Battletech (2018 PC game) Page 14

  • docrob 8 Jun 2019 16:37:09 1,210 posts
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    FFS. This just isnít fun any more. I eventually managed one of the missions I was stuck on, but every single remaining option I have on the current planet involves going into battle massively outnumbered. I donít expect Iím that great tactically, but against 6 mechs plus, Iím getting smeared whatever happens. The trouble, of course, is that you can never expand your Lance past 4, which makes me think that the entire rest of the game will be like this.

    Iíve got three heavy mechs - a Dragon, a Quickdraw and a Catapult. Am I best to travel to a different system and try to find some easier missions?
  • Rogueywon Most Generous Forumite, 2016 8 Jun 2019 16:49:23 6,369 posts
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    @docrob With the lance you've described, you should probably be on 2.5 and 3 skull missions. 3.5 skull missions likely a bit nasty for you. Don't forget you can filter missions by difficulty on the starmap now.

    If you're up against superior numbers, try to find ways of stringing them out. Look at the map at the start of the mission and try to find areas you can pull one group of enemies to and take care of them before their friends arrive.

    Light mechs have next to no use once the early parts of the game are over. A couple of Flashpoints in the expansions require them, but there's no other point to them. As the game progresses, you fight more experienced enemies whose base accuracy is so high that they can easily hit light mechs with 4-5 evasion stacks.
  • docrob 8 Jun 2019 19:14:13 1,210 posts
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    Did a bit of reading up and I have the Ďwrongí Catapult as well - not the missile boat one.

    I really enjoyed this game for the first 10 hours or so. Was scratching my XCOM itch. Now it has degenerated into a series of slugfest missions I have to repeat, and it is so sloooowwwww. The whole game is a massive time sink.
  • Rogueywon Most Generous Forumite, 2016 8 Jun 2019 19:33:55 6,369 posts
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    HAH. My Urban Warfare game just took a fancy twist in a 2.5 skull mission.

    Went into an assassination mission with two heavies (Catapult K2, Quickdraw) and two mediums (Kintaro and Wolverine). Five enemy mechs and they spawn in different parts of the map. So I go for the escort lance first. Pretty pathetic... three mediums and a light. They die pretty quickly and I note that the main assassination target is taking his time getting over.

    That's because he's a King Crab. Oh shit.

    Almost immediately, he blows the leg off my Catapult with those big ol' A/C20s. At this point, I pretty much assume I'm fucked... even if I kill him, he's going to tear my lance apart. I fire at him with the other mechs, then get the Catapult back up.

    PPC headshot to the King Crab. Cockpit destroyed.

    Salvage one King Crab in the mid-game, bitches!

    Edited by Rogueywon at 19:42:18 08-06-2019
  • docrob 8 Jun 2019 19:46:43 1,210 posts
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    I met a King Crab whilst re-doing ĎStubborn Surrenderí. Actually got through more or less unscathed, probably because instead of four mechs on my previous attempts, there were only two. Clearly I should have been more worried.
  • Rogueywon Most Generous Forumite, 2016 9 Jun 2019 08:35:25 6,369 posts
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    @docrob The King Crab is one of the game's two 100-tonne bruisers (the other being the Atlas). As such, it represents the top-end of the mechs available in game. While the Atlas is designed as a versatile super-heavy all-rounder with a mix of weapons, the King Crab is much more specialised for mid-range annihilation. It packs a pair of A/C20s, an L Laser and an LRM15. A single salvo from that can kill a medium mech outright if it all hits, or seriously damage (and potentially cripple) a heavy. Its limitations are heat management and, in its default config, a lack of ammo (I tend to reconfigure mine, dropping the L Laser for three M Lasers and another two tonnes of A/C20 ammo).

    If you get the chance to capture one... do.

    My Urban Warfare game is now at the awkward point where I'm trying to push up to the 3.5 and 4 skull contracts. I always find this the toughest stretch of the game. Having gotten lucky and nabbed a King Crab early is making this a bit easier than it could be, but it's still hard going.
  • MikeP 10 Jun 2019 17:33:22 2,942 posts
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    I had a similar uh-oh scenario in my main game play through, only it was an Atlas. Who then took an AC-20 directly to the cockpit, and I felt like the King Of The World.
  • MikeP 10 Jun 2019 17:41:05 2,942 posts
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    So what's the overall feeling about the Urban expansion - are you Mech Botherers enjoying it?
  • Rogueywon Most Generous Forumite, 2016 10 Jun 2019 19:40:29 6,369 posts
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    @MikeP It's ok, but less game-changing than the Flashpoint expansion was. I'm pushing up into the assault class now in my playthrough and the lighter mechs - even the funky Raven - are gathering dust. An expansion focussed so heavily on light mechs was always going to have that problem and the remedies they tried just weren't strong enough.

    Judging from the name, the third and final expansion due by Christmas will focus on the big mechs. By all means pick up Urban Warfare, but I'd wait for Heavy Metal before committing to another playthrough.
  • docrob 10 Jun 2019 23:38:37 1,210 posts
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    Rogueywon wrote:
    @docrob The King Crab is one of the game's two 100-tonne bruisers (the other being the Atlas). As such, it represents the top-end of the mechs available in game. While the Atlas is designed as a versatile super-heavy all-rounder with a mix of weapons, the King Crab is much more specialised for mid-range annihilation. It packs a pair of A/C20s, an L Laser and an LRM15. A single salvo from that can kill a medium mech outright if it all hits, or seriously damage (and potentially cripple) a heavy. Its limitations are heat management and, in its default config, a lack of ammo (I tend to reconfigure mine, dropping the L Laser for three M Lasers and another two tonnes of A/C20 ammo).

    If you get the chance to capture one... do.

    My Urban Warfare game is now at the awkward point where I'm trying to push up to the 3.5 and 4 skull contracts. I always find this the toughest stretch of the game. Having gotten lucky and nabbed a King Crab early is making this a bit easier than it could be, but it's still hard going.
    Well, I have one-third of one, anyway. What is the best way to salvage the entire mech - blow off both legs?
  • Rogueywon Most Generous Forumite, 2016 11 Jun 2019 23:34:27 6,369 posts
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    I just encountered an Atlas on a 3-skull mission. Bloody hell, that's harsh.

    I now own an Atlas.

    Right, capture tips time...

    The number of salvage parts you get from a mech depends on how it was destroyed. There is a pretty simple checklist for this:

    1 part: Mech is destroyed by the destruction of the Centre Torso or by a critical ammo explosion.

    2 parts: Mech is destroyed by the loss of both legs.

    3 parts: Mech is not destroyed but the pilot dies, achieved by destroying the cockpit (head damage) or by reducing the pilot's health to zero.

    So, if you want 3 parts, you need to kill the pilot without destroying either the Centre Torso or both legs. If you want to destroy the head:

    - This is massively luck-based. Called shots targetted at the enemy mech's head are the way to go.

    - A single hit from a large weapon (a large A/C, a PPC or similar) will do it, but the chances of that are very low.

    - Multiple hits from small weapons with lots of hits (missiles, machineguns, flamers) may also end up with head destruction.

    - But this is a massively RNG-based way of getting three salvage and is not recommended.

    Much better is going for pilot death. Early in the game, pilots will have 3 health. In the late-game, this can go anywhere up to 8 health (though it normally tops out at 5). To knock a health point from an enemy pilot, do the following:

    - A head hit from any weapon (even a low damage hit from a machinegun or missile) does 1 health damage.

    - Destroying a Side Torso does 1 damage. But be warned - once the side torso is destroyed, any further damage on that side is applied to the Centre Torso.

    - A knockdown through stability damage does 1 damage. Build stability damage through using high-stability weapons like PPCs, LRMs and autocannons. LRMs are particularly good because they do a lot of stability damage without doing much actual damage. Melee hits are excellent for stability damage.

    - A knockdown from leg destruction also does 1 damage. But be careful not to destroy both legs, or you will just get 2 salvage.

    So in practical terms, my tips for getting 3 salvage are:

    - Isolate the mech you are targetting. Kill everything else first while leaving it undamaged. This will give you the chance to pick it apart without getting shot in the back by other enemies.

    - Try to mix up the types of pilot damage you are doing. At 5 health, you will need to do 2 side torso destructions, 2 knockdowns and a head hit. That takes planning

    - You are more likely to get head hits if you are attacking from directly in front of an enemy and from a higher elevation than them.

    - Weak but multi-hit weapons are good for head-hits. LRM20s and MGs are among your best hopes.

    - Once a side torso has blown, do not hit the enemy from that side any more. It will just blow the Centre Torso and drop you to 1 salvage.

    - Blow out one leg for a guaranteed knockdown. Ideally do so after it has just stood up from a stability-damage knockdown from regular hits and melee hits. Don't aim to destroy a leg when the enemy is about to topple from stability damage anyway.

    - If in doubt, surround the target enemy with your lance and keep meleeing it (don't use a Hatchetman!), being careful never to hit it on a side where the Side Torso is already blown.
  • Rogueywon Most Generous Forumite, 2016 13 Jun 2019 21:48:30 6,369 posts
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    Hah, Day 472 and I can field a full assault lance - Atlas, Atlas, King Crab, Stalker. This playthrough has seen RNJesus smile on me.
  • Rogueywon Most Generous Forumite, 2016 20 Jun 2019 22:28:20 6,369 posts
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    Fucking hell, RNJesus REALLY loves me on this playthrough. A flashpoint reward just gave me a full, intact Highlander 732B (the rare LosTech version that you get in story mode). 508 days until the score tally and I am fielding a fucking terrifying force.
  • THFourteen 21 Jun 2019 06:10:48 52,820 posts
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    Stop making me want to play again
  • DasBooter 29 Jun 2019 14:02:41 418 posts
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    Any management tips for a complete beginner on the vanilla campaign?

    I've just done the first mission (helping the miners out but they double cross you), I have 3 heavily damaged mechs and injured pilots that'll take a month to heal (I'm assuming you can't do missions with less than 4 mechs..).

    The reward for the next contract will barely cover my repair bill for the last..
  • Rogueywon Most Generous Forumite, 2016 29 Jun 2019 17:56:04 6,369 posts
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    @DasBooter Some basic tips for starting out in campaign mode:

    - Obviously, avoid damage as much as possible. Repair costs are bad and the time they cost you is worse. Armour damage doesn't need repairs. Straightforward internal damage needs repairs, but they'll be fairly quick and cheap. Lost limbs require major repairs, are expensive, and also require you to replace the gear from the limb. Turn damage sides of mechs away from enemies to reduce the chances of losing limbs.

    - It's often better to prioritise salvage from missions rather than cash. Salvage three of the same mech part (doesn't have to be all in one mission) and you get one of those mechs in your hangar. If you don't need it, you can sell it for good cash.

    - Main story missions have mega paydays and are good for a quick cash injection. Be warned, though, that their difficulty escalates quickly and you'll need to be improving your lance between them via normal contracts.

    - Stay away from the market unless desperate, early on. The prices are fairly steep and you can get most of the stuff from salvage.
  • DasBooter 29 Jun 2019 18:21:47 418 posts
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    @Rogueywon

    Cheers for that. Yeah I lost about 4 limbs on 3 mechs on the first mission. Dekker was lucky to survive!

    I'm assuming salvage happens automatically, or is a means of payment.

    Looking forward to getting into this. I was a fan of the 90s cartoon.
  • THFourteen 29 Jun 2019 18:57:57 52,820 posts
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    Dekker survived?! O_o
  • docrob 29 Jun 2019 19:08:51 1,210 posts
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    Rogueywon wrote:
    @docrob With the lance you've described, you should probably be on 2.5 and 3 skull missions. 3.5 skull missions likely a bit nasty for you. Don't forget you can filter missions by difficulty on the starmap now.

    If you're up against superior numbers, try to find ways of stringing them out. Look at the map at the start of the mission and try to find areas you can pull one group of enemies to and take care of them before their friends arrive.

    Light mechs have next to no use once the early parts of the game are over. A couple of Flashpoints in the expansions require them, but there's no other point to them. As the game progresses, you fight more experienced enemies whose base accuracy is so high that they can easily hit light mechs with 4-5 evasion stacks.
    The trouble is that the skulls can be a bit misleading sometimes. Currently replaying a mission that claims to be 2.5 skulls and pits you against 2 full lances of mechs, the second arriving about 2 turns after the first. Two Thunderbolts too. Tried it and failed before. This time Iíve been save scumming and Iím now down to one enemy mech remaining. The trouble is that one of my pilots has ejected, one is in a mech with no arms that canít take any further hits, and one is badly damaged and able to fire LRMs from distance only. Bloody hard for 2.5...
  • docrob 29 Jun 2019 21:46:51 1,210 posts
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    Update - finished the mission. Just. The final mech (a Griffin) stood on top of a mountain shooting me with his PPC and wouldnít come down. I only had one mech left with intact weaponry, its AC was out of ammo, and it didnít have jump jets, so I had to chip away at it for ages using lasers. Managed to kill it eventually.

    Now I have a biblical repair bill.
  • Rogueywon Most Generous Forumite, 2016 29 Jun 2019 23:35:04 6,369 posts
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    @docrob I hope you also have a new Thunderbolt.
  • DasBooter 4 Jul 2019 17:03:52 418 posts
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    I'm loving this at the moment, although I've barely started (done several half and 1 skull contacts, and the Argo story mission).

    I've just got a fourth medium mech (centurion) so Dekker's chances of survival have gone up.
    I've salvaged a Jenner and a couple of locusts which I sold.

    Is there any way of improving a mechs movement range besides jumping? My flanking gunner lady is a bit slow getting into position.

    Edited by DasBooter at 17:11:42 04-07-2019
  • docrob 4 Jul 2019 17:08:57 1,210 posts
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    Rogueywon wrote:
    @docrob I hope you also have a new Thunderbolt.
    Sadly not. I did manage a full Orion from another mission, but sadly I only got 2 guaranteed pieces of salvage, and RNGesus did not smile on me for the 3rd.
  • Rogueywon Most Generous Forumite, 2016 4 Jul 2019 17:29:51 6,369 posts
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    @DasBooter No, mechs have a set speed in this (unlike some older games which let you swap their engines). Having a mix of mech speeds in your lance can be useful.

    Don't forget that during combat, you can choose to sprint rather than walking. You can't then attack on that turn, but it can be good for positioning (and also shedding some heat). Also useful for running away if a mech has taken more damage than you're comfortable with (especially as it gives evasion stacks).
  • Rogueywon Most Generous Forumite, 2016 4 Jul 2019 17:34:36 6,369 posts
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    @docrob Don't worry too much, the Orion is a pretty common mech, so you'll get another.

    One thing they've done via some patch over the last few months is regularise mech frequencies a bit. Rare mechs like the Black Knight are still rarer than common ones like the Orion, but at least you have a realistic prospect of meeting and salvaging all of the non-Lostech mechs in the course of a career-mode game now. The old mech frequencies, with super-rare Catapults (hardly uber-rare in the source material) were ridiculous.
  • DasBooter 4 Jul 2019 17:48:28 418 posts
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    @Rogueywon

    Cheers.

    Yeah 4 evasion stacks kept my locusts alive a few times.

    I also found the light mechs sprint useful at running down fleeing vehicles in the convoy attack missions.


    Edit
    Think I'm gonna pick up the Battletech table top game beginner box and give that a spin

    https://www.board-game.co.uk/product/battletech-beginner-box/


    Edited by DasBooter at 17:50:00 04-07-2019

    Edited by DasBooter at 17:52:03 04-07-2019
  • DasBooter 4 Jul 2019 18:44:45 418 posts
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    @Rogueywon

    Ps. When you install an expansion (eg. Flashpoint or Urban) do you have to restart your campaign before it kicks in?
  • Rogueywon Most Generous Forumite, 2016 5 Jul 2019 00:19:06 6,369 posts
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    @DasBooter Pretty sure you donít
  • DasBooter 20 Jul 2019 00:38:03 418 posts
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    A moment of silence please for Glitch and Dekker, two of my best, who died today.

    It would be an easy mission, Darius said, just climb up this mountain and scout the enemy base.. then a medium Lance turn up and manage to get quick CT-destroying shots on my two fallen heroes..

    Scraped through that one. Just got the Argo now and a couple of new Centurions and a few spare light mechs. Feel like a Heavy would be handy soon.
  • THFourteen 20 Jul 2019 07:57:35 52,820 posts
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    Cough reload cough
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