Battletech (2018 PC game) Page 5

  • sunjumper 17 May 2018 14:50:00 3,438 posts
    Seen 3 hours ago
    Registered 17 years ago
    Rogueywon wrote:
    Oh, I did find one interesting custom mech build. Take a King Crab, remove all of its weapons and a bit of armour (for weight allowance), then stick on a pair of Gauss Rifles and a pair of PPCs. Gets you a fairly amazing long-range sniper.

    The downsides, of course, are the difficulty of putting the build together in the first place (Gauss Rifles are incredibly hard to find), the tying up of a 100-ton exotic mech in an ultra-specialised role and a bit of trickiness in managing a slow-moving sniper mech which needs line of sight to hit with its weapons (unlike an LRM-sniper).
    You found a second gauss rifle O.O
    My recomendation would be to get rid of more armour and put in jump jets. As long as your front armour exedd 100 points you are pretty safe. You are going to stand back with that mech anyway and being able to jump will let you access mountains to take aim as well as adding evasion which you will need in case anyone does consider taking a shot at you.
  • Rogueywon Most Generous Forumite, 2016 17 May 2018 15:03:26 4,329 posts
    Seen 2 hours ago
    Registered 13 years ago
    @sunjumper I've actually salvaged two extra Gauss Rifles (to go with the one you get on the Highlander as a pre-set story event). The trick seems to be to find missions that put you up against Inner Sphere houses. They tend to field the more exotic mech types with high-end weapons that you don't find in the Periphery forces. You get access to Inner Sphere territory in the post-game, but you can generally find missions in Taurus space which put you up against Davion forces before that.

    If you just "go with the flow" of the story missions, almost all of your side-missions will put you up against Directorate or Pirate forces, which only seem to have a low tech level (and often seem to field Schrecks or Demolishers instead of assault mechs). I started getting serious assault mech goodness when I manually navigated to the 4 and 5 difficulty-rated worlds in Taurus space.

    And yeah, I'd been considering stripping more armour and adding jump jets to my sniper King Crab. It actually has lower raw firepower than my other King Crab (the one I just took the L Laser off, replacing it with a pair of M Lasers and additional ammo). That other, more "standard" King Crab fits into what I think of as a "mid range annihilation" role. If it can get to mid-range where it can bring its whole armament to bear, it is utterly devastating. But its stumpy little legs mean it can require a couple of turns to close in sufficiently to bring the heavy guns to bear and when it takes down a target, it never tends to leave more than 1 salvage piece behind.

    The sniper revision I did was an attempt to get a version which could be useful in combat from the first round and which could also support efforts to take down mechs in a manner that left more salvage (PPCs are great for inflicting stability damage, which seems to be the key to killing pilots while leaving mechs intact).
  • sunjumper 17 May 2018 15:08:05 3,438 posts
    Seen 3 hours ago
    Registered 17 years ago
    @Rogueywon
    When your mechs are too slow it can help to just sit back and let the enemies come and run into your fire.
    Which is great fun when it works and much less so when you suddenly get sensor locked and it starts raining missiles and you get illuminated by PPC fire...
  • Rogueywon Most Generous Forumite, 2016 17 May 2018 15:14:47 4,329 posts
    Seen 2 hours ago
    Registered 13 years ago
    @sunjumper I've sat back and let the enemy come to me on occasions, but you need very specific terrain to make it work. The problem is that the AI tends to deploy a lot of ranged-support mechs (those bloody Jagermechs in particular) stuffed with LRMs that don't need line of sight. If it has one unit with line of sight with you, you're often in for a world of missile-rain.

    I don't generally struggle to get into range, but the King Crab is slow even by assault mech standards. Only the Stalker seems comparably slow and that benefits from being much more long-range oriented (I love the Stalker and one in a near-default configuration is a part of my standard deployment lineup, except in Martian/vacuum biomes).
  • sunjumper 17 May 2018 15:18:51 3,438 posts
    Seen 3 hours ago
    Registered 17 years ago
    And now I'm cursing my life for not being able to properly play Batteltech until tomorrow or Saturday...
    I need to hunt more assault mechs.
  • Rogueywon Most Generous Forumite, 2016 17 May 2018 15:27:53 4,329 posts
    Seen 2 hours ago
    Registered 13 years ago
    @sunjumper Hunting assault mechs is fun, even if it does start to feel a bit like "Pokémon with giant robots". This is one of the reasons why I really love the Stalker - it can inflict insane levels of stability damage and with its default armament split between lots of different weapons, you can tweak each attack carefully to maximise the chances of hurting the enemy pilot without destroying the mech.
  • THFourteen 17 May 2018 15:32:01 49,829 posts
    Seen 2 hours ago
    Registered 13 years ago
    Rogueywon wrote:
    @THFourteen It does not have ultrawide support at present. The devs have posted that it is high on their to-do list, but it is not implemented right now.
    https://forum.paradoxplaza.com/forum/index.php?threads/regarding-screen-resolutions-aspect-ratios.1092119/

    We have no timeline for expanded aspect ratio support at the moment.

    HBS_Comanche, Apr 26, 2018
    well that's a bit shit.
  • sunjumper 17 May 2018 15:53:01 3,438 posts
    Seen 3 hours ago
    Registered 17 years ago
    Rogueywon wrote:
    @sunjumper Hunting assault mechs is fun, even if it does start to feel a bit like "Pokémon with giant robots". This is one of the reasons why I really love the Stalker - it can inflict insane levels of stability damage and with its default armament split between lots of different weapons, you can tweak each attack carefully to maximise the chances of hurting the enemy pilot without destroying the mech.
    This also ties it to what makes Monster Hunter so appealing. When you go in for the salvage you are getting ready to take down giants to make your own out of their carcases.
  • Skirlasvoud 20 May 2018 23:38:42 4,039 posts
    Seen 1 week ago
    Registered 8 years ago
    Just jumped into this for the first time.

    Dense! I'm happy I've played MW2 & Mercenaries, or I'd be completely out of my league. The game can count itself lucky I already know my way around a heatsink and ferro-fibrous armor plating.

    It's early days, but I can see the numerically superior AI insisting on getting within arm's length in their turns and unloading everything they have right in my face with suicidal disregard for my next turn, becoming a problem. I had an entire convoy of little tanks just driving up to my feet and unloading everything. They'd get squished afterwards, but it was enough to give one of my pilots a 20-day head injury.
    Enemy mechs also do a job at staying hidden until you get in range and doing the same.

    In X-Com you can Overwatch that shit and make sure the enemy dies before they can get close. Is there anything like that in this game?



    Otherwise, I can see the clunky charm here. The interface aboard ship is slow, unwieldly and you can see the unreal engine assets fraying at the seems, but there's a lot of love and an attempt at atmosphere.

    As someone who played MW2 as a kid, I do miss the Clans and their tech.

    I can pick a Mad Dog, Timberwolf or Warhawk out of a line-up any time of day. All these scrappy Inner Sphere mechs don't mean much to me and I find the hardware alienating.


    Also, is there any way to speed up turns? I'm still enamored by watching the bigs bots go stompy stomp through the landscape, but I can feel that running thin some dozen mission inwards.

    Edited by Skirlasvoud at 23:43:26 20-05-2018
  • Rogueywon Most Generous Forumite, 2016 21 May 2018 07:28:49 4,329 posts
    Seen 2 hours ago
    Registered 13 years ago
    @Skirlasvoud It is a bit spiky at first, isn't it!

    In the early-game, the AI does tend to be very aggressive. When attacking, it likes to get to its optimum weapon range. Most of those early-game vehicles pack a close-range loadout. Believe me, later in the game when you're up against Jagermechs and LRM Carriers that like to dance around the edge of your range, you'll miss the days of the suicide charges.

    There's no overwatch equivalent. This is what I've meant in some of my posts about needing to "unlearn" your XCom habits. The lack of overwatch is a big game-changer. In particular, it removes most of the risk from moving on your own turn. Movement is life in this game, as it keeps your evasion stacks up. At least until the end-game, when those big assault mechs sometimes get more value from the defensive bonus from sitting still.

    You're 25 years too early in the timeline for the Clans at this point. The devs have said outright that the first major DLC won't feature the Clans (so a jump forward 10 years to the Third Succession War seems most likely), but haven't ruled out going to the Clans after that (and have hinted they'd quite like to).

    Turn speed is a bit of an issue. If you you into the menus, you can turn off some of the "cinematic" animations, which speeds things up a bit, but is not a total solution. Again, the devs have said they're looking at more radical options for a future patch.
  • Skirlasvoud 21 May 2018 13:24:21 4,039 posts
    Seen 1 week ago
    Registered 8 years ago
    @Rogueywon

    Cheers for the introductory post Roguey. :D I'm confident I can get my bearings and I'll browse this thread back a few pages for hints and tips.

    Loved MW2:Mercenaries and it's already obvious this game is even better for the management aspect.
  • Rogueywon Most Generous Forumite, 2016 21 May 2018 13:46:33 4,329 posts
    Seen 2 hours ago
    Registered 13 years ago
    @Skirlasvoud One other tip - based on something I wish I'd figured out earlier - is to get to grips with causing (and managing) stability damage as early as possible. It's key to keeping enemy mechs relatively intact so that you can salvage all three components from them at the end of the mission (3 components of the same model gives you a shiny new, fully equipped mech of that model).

    You've probably seen mechs fall over during battle already. When a mech falls over, a few things happen:

    1) It loses an initiative point, meaning that its next turn happens later than it would have otherwise (so if it's a light mech, it has to wait for the medium mechs round for its next turn).

    2) It loses all of its evasion stacks, meaning shots against it are much more likely to hit.

    3) Any shots fired at it while it's downed become called shots by default, meaning specific body sections can be targeted, allowing for a fast kill (though not necessarily optimal salvage).

    4) The pilot loses one point of health and, if he or she is on the last point, is incapacitated.

    Knocking mechs down through stability damage is therefore an efficient way to damage the pilot without destroying the centre torso or both legs (either of which makes the mech count as "destroyed" and reduces salvage). With heavy/assault mechs it's often a good idea to leave a mech you want to salvage until last, then focus on knocking it down with stability damage over and over (and avoiding hitting it while it's down).

    Different weapons are better at inflicting stability damage than others. Lasers do little/no stability damage - they're pure armour/internal damage. PPCs and heavy autocannons do good stability damage, but also do heavy armour/internal damage. Missiles and smaller autocannons are a good way of doing heavy stability damage without blowing the target mech to bits.

    There are other ways of wounding pilots - left/right torso damage, head hits and so on - and those will be essential to taking mechs intact, but knowing how to play the stability game is critical.

    Similarly, the enemy will target your own stability (and is ruthless about targeting downed mechs). You can recover more stability by using the Bulwark morale command, by doing less/no movement on a turn or by standing in terrain (e.g. marshland) which improves stability.
  • MikeP 21 May 2018 14:10:33 2,888 posts
    Seen 4 hours ago
    Registered 15 years ago
    I'm trying the first 'proper' story mission at the moment, and I seem to be suffering a disproportionately high number of head impacts and pilot injuries. mostly due to LRM spam from the AI.

    Anyone got tips for how to approach it?
  • Zyrr 21 May 2018 14:57:45 297 posts
    Seen 4 hours ago
    Registered 9 years ago
    I'm sure others will have their own advice on this, but for LRM spam I'd recommend keeping your mechs on the move to keep their evade stacks as high as possible, making it much less likely for most of the missiles to connect, and to close the distance gap between you and the offending mech ASAP - at shorter ranges LRMs are effectively useless.
  • Rogueywon Most Generous Forumite, 2016 21 May 2018 15:01:42 4,329 posts
    Seen 2 hours ago
    Registered 13 years ago
    @MikeP Head hits/injuries are just going to happen from time to time. You'll even see the occasional head hit with a big gun like a PPC or large autocannon, resulting in an instant head-destruction and pilot death. That's rare.

    That said, there are ways you can maximise/minimise the chances of head hits, depending on whether you're on the offensive or defensive side.

    Every weapon hit on a mech has a - low - chance to be a head-hit - around 2-3%, I think. What this means is that weapons which produce a large number of hits on each attack - LRMs, machineguns and flamers, in particular - are more likely to score a head hit when they're used, because they get more "rolls of the dice". If LRM spam is giving you a headache, then your best bet is to close as rapidly as possible on the mech firing them. LRM accuracy drops off massively against targets below their minimum range, so they'll get fewer hits per salvo.

    Conversely, if aiming to increase the number of head hits you inflict without destroying the enemy mech (for salvage reasons), you can either do LRM spam (which also causes instability and falling damage to pilots), or you can get in close for machinegun and flamer hits.

    Edited by Rogueywon at 15:04:13 21-05-2018
  • Skirlasvoud 21 May 2018 16:36:34 4,039 posts
    Seen 1 week ago
    Registered 8 years ago
    @Rogueywon

    Again, thanks for the advice!

    Just read up on an RSP article pretty much describing the same thing and claiming the game, in a nutshell, is basically

    "Giant Robot Amputation Pokemon".

    For as far as I understand it now and you already said:
    A destroyed central torso awards 1 salvage towards that mech.
    Taking out both legs but not the central torso, is 2 salvage towards that mech.
    Taking out the pilot through any other means and leaving the legs and central torso intact, is 3 salvage towards that mech. Pilots are taken out by damaging the torso sides, knocking them over or getting headshots.

    You need 3 salvage to build a replica of that mech.



    Could you answer me this though:
    What happens when I take out A SINGLE leg and maybe either the right or left torso in the course of 3 injuries? Does that count as 3 salvage?

    Knocking people over by targeting at least a single leg just seems so handy. That doesn't prevent me from gaining 3 salvage as long as I keep the Central Core intact, does it?


    Also seen some brilliant videos on positioning and targeted shots. If you fire from up high, or from the flank, you're almost guaranteed a bigger chance at headshots or side torso destruction without requiring targeted shots. And like you said; someone on the ground is always targeted.

    Edited by Skirlasvoud at 16:40:56 21-05-2018
  • Rogueywon Most Generous Forumite, 2016 21 May 2018 16:44:16 4,329 posts
    Seen 2 hours ago
    Registered 13 years ago
    Skirlasvoud wrote:
    Could you answer me this though:
    What happens when I take out A SINGLE leg and maybe either the right or left torso in the course of 3 injuries? Does that count as 3 salvage?

    Knocking people over by targeting at least a single leg just seems so handy. That doesn't prevent me from gaining 3 salvage as long as I keep the Central Core intact, does it?
    Yeah, you're right. It gets you 3 salvage. To get 3 salvage, the following conditions need to be fulfilled:

    - The Central Torso needs to be intact AND
    - At least one leg needs to be intact.

    Knocking a mech over by destroying one leg (easily achieved with the Precision Strike morale ability) is a good way of inflicting pilot damage, though inflicting stability damage is another way of getting a knockdown without spending morale (albeit at the expense of doing more overall damage to the enemy mech).

    It's also a good idea to destroy either the left or the right torso section of a mech you're trying to salvage, as that is a nice easy injury on the pilot. However, destroying both of the side torso pieces without destroying the Central Torso is often difficult.

    Edit: Also, remember that while it only takes 3 injuries to incapacitate a pilot in the early-game, that will increase as the game goes on. Facing high level pilots later in the game, 5 injuries will be more normal. To do that, you're probably going to want a side torso destruction, several knockdowns and a head hit.

    Edited by Rogueywon at 16:45:46 21-05-2018
  • Rogueywon Most Generous Forumite, 2016 21 May 2018 16:56:21 4,329 posts
    Seen 2 hours ago
    Registered 13 years ago
    Another thing worth keeping in mind is lance composition. I've generally found it worthwhile having a "tank" (in RPG terminology, not the vehicle with tracks), a close-quarters dps, a scout/sniper and a fire-support mech. Which mechs fit which roles will obviously vary depending on where you are in the game. So when you're still dealing with medium mechs, the Dragon will make an excellent tank and the Trebuchet a fire-support. You'll obviously want to fit roles to match. My own lance-lineup in end-game is:

    Atlas II - tank and all-range damage: A big, heavily armoured 100-ton monster. Firepower isn't overwhelming, but can adapt to almost any range. Pilot has Juggernaut as the top level skill, to maximise the value of melee attacks.

    King Crab - short/medium range annihilation: Heavy armour, low speed and insanely high medium-range damage. Most of that damage comes from its pair of big AC/20s, so while it has huge damage output, I can't use it against a mech I want to maximise salvage from. It's more for thinning out the herd so I can focus on salvage later. Pilot has the fire-then-move ability as their top level skill, giving more positioning options.

    Highlander - heavy scout/sniper: One of the fastest assault mechs and also equipped with jumpjets. This variant has a gauss rifle and a big LRM battery, making it a good (and very heat-efficient) sniper. Pilot has the initiative bonus as their top level skill, letting them move before other assault mechs.

    Stalker - fire-support: Basically a big missile/PPC battery, with some lasers for point-defence (though rarely used). Top level skill doesn't matter so much, but the multi-target mid-level skill is a must, as it maximises firepower efficiency and lets me strip evasion from multiple enemies in a single salvo. Needs to go easy on the lasers, as they can rapidly overheat it.

    What this lineup gives me is the flexibility to both blast down mechs I've no interest in capturing quickly (chiefly with the Atlas and King Crab), then focus on wearing down my salvage target once it's isolated (with the Highlander and Stalker, both of which can do a lot of stability damage, and some support from the Atlas).

    An equivalent early/mid-game lance might go: Dragon, Vindicator, Shadow Hawk, Trebuchet.
  • sunjumper 22 May 2018 00:32:57 3,438 posts
    Seen 3 hours ago
    Registered 17 years ago
    @Skirlasvoud

    May I add a few tips?

    First of all: the map is your friend.
    When a mission starts don't just walk straight towards your goal but have a look at the map.
    Where is your lance?
    Is there more than one route to your goal?
    Which would be good places to ambush you?
    Where could you sneak along to ambush your enemies right back?

    Second: once you know the lay of the land always advance over a flank. Walking down the shortest easiest path is practically always an invitation for a disaster.

    Third: jump jets are your friend. No really. Even my assault mechs all have jump capabilities. Jumping makes you significantly harder to hit. It will allow you to cross mountain ranges that would otherwise stop your mechs dead in their tracks or funnel them into the open arms of your enemies. They will allow you to choose your facing no matter what.
    And last but not least they allow you to jump from/into cover at a moment’s notice.


    Fourth: once comfortable with the standard mechs and how they work it is time to go to the mech lab and tweak or redesign your mechs so that they fit your fighting style.
    e.g. like rougeywon I own a Stalker, but I threw out the lasers and the PPCs that cause enormous heat, got rid of most of the heat sinks and instead installed a couple of jump jets and more importantly 3 LRM20s and 1 LRM 5. This mech can stay way in the back and is able to wipe-out a medium mech or significantly damage heavies and even assaults.
    The lab is another layer that will add a lot to your game.
  • MikeP 22 May 2018 12:58:08 2,888 posts
    Seen 4 hours ago
    Registered 15 years ago
    Thanks very much for the advice everyone. Definitely gives me some new angles to try. Like others, I think I'm going to have to unlearn some XCOM habits too.
  • Rogueywon Most Generous Forumite, 2016 22 May 2018 13:04:22 4,329 posts
    Seen 2 hours ago
    Registered 13 years ago
    @sunjumper I'd agree with your first two, but the third and fourth need to be treated with a bit of cautious.

    Jump jets are great, but I wouldn't take them on every mech. Certainly, my heavy brawlers (Atlas II and King Crab) don't really need them and putting them on would involve unpleasant compromises on armour, firepower and heat-dissipation (there is a heat cost to using jump jets).

    Mech customisation is also great, but it needs to be treated with a touch of caution. Hyper-specialising mechs can sometimes lead to unanticipated vulnerabilities, be they on heat, endurance or propensity to ammo explosions. By all means experiment, but I would generally caution away from over-specialised builds.
  • sunjumper 22 May 2018 13:17:50 3,438 posts
    Seen 3 hours ago
    Registered 17 years ago
    Rogueywon wrote:
    @sunjumper I'd agree with your first two, but the third and fourth need to be treated with a bit of cautious.

    Jump jets are great, but I wouldn't take them on every mech. Certainly, my heavy brawlers (Atlas II and King Crab) don't really need them and putting them on would involve unpleasant compromises on armour, firepower and heat-dissipation (there is a heat cost to using jump jets).

    Mech customisation is also great, but it needs to be treated with a touch of caution. Hyper-specialising mechs can sometimes lead to unanticipated vulnerabilities, be they on heat, endurance or propensity to ammo explosions. By all means experiment, but I would generally caution away from over-specialised builds.

    I agree. The jump jets are prefect for my style of playing and I use mechs where I do not neet to sacrifice (too much) armour to make them work.

    Dito with tweaking mechs. It is a great game within a game but one has to be careful not to ruin a mech in the process.
    One should start with slight changes to a design and look what happens:

    Things like:
    - Losing the AC/2 and ammo for incrased armour on a Jagermech;
    - Replacing PPCs or large lasers with medium lasers for more damage output and armour. (the Thunderbolt works great for this)
    - Replacing 1 LRM10 with 2LRM5s samge damage output but you now have a spare tonne to add something to the mech and the added bonus of being able to strike multiple targets.
  • Rogueywon Most Generous Forumite, 2016 22 May 2018 13:19:52 4,329 posts
    Seen 2 hours ago
    Registered 13 years ago
    @sunjumper I do have a strong dislike for large lasers. They're a lot of weight and heat for a single hit, moderate damage and a shitload of heat buildup. Their range is the only thing they have going for them.

    Usually the first thing I do with a new mech is pull off any Large Lasers equipped.
  • sunjumper 22 May 2018 14:47:19 3,438 posts
    Seen 3 hours ago
    Registered 17 years ago
    @Rogueywon
    Agreed I keep staring at them and their stats wondering why I would ever use one of them instad if a bunch of medium lasers. The PPC at least do stability damage and disrupt the targets aiming...
  • Rogueywon Most Generous Forumite, 2016 22 May 2018 14:55:33 4,329 posts
    Seen 2 hours ago
    Registered 13 years ago
    @sunjumper I like PPCs. Their only real weakness is their high heat build-up. But mix them with a few low-heat weapons like LRMs and you can get a decent, flexible build.
  • sunjumper 22 May 2018 15:25:04 3,438 posts
    Seen 3 hours ago
    Registered 17 years ago
    @Rogueywon
    Good point I should try to build something that combines PPCs with ACs. 2PPC are prefectly managable with a hand full of heat sinks.
  • Skirlasvoud 22 May 2018 18:59:48 4,039 posts
    Seen 1 week ago
    Registered 8 years ago
    It's so nice to see a game inspire debate like this. :D Thanks for all the interesting points and observations on both side.
  • shamblemonkee 22 May 2018 19:37:38 17,939 posts
    Seen 6 hours ago
    Registered 14 years ago
    All depends what you're going for Missiles whether LRM or SRM spread their damage quite widely and the damage values are low - they are best for inflicting stability debuffs and knockdowns.

    lasers are good for straight dps, while the large lasers dont fare as well per ton as mediums, they do have a range advantage if that's what you're aiming for.
  • Rogueywon Most Generous Forumite, 2016 22 May 2018 20:25:22 4,329 posts
    Seen 2 hours ago
    Registered 13 years ago
    Deep in Davion space now and just absolutely steamrollered a pair of 5-rated missions. Suspect I'm starting to cap out as to how far I can take my lance for the moment.

    Which means I guess I'm starting to think about DLC. Somethings I'd like to see:

    - More mission types which give you a continued incentive to field light/medium mechs in the end-game (the devs have hinted they'd like to do this).

    - More storyline missions involving the major Inner Sphere houses.

    - Better availability of some of the higher-end tech like pulse lasers.

    - And... eventually... the Clans. :)
  • THFourteen 22 May 2018 20:54:05 49,829 posts
    Seen 2 hours ago
    Registered 13 years ago
    Rogueywon wrote:Which means I guess I'm starting to think about DLC. Somethings I'd like to see:

    - Ultrawide Support
    FTFY :-)
Log in or register to reply

Sometimes posts may contain links to online retail stores. If you click on one and make a purchase we may receive a small commission. For more information, go here.