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Just beat every level of Solaris VII using almost entirely SRMs which was slightly different but even more fun than usual, because of the fire effect. A Dire Wolf completely stacked with SRM4s plus a couple of CLBX20 is pretty nasty. Is there a way to tell when you kill an enemy by overheating them until they explode, as opposed to through direct damage? Once they go into emergency shutdown you lose the damage monitor on your HUD.
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| # ? Jan 7, 2012 23:38 |
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| # ? May 23, 2013 13:29 |
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Gimmick Solaris solutions? IS Medium lasers. All the IS medium lasers. All of them. Run a heavy with 12 Medium lasers set to one fire group and a need for speed in the Championships, good times. IS medium lasers, why won't you ever restock in the free market? I have an addiction and I hate the heat of the Clan ER mediums, even if they do more damage. EDIT: I had completely forgotten about my Avatar Quote. How fitting. Section Z fucked around with this message at Jan 7, 2012 around 23:59 |
| # ? Jan 7, 2012 23:50 |
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Rick_Hunter posted:I'm in love with those Blood Asp models, but I'm not so sure about that Atlas. I much prefer the original Atlas with its grinning Skull o' Death visage. This new one seems just so...generic, like a generic space marine shooter. Don't worry, it's pretty much outclassed by all the other assault mechs in that game (because its loadouts suck and there's no physical combat to make hands useful) so you don't get to see it often enough in the game for it to bother you. The big bad right now is the Blood Asp, that thing is an absolute terror.
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| # ? Jan 7, 2012 23:58 |
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Gentlemen, I give you Solaris Heavy Champion, The Insult 18 Heat sinks, 83.99 Speed, BaP. Max Ferro Fibrous Armor. ![]() It doesn't matter how big your lasers are, if you have the most lasers. (And okay some LRMs so you don't get bored closing the distance). Of course, I haven't quite managed to get this thing to survive The Proper Championship matches with assault mech's running around like I did the All Medium Laser MadCat (with Reactive Armor).
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| # ? Jan 8, 2012 00:30 |
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I'm gonna need to compile all these and give them a spin... from memory, each weight class has 9 matches total, plus the 4 Championships. So that should give plenty of space if you blokes want to suggest awesome/retarded builds to try out. *SOLARIS VII GLADIATOR LOADOUTS* Light Circuit | COMPLETE
Medium Circuit | COMPLETE
Heavy Circuit | COMPLETE
Assault Circuit | COMPLETE
AND FINALLY... The Solaris Champions
In other news, Styk shall be up today, with a bunch of new chassis's fresh from the Free Market. Paingod556 fucked around with this message at Aug 4, 2012 around 08:34 |
| # ? Jan 8, 2012 03:31 |
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Heavy Circuit: Max SRM Vulture with a couple of smlas for the red slots. I think it has them, been 2 years since I've played
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| # ? Jan 8, 2012 04:02 |
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Heavy: Vulture II - 2x Clan LBX20, 3x Clan Heavy Medium Laser.
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| # ? Jan 8, 2012 04:10 |
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I would submit the max SRM4 Uller but honestly it was effective enough that it's not really a gimmick. It was ridiculous how quickly that build could knock out other light mechs. The first volley would almost always knock them down, and the second or third would kill them before they could even get back up. Alternatively something that I never tried, but would be interested to see a video of. Pyromaniac Assault Circuit: Fast, max armor Awesome, fully loaded with Clan flamers, SRM4s x extra ammo, and Clan ERMLAS filling any gaps
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| # ? Jan 8, 2012 04:11 |
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Heavy: ThanatosXT with UAC20s. Medium: RabidCoyote with LBX10s and SRM6s.
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| # ? Jan 8, 2012 04:46 |
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Medium Circuit: 9 (or is it 10) ssrm4 Black Lanner with BAP+ECM. Heavy Circuit: 2 Heavy Rocket Launcher Archer.
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| # ? Jan 8, 2012 05:20 |
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![]() Part 12- The Cavalry Never Arrives Early- Blip Youtube 1 Youtube 2 | Download- Source SD LD It's not unusual for planets to want independence, often during the more major conflicts- with everyone worrying over the next big battle, it's very easy for a less strategically important planet to cut off their ties and moon the Great Houses. Unfortunately, the Capellans are kinda zealous about maintaining their territory. Which is actually good news for us, because it means both sides will be willing to pay for any kind of advantage. Styk is a quick planet to get through, though all the missions are quite challenging. Reinforcement is the best example, with a lot of combat requiring some quick killing and high mobility to succeed. Recommend fast well armed heavy 'Mechs for best results. 'Mech of the Mission- BL-6-KNT Black Knight NEW CUSTOM 'MECHS ![]() ![]()
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| # ? Jan 8, 2012 05:32 |
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Oooh, use The Insult Novacat In a Heavy match? pretty please? I won't blame you if you used something more interesting though. I just find something wonderful about killing heavy mechs with 14 Small lasers in a single fire group though. Section Z fucked around with this message at Jan 8, 2012 around 05:47 |
| # ? Jan 8, 2012 05:44 |
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Section Z posted:Oooh, use The Insult Novacat In a Heavy match? pretty please? I won't blame you if you used something more interesting though. ... I thought I put that in. WILL FIX NOW! Also, Part 2 on Youtube is still uploading... blame Australian internets, she should be bonza in 10 minutes, no worries.
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| # ? Jan 8, 2012 05:48 |
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Paingod556 posted:... I thought I put that in. WILL FIX NOW! It is a beautiful day on the internet, oh yes. Thank you you wonderful crazy man. ReEdit: You might not have enough lasers. I just legit built this thing in my campaign (I'm up to Wernke/Hesperus II), it took all the SLAS that I already owned and that were on the market. So the two Clan LRMs were needed to fill in the blanks anyway. Section Z fucked around with this message at Jan 8, 2012 around 06:12 |
| # ? Jan 8, 2012 05:53 |
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Speciality Solaris Arena Mechs: Medium: Crab "Cakes": 2x Assault Laser, 1x Heavy Medium Laser. Separate these out into groups or you WILL overheat a lot, but an alpha-strike should be able to kill any single 'Mech segment in one shot. Max the armour; fill the rest up with heat sinks, you'll need 'em. Don't hang around waiting for the capacitors to recharge; keep moving, and remember, real crabs like water and so does this 'Mech. Heavy: Mad Cat "Destroyer": Max armour, 2x Clan LRM-20, 4x Clan Machine guns, 2x ER small pulse laser, 2x ER medium pulse laser, AMS. Fire missiles as you close and then pour on the fire from the lasers and MGs. You can keep firing the guns while you cool down, continuous fire from those lasers will heat you up fast but it produces a withering barrage up close. This is actually a decent design for more than just Solaris. Orion IIC "Kerensky's Fist": ER PPC, 2x ER Medium laser, CLBX 20, CLBX 10, CLRM 20. Punch at all ranges combined with the fact that the Orion IIC is stupidly good to begin with make this another 'Mech that will dominate in the Arena and out. It has 4 weapon groups at least, though, and with my joystick having 6 weapon keys I usually assign the LBX-10 to its own group besides the one with the 20 in it as well since I loathe wasting ammo for those things, and I don't think there is enough tonnage for any extra. Assault: Annihilator "Oblivion": Max armour, AMS, 2x CLBX 20, 2x CLBX 10, should have just enough tonnage left over for 2 extra tons of ammunition for the LBX-20s and a token energy weapon in the head, whatever you like. No heat sinks are needed. You can knock over assault 'Mechs with this thing.
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| # ? Jan 8, 2012 06:09 |
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The Casualty posted:Don't worry, it's pretty much outclassed by all the other assault mechs in that game (because its loadouts suck and there's no physical combat to make hands useful) so you don't get to see it often enough in the game for it to bother you. The big bad right now is the Blood Asp, that thing is an absolute terror. I daresay the Fafnir has it beat, with the improved Hv Gauss model being murder when you're in range.. The four Lt Gauss model is especially nasty because of the range.
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| # ? Jan 8, 2012 06:25 |
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If you buy an Atlas, then please name it "Shrugs". That, or "Socialist Welfare Democracy".
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| # ? Jan 8, 2012 06:37 |
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As many people probably know, Battletech divides each mech into multiple sections, in terms of equipment and armour. These are L/R legs, L/R arms, L/R torso, centre torso, head, and rear L/R/C torso. Mechwarrior 4 does things similar, but a little different. You only have 1 rear torso section - Centre. This is a defender's benefit for the most part, since rear sections are paper thin. However, mechs can carry up to two additional Special sections. The big dorsal cannon on the Marauder, for example, is one. In BT it counts as the centre torso. It makes a huge target, though, and since the centre torso is already such a priority target the devs moved sections like this off of the main body. This in general is a good thing, since targeting the centre torso is more difficult and more of a choice - you can't take out the big guns, and still deal massive damage to a kill location on your enemy. However, there's one potential drawback. All Special locations have 40 points of armour - roughly the same as a stock heavy mech's arms. This is much less than any other heavy front section (minus the head). At this point, that's not a big deal, since the location is only as vulnerable as an arm would be. When we reach Assault Mechs though, with 100+ armour per location, having weapons in special slots can be a huge liability. While the default Mechs don't overuse large special locations, some of the Mektek mech's are built around giant gently caress-off guns, and can be crippled extremely easy do to this. What brought all this up? That goofy little "shield" on the Black Knight's right arm - that's a special section, even if you can't equip any gear in it. It can theoretically work as a shield, if it takes any hits, since the arm won't take damage. I just noticed this now, as I generally don't use Black Knights. ![]() You can see it on the armour read-out in two places. Physically coming off the right arm, as well as the S1 under beside rear. Other examples of special locations are the Mad Cat's shoulder mounted missiles, and the Uziel's arm-mounted Beam Pod.
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| # ? Jan 8, 2012 06:45 |
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Yaaay, you used ReSeen! Though I don't think it ever actually showed up on-screen during the mission. Fitting for it being a Marauder
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| # ? Jan 8, 2012 06:53 |
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For medium: Hunchback IIc without the medium lasers/jump jets, armour maxed, speed upped one notch, extra load of ammo for each of the LBX20s For heavy: 2UAC20 thanatos XT, IFF, fill up remaining space with heavy medium lasers For assault: Gladiator without jump jets or fancy stuff, speed to 63km/h, max armour except on the legs (drop half a ton off max on each), 3x CLBX20s, and an assault laser
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| # ? Jan 8, 2012 07:29 |
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Paingod, I'm feeling a distinct lack of a unit equiped with a Long Tom and Jumpjets. Perferable only those, except perhaps a small laser or two - just in case.
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| # ? Jan 8, 2012 07:35 |
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I would like to say that i am entirely satisfied by the amount of shooty you managed to cram into the Flesh Wound's hilariously fragile arms. Also, that it would be completely fine if you want to move those backup weapons to your torso omni slots so you won't be utterly de-fanged when the Styk Honor Guard mission pops both your arms off. And maybe paint it black.
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| # ? Jan 8, 2012 07:38 |
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For Light: Assault Laser Panther. 1 heatsink, jump jets, ECM. Must fire while jumping. Edit: Finished watching the episode, nice salvage again. srb fucked around with this message at Jan 8, 2012 around 12:38 |
| # ? Jan 8, 2012 12:06 |
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For Assault Weight: A Supernova with as many continuous beam lasers as you can fit, and jumpjets.
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| # ? Jan 8, 2012 12:43 |
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I did this for the Assault Class: Masakari with engine taken down a notch to make space for three Arrow IV Thunderbolts (not the clusters) and extra ton of ammo for each. Makes Daishis fall over.
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| # ? Jan 8, 2012 15:27 |
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The Black Knight is one of my favorite mechs, both in the game and on the tabletop.
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| # ? Jan 8, 2012 16:39 |
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You used my name suggestion! Well, let me suggest for the Atlas then "Fontaine" or "Sploicer".
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| # ? Jan 8, 2012 18:37 |
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Orcs and Ostriches posted:Other examples of special locations are the Mad Cat's shoulder mounted missiles, and the Uziel's arm-mounted Beam Pod. I recall reading in one of the MekTek patches that the Annihilator's special section is a glacis plate on the front, which is why it is probably the single most survivable 'Mech in the game, which makes perfect sense since its intended use is city defence.
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| # ? Jan 8, 2012 21:52 |
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I was just playing and made a Sunder called "And Lightning". All it had were 4 ER Heavy Lasers, an LBX20 Autocannon, and a shitload of heat sinks. It wrecked everything. Then I was playing a mission where you only have one lance but you have to fight a shitload of light and medium mechs. I was in a Fafnir (ultra-heavy armour, 100 ton mech) and did most of the mission with a very nearly destroyed centre torso from some heavy fighting near the beginning. Right near the end, yet more light mechs showed up. I was staying back and letting my lancemates do the fighting to save myself from death but one mech came in from the side so I went off to investigate and promptly got one-shotted by a Flea.
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| # ? Jan 8, 2012 21:59 |
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Would either of these weapons loadouts be viable? "Mutant Tank"--several smaller autocannons mounted above and in the arms, with one giant "f***-off" gun like a PPC, massive laser or conventional cannon mounted as close to the centerline as possible. "Mutant IFV"--one smaller autocannon mounted off to one side, one larger autocannon on the centerline, and two massive medium-long ranged missile racks above. (I'm a freak; the first thing I think of when I think of bipedal mechs walking around is "Infantry ambush from debris cover below!") Davin Valkri fucked around with this message at Jan 8, 2012 around 22:33 |
| # ? Jan 8, 2012 22:29 |
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Davin Valkri posted:Would either of these weapons loadouts be viable? The smaller autocannons are borderline joke weapons in the tabletop game and are inexplicably heavier in this one. You don't use them against infantry in any case, that's what machine guns and flamers are for.
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| # ? Jan 8, 2012 22:35 |
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dis astranagant posted:The smaller autocannons are borderline joke weapons in the tabletop game and are inexplicably heavier in this one. You don't use them against infantry in any case, that's what machine guns and flamers are for. Which is funny to me because if anything fucks up infantry in real life, it's anti-aircraft-caliber weapons of 20-40mm, which is what AC-2's and AC-5's are modeled after. I guess since they're using AP ammo and not high explosives, presumably, they're less effective than just spraying an area with hundreds of rounds of .50 caliber or whatever they use in CBT for machine guns.
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| # ? Jan 9, 2012 05:51 |
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The Casualty posted:Which is funny to me because if anything fucks up infantry in real life, it's anti-aircraft-caliber weapons of 20-40mm, which is what AC-2's and AC-5's are modeled after. I guess since they're using AP ammo and not high explosives, presumably, they're less effective than just spraying an area with hundreds of rounds of .50 caliber or whatever they use in CBT for machine guns. Actually, the way I understand the warhead/armour tech of BT is- Armour is a honeycomb of ceramics and alloys, designed to absorb heavy hits and then fall off. This is why there are few weapons that can one-hit KO, but on the flip side the ablative nature means that you can use sustained fire from lighter weapons to eventually punch through, Death-of-A-Thousand-Papercuts style. The only real AP rounds used, generally, are those in the Gauss rifle, the hypersonic flat-trajectory artillery. Regular autocannons fire at a fairly low velocity, so they generally stick with HE warheads. The exception is the LB-X, with a stronger barrel to take scattershot rounds in addition to HE. Machineguns are in the 12.7-14.5mm range. MG Arrays are either a bunch of these strapped together, or a gatling model. Either way, they're heavier and can put down more rounds faster, meaning more damage per burst. As for anti-infantry combat, in Battletech that becomes the purview of small lasers, machineguns and flamers. Autocannons are less like the 20mm Oerlikon or other 'machine cannons', and more akin to a regular single-shot cannon, though with an autoloader. Hence why I keep comparing the AC-20 to the 125mm used by the T-90. Don't ask me why MechWarrior changed it so you fire bursts of shells, maybe it felt more action-y.
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| # ? Jan 9, 2012 06:08 |
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There's also the Solaris Rules, which gives lighter weapons, like the MG and the AC2 a *much* higher rate of fire. Like 4 times higher in some cases. Machine Guns go from "Ha Ha you stupid bastard!" to "Don't let him get near me" in some cases.
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| # ? Jan 9, 2012 06:23 |
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Paingod556 posted:Actually, the way I understand the warhead/armour tech of BT is- So the "Mutant Tank" would have a massive Gauss rifle-type thing in the center, multiple old-fashioned .50 caliber or so machine guns on top and a small laser or two in the arms? Are there any mechs that can set up their weapons like this? Davin Valkri fucked around with this message at Jan 9, 2012 around 06:36 |
| # ? Jan 9, 2012 06:33 |
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Davin Valkri posted:So the "Mutant Tank" would have a massive Gauss rifle-type thing in the center, multiple old-fashioned .50 caliber or so machine guns on top and a small laser or two in the arms? Are there any mechs that can set up their weapons like this? You're close to describing a Hollander-II, if you swap the SRM rack for machineguns. It's a 40-ton Medium 'Mech, based on a 30-ton Light 'Mech. The Hollander was just a Gauss Rifle on legs, the upgraded version added some armour and backup weapons.
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| # ? Jan 9, 2012 06:54 |
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The best way to deal with infantry is to leave it to the professionals. By that I mean bring a dis astranagant fucked around with this message at Jan 9, 2012 around 07:08 |
| # ? Jan 9, 2012 07:03 |
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Paingod556 posted:You're close to describing a Hollander-II, if you swap the SRM rack for machineguns. It's a 40-ton Medium 'Mech, based on a 30-ton Light 'Mech. The Hollander was just a Gauss Rifle on legs, the upgraded version added some armour and backup weapons. Oh, cool. Now that I know there's already a mech similar to the Mutant Tank, I wanna see you run it on Solaris. Maybe in a different color scheme and different secondary armament, but definitely keep the giant Gauss rifle! (Is the Hollander considered any good?)
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| # ? Jan 9, 2012 07:51 |
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Davin Valkri posted:(Is the Hollander considered any good?) It's basically a dedicated sniper, and could best be thought of as a long-range counterpart to the Puma/Adder, in that it is a light mech designed around punching well outside of its weight class. The main advantage is that it is very cheap and can outrange pretty much anything that isn't also armed with a Gauss Rifle: the big downsides are that it is fairly slow for a light mech(it maxes out at 86kph), and has pretty weak armor. It can be effective in packs or against other lights or mediums, but at a certain point you start getting heavies that can move at about the same speed and carry WAY more armor and weaponry. It's EXCELLENT at hunting heavier conventional vehicles like the heavy and assault-class tanks, though.
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| # ? Jan 9, 2012 08:00 |
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| # ? May 23, 2013 13:29 |
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Davin Valkri posted:So the "Mutant Tank" would have a massive Gauss rifle-type thing in the center, multiple old-fashioned .50 caliber or so machine guns on top and a small laser or two in the arms? Are there any mechs that can set up their weapons like this? Hollander is, as stated, this type of thing - however the Marauder II and the Behemoth II/Stone Rhino are this but scaled up to 100 tonnes. I think the Stone Rhino was specifically intended to hold off another entire company, so it has a massive cannon on its spine and a bunch of pulse lasers in its arms.
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| # ? Jan 9, 2012 08:12 |



























