is sprint for a couple turns keeping the lance under ecm cover. It took 4 alpha strikes to destroy the three buildings and then we just turned and sprinted away!
10/10 mission. There wasn't even any salvage to claim.
I was trying to edit some values in the files in StreamingAssets to make reputation management a bit less annoying (I don't care if you hate me and give me bad pay/salvage, just let me do your 5-skull missions!) but nothing seems to actually... change anything?
The things I have attempted so far:
Change LoathedMaxContractDifficulty (Hated/Disliked/Indifferent/Friendly) values to 10.
Changed the same above where it ranges from -3 to 3 (for the campaign values, not that it should matter for career).
Changed the HatedReputation (etc) thresholds to <-101 to see if that could be a workaround.
I also wanted to fight more comstar (because I'm an idiot who started in 3025 and it's 3033 and I just want to Pokemon some fancy mechs/tech) so tried adjusting the 'Weight' of the various contracts where they can appear, but it definitely has not impacted the frequency.
I've seen a bunch of threads about it, and I'm pretty sure I'm doing it correctly.
Am I an idiot? Is there some tiny simple thing I'm missing? Is BEX trolling me slightly? Any help is appreciated.
I already have the base game on Steamnd was enjoying the campaign, but I wanted to wait until I get the DLC so it can be complete. People on here have said the dlc's don't add anything to the campaign but it's just a weird thing of mine.
So even though I have the game on Steam, should I go ahead and get the mercenary collection for $22 or wait for the DLC's to become cheaper on Steam?
It doesn't look like the dlc's get much cheaper lol. I'm also curious if I could carry my save over.
Hello dear community. Trying this game after mercs and I wonder is there a mod that enhances mechlab without adding too much other content like custom mechs?
I play the BTAU overhaul mod, which is amazing. On a new Lyran space career, I ventured to Clan space for the first time. (I’ve not played MW5Clans yet, but love Mercs).
I was getting my ass kicked so I slowed down, really fell in love with Light mechs but avoided tanks and vehicles bc I thought they took up a mech drop space. Once I expanded my mech bays (I.e. ASAP) I was rolling and loving the career.
On a drunken whim after capturing three salvage parts for an Atlas, I hired a new pilot but didn’t realize she was a vehicle only pilot. Decided to play through and for a while she just got paid for hanging in the Leopard.
In a new store, for the first time, I decided to roll the dice with a VTOL. I hated them in MW5 but I wondered “what if ?” Still it was a hard 2 Million to spend. But I’d never seen one for sale. Figured I could save scum, worst case.
VTOLs aren’t the best damage dealers but Oh Boy does the OPFOR hate them. They can scout, but mostly they are excellent bait and can draw enemy attention, as long as you get them to 8 evasion. I try to pair them with ECM and other protecting ground units. And as I leveled up my pilot from Recruit, I found this little thing called “Target Painting” which you can do..from the air..and benefit hit chance for your whole lance for three turns.
Just really fun piece of the game I stumbled into and it just adds that much more variety to an already fantastic mod.
Hello Mechwarriors. Pretty much the title.
When the Raven is super sneaky and the Cyclops can’t see it standing in front of his face 😂
I have been having good success with my Career and I am moving out of 1-1.5 Skull missions.
It's year 3028 and I am on the Eastern edge of Lyran space.
I have just started to reliably see Med mechs, and I am salvaging some.
I have a distinct lack of LRM's and LL's, my longest range weapon is an AC/5++
Really sorry for the lack of details, I am bored at work.
I am currently fielding:
Firestarter, 2x ML, 2x SL, 4x MG, half ton ammo, full JJs, rest in armor
Javelin with 2x SRM6, JJ, armor
Phoenix Hawk (the base model) with an AC5++ (crit) and 2x ML's
Assassin with whatever mishmash it came with. Maybe I swapped some ML's on?
I know they need optimization but I haven't gotten any great equipment yet.
I know that the Firestarter is crying out for a full MG+ build
Any suggestions for what to get and build up?