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LeschNyhan
Sep 2, 2006

The construction rules don't account for the weight of the myomer itself. Rules as written describe the structural skeleton, reactor, gyro, cockpit, heat sinks, armour, and guns. So I just handwave in a few unreported hundred tons of myomer and associated support equipment and call it a day.

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LeschNyhan
Sep 2, 2006

Pooncha posted:

So basically this game is going to be Fire Emblem with giant robots.

...I’m okay with that.

If I wasn’t already a huge BT fan and committed to this project, you would have gotten me very excited.

LeschNyhan
Sep 2, 2006

Arcturas posted:

How are y'all outfitting your Battlemasters?

(...)

(I had no success with a Black Knight, so I'm probably just bad at mechs.)

(...)

EDIT: I am also really unsure how to use Grasshoppers.

I figure I’ll answer this since this and the story Highlander was my end-game squad and they never let me down. Sometimes I’d switch in a shadow hawk for the grasshopper if the mission required more speed or my master tacticians were in hospital.

First off, 90% or better front armour for all of them, just to soak weight of fire.

Battle master I had kitted with +stab ac/20 and srms, plus a pair of medium lasers. Black knight was close to stock, but with one less large laser to make room for armour. Grasshopper also close to stock, but with more small lasers in place of some mediums. I kept the large laser for utility though.

As much as possible I’d reserve until the Highlander and Battlemaster could go - between them they could down almost anything, and the Battlemaster rarely had trouble getting in optimal range for the big gun. Black Knight has the ppc to finish a knockdown or the grasshopper for the big punch. Whichever one finished the knockdown, the other usually had enough lasers to finish the job on a prone called shot, so I was reliably killing at least one ‘Mech a turn.

Anything that survived the grasshopper or black knight could finish off the next turn. The grasshopper was usually cooling in melee. The black knight is harder to use for sure, but taking out one large laser helps a lot - at range it can sustain ppc and large laser indefinitely, and it could usually trade turns with the grasshopper doing finishing shots. A lot of turns it would just be needed to finish a knockdown too, so firing just the ppc was usually enough to cool a bit while still contributing.

Obviously high guts pilots are super important for the black knight.

Also the Grasshopper and Battlemaster benefitted a lot from vigilance since they could build some evasion and then be right up front with defensive buffs. I didn’t use called shot much since the knockdowns get you free called shots anyway.

LeschNyhan
Sep 2, 2006

Promethium posted:

Melee feels much worse than it should be in single player since you can't run around something that's in melee range, but the AI doesn't follow that rule and will happily slip around and punch you in the back.

You absolutely can if you have enough movement points and there isn’t some kind of terrain in the way. When you select your melee target look for the little white arrows on the dots pointing at your target. Those are the places you can attack from.

LeschNyhan
Sep 2, 2006

Milky Moor posted:

The thing is, the Diplomat is in a Heavy and there are seven Light mechs (Jenners, Firestarters, Commandos, Spiders) and a Medium (Shadow Hawk) between me and him. The lights and mediums all charge my position while the Heavy rains down obscene amounts of LRMs.

Would be helpful to know what you’re bringing, yes. It may also be helpful to know what terrain you are on.

In general, however, even a Catapult is unlikely to do more than unsteady one of your mechs with lrms, even unbraced. Bulwark is your friend in this situation, so that at least one of your machines can put fire on the lights.

Melee attacks will also help, since these have the effect of actually restoring your stability (not dfas though) and cooling your mech as well.

Use vigilance liberally on your unsteady mechs. Lights are fragile and can usually be killed quickly, restoring the morale you just spent. Vigilance will also improve the initiative of that ‘mech, so you may even get to use it again before the target light goes next turn.

If you can’t get good targeting numbers on a light that has a lot of evasion, sensor lock may be a better use of that ‘mechs turn.

If you’re out of morale and can’t make a physical attack while unsteady, consider bracing for a turn. This may cause the AI to choose an easier target for the round, taking the heat off. In general if you have three braced mechs (bulwark, brace, or vigilance) the AI will generally shoot at the fourth mech without. Switch this up frequently, and it will have a hard time knocking over any one of your ‘mechs.

Keep as much range as you can from the target - long range penalties will reduce the effectiveness of indirect fire. This may mean you have to skirt around the outside of the map so that you trigger the reinforcement group as far away from the target as possible. If you have a lot of jumpers you can trigger the engagement and kite them back away from the target provided you’re careful with your heat.

Finally, and maybe obviously, focus down the lights one by one. Each live ‘mech that shoots takes an evasion pip, making your non-braced machines easier to hit with indirect fire.

LeschNyhan
Sep 2, 2006

Now that I’m space rich and have a third King Crab, how should I outfit it? I already have 2xAC20 and SRM Hell crabs.

LeschNyhan
Sep 2, 2006

jng2058 posted:

Dual Gauss is great if you managed to score that one in a million second Gauss Rifle. If not, then Gauss and a Headcapper AC/10+++ works nearly as well.

Right right - I’m floating around Yuris and Victoria looking for more ammo to do exactly that, since I did get that bug.

LeschNyhan
Sep 2, 2006

Captain Foo posted:

finish the game

On that note, I see the Combine and the Lyrans offering missions but because all missions are now at high difficulty I don’t have enough rep with them to actually take missions. Anyone know if this is just de facto locked out if you don’t go mess around there before the end of the campaign or if there are occasional contract spawns that let you get your foot in the door?

LeschNyhan
Sep 2, 2006

Huh, feels like that could be a feature.

“We’re not so sure about you guys but since you footed the travel bill and you’re here we might as well.”

Or make travel cost a negotiable element as well; I’d happily take another salvage bump over the 30k single jump fee in most instances.

LeschNyhan
Sep 2, 2006

[quote="Psion" post=""485342154”"]


as a possible expansion or sequel thing, I'd love to some mechanism for players to shape finding the good poo poo aside from just hammering at the RNG lottery, especially when the pool of possible mechs expands.

I've mentioned something like this before, but: Something like "system rumors" that Darius picks up every time you jump somewhere
[/quote]

This would actually be really cool, and a potentially meaningful money-sink for the post-game if the actual mission to get the really good loot was unpaid. You’d never sell stuff like DHS or whatever, so you still get a net benefit, but the time you spend jumping and chasing is a real risk-reward decision.

LeschNyhan
Sep 2, 2006

Cardiac posted:

Since I am swimming in ShadowHawks, no wonder I am unimpressed by the Wolverines.

Btw, wasn’t the shadow hawk supposed to be a rare mech in the lore?

Nah, Shawks are super easy to maintain and pilot so they’re pretty common. The only caveat is that they are garbage in tabletop on account of having a completely unfocused payload.

LeschNyhan
Sep 2, 2006

Discovered I'd bought the season pass two years ago, and came back to all the DLC at once. It's a bit of an overload, but I'm getting the hang of it - the glut of lostech available in the black markets finally gives me something to spend money on. Currently I have a Grasshopper stuffed to the gills with ER and pulse lasers, a Firestarter that punches at least as hard as an Atlas, and a gauss Marauder that, uh, kind of breaks the game.

Finally, just a few screencaps from my current run. There may be a theme.








LeschNyhan
Sep 2, 2006

Sazabi posted:

Third: how am I supposed to beat 5 skull missions? It's like 12 assaults vs my 1 with 3 heavies.

There are a couple of factors that play into dealing with hard missions.

First - keeping the enemy numbers down. In addition to using chokepoints to restrict their movement and access to you, you also want to avoid triggering more than one lance at a time if at all possible.

Stick to a map edge, and once you’re engaged, try to kite them back into a safe area that you’ve previously cleared. Staying close to the map edge map usually means you are closest to a far flank unit and the rest of the lance will have to travel to you, buying you time.

Second - kill efficiency. Ideally I want to be killing a minimum of one enemy machine each turn. Using kiting and chokepoints makes this easier to achieve, because you can limit yourself to smaller amounts of incoming fire.

Kill efficiency is typically maximized by leveraging as many called shots as you can generate with the game mechanics. Obviously, you can spend morale, but once you’ve knocked down a mech you get free called shots. The typical vanilla game pattern usually involves stacking stability damage from massed missiles and ballistics, then once they are down running called shots on the centre torso or legs until it dies. Against assaults mechs you may need to manipulate initiative (sometimes with vigilance) to attack it after it’s taken its turn so it doesn’t have the chance to get up before you obliterate it.

When using morale called shots, you’ll get a lot of mileage out of using an aggressive high-movement backstabber to cut through weak back armour for an instant kill. In addition, some common heavies may have vulnerabilities - for instance, the Thunderbolts usually carry ammo in the centre torso, so even just breaching armor there may be enough to trigger an explosion that will kill it. Some assaults like the Victor carry their biggest threat in an arm, so amputating that will make them a significantly reduced threat that can be ignores for a while.

A morale called shot against a leg could also destroy it for an instant knockdown, depending on how much damage you do. High tactics skill will make this easier.

Finally, a high tactics pilot with a large number of guns can viably try for head shots. 18% isn’t much but if you’re shooting 10+ guns, getting 2-3 head hits will be enough for an instant kill. You’ll want ++ damage weapons for this, and choose enemies that aren’t braced or have other damage reduction.

Third - restrict incoming fire. In addition to choke points and killing off opponents quickly, you can also do this a couple ways.

Consider bringing a lighter, high jump mech. If you max out its evasion and jump it into a bait location with cover (and maybe bulwark) it will happily dodge even an assault lance’s fire with relatively little care. Every shot that misses builds enemy heat while doing nothing to you. Your light flanker can also serve as a backstabber for called shots, potentially doubling your kill efficiency. The Firestarter is arguably a late game ‘mech for this reason.

Keeping your distance or breaking LoS may cause some enemy mechs to waste a turn with sensor locks instead of firing. This is especially good if you’re about to ambush.

Also, as big as your mechs are, most terrain types have a lot of height variability, so ducking into and out of defilades and behind ridges can break LoS. Again, choose where you want to fight and kite the enemy into your battlefield.

DLC adds some new mechanics that can help mitigate incoming fire as well: the ECM on the Raven and Cataphract-0X.

Fourth - specialize your mechs to your strategy. Stock mechs are usually bad and suboptimal. If you need a machine to knock down enemies, it should carry as much stability damage as possible and eschew anything that doesn’t contribute to that role. There are lots of builds out there depending on what chassis you have available.

Anyway, hope that helps.

LeschNyhan
Sep 2, 2006

Sazabi posted:

:prepop:
That's a lot of advice. Thanks a bunch, aside from just the number of hard points and pre-installed devices. Is there anything that distinguishes if a mech is designed for a certain role or is that pretty much it?

Not really, other than available tonnage and mobility. The stock designs are usually bad because they come from the tabletop game, with totally different rules, and a lot of machines were suboptimal even there for flavour reasons. So yeah, just look at the slots and their locations, figure out what you want the machine to do, and start stacking up equipment that gives bonuses to that thing. The DLC mechs with specialist modules really point you in a specific direction, and some of them are broken as hell, but there are a few basic mechs whose hardpoints line up very nicely as well.

LeschNyhan
Sep 2, 2006

toasterwarrior posted:

Quick sanity check: 2 MLs and an AC/5 on a Phoenix Hawk (only played with one now, will use as it's a medium I looted and I just started) sounds good for a line/skirmisher mech?

If you can get the 1K, four bonused MLas, max jets, and whatever mix of armour and heat sinks you’re comfortable with is a monstrous backstabber. Coolant vent or ace pilot in the cockpit lets you do extremely rude things, like sail across the whole map and core out heavies and gtfo without taking a shot.

LeschNyhan
Sep 2, 2006

The Griffin is absolutely your guy for the MLas / SRM job. I usually go 2xSRM6, 1xSRM4, 1xMLas, just enough ammo, and all the jets. You can also deadside it since everything fits on the right torso and arm.

A single Hunchback shouldn't be too much trouble, especially if you have a jumpy lance and you're used to loving with initiative. You should be able to set up with the terrain where you can get behind it from a place out of LOS and either core it out or shoot out the ammo in the left torso to neuter it. I can't think of a time a Hunchback has even taken a shot at me in my most recent campaign.

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LeschNyhan
Sep 2, 2006

I mean, nothing stopping you from bringing a lighter team to blast through the low skull missions that still spawn (at least in career mode). I still keep a few lights and mediums around for if I decide to grind up some rep or I’m stopping off somewhere in transit to go shopping and there are a pile of 1-3 skull missions to grind out because why not. I find they actually tend to get the job done faster.

Last game the lighter team was a backstab Pixie, muscle Firestarter, coil Assassin and a srm-boat Griffin. Sometimes a Raven for fun.

Assaults are safer I guess but the extra movement time and massive overkill slow things down, at least for me. The above team was pretty good at killing down 1-2 lights or mediums per turn of combat while taking virtually no return fire and never having a problem with terrain.

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