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Rectovagitron
Mar 13, 2007


Grimey Drawer
I love this game so much. I started playing as soon as this came out, but had to move across the country and didn't get my gaming rig set up again until recently. I am spoiled as hell with all the expansions coming out just as I am getting super into it.

I am only a handful of missions in, and have been doing a lot of reading. These are my first two builds ever, and I wanted to get some thoughts on them:

CN9-A


SHD-2H


Also, any opinions on what order to get the dropship upgrades? I feel like the mech maintenance ones are the most useful early on before having a ton of mechs, but I don't want to blow out my monthly expenses.

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Rectovagitron
Mar 13, 2007


Grimey Drawer

Pornographic Memory posted:

The Centurion LRM boat doesn't need jump jets, or even all that much armor - usually when you use an LRM boat you have it behind your other mechs unable to be fired on, and you'll almost never need JJs to get in a firing position for LRMs. You could fit at least another two tons of ammo (or, alternatively, heat sinks) by stripping JJs and armor. Also, generally you don't want ammo in the arms because they're easy to shoot off. In a LRM boat that won't get shot anyway that's pretty irrelevant, but for a mech that'll actually be taking hits, having arms with nothing in them lets you use them to shield the rest of the mech by intentionally facing the arms toward the enemy instead of facing enemies straight on. Plus if you lose a torso, you lose the arm, so not being able to fire your missiles or guns because their ammo got destroyed kind of sucks.

For the Shadowhawk, taking two of those JJs off for another SRM in the head wouldn't be a bad idea. And, again, ammo in the arms isn't the best - the legs are usually a good place for ammo, though. Other than that though it's a pretty good build, and leaving the JJs as they are or swapping them for more gun is a matter of preference.

Huh, thanks! I thought the idea was to always put JJs in everything because you can go farther with heavier mechs than a move, and can face wherever you want (plus the mad evasion pips).

Also I had read that ammo in the torso is a Bad Idea, because of the collateral damage caused to the CT when it explodes. I guess these things are way less important for a LRM boat though, which ought to be way in the back. Ammo in the legs sounds like a good compromise, by the time you lost your legs, you're in trouble.

Rectovagitron
Mar 13, 2007


Grimey Drawer
Just wanted to say thanks for all the fit tips! I feel pretty unstoppable now in early/mid-game. Now I just have to fix all my pilot skills that I screwed up early on. Some chumps gonna get DISMISSED. Might just wait until after flashpoint to see what the changes are, though.

I love talking about this game, I just need to convince more of my friends to buy it.

Rectovagitron
Mar 13, 2007


Grimey Drawer
Farah's Urbie's Day Off

Rectovagitron
Mar 13, 2007


Grimey Drawer
Announcement is live on Steam

And Bulkwark Changes

quote:

The possible states a Mech can be in are thus:
  • No Bulwark, in the open: 0% DR
  • No Bulwark, in cover: 20% DR
  • No Bulwark, guarded: 20% DR
  • No Bulwark, in cover, guarded: 40% DR
  • Bulwark, in the open: 0% DR
  • Bulwark, in cover: 40% DR
  • Bulwark, guarded: 40% DR
  • Bulwark, in cover, guarded: 60% DR
PASSIVE: COVER and GUARDED states both provide 40% damage reduction rather than 20% damage reduction. COVER and GUARDED together provide 60% damage reduction.

This might make cover actually worth using, which is exciting to me. Can't wait to try this out tonight!

quote:

Guts 8 (Juggernaut) is now Coolant Vent.
ACTION: This unit will remove 50 extra heat this round. For the next three rounds, this unit will gain an extra 8 heat. There is a 4 round cooldown.
:supaburn:

Rectovagitron fucked around with this message at 18:24 on Nov 27, 2018

Rectovagitron
Mar 13, 2007


Grimey Drawer
I honestly can't decide how to respec now that my strategy won't be bulwark everyone no matter what. I feel like giving most mechwarriors Coolant Vent and Sure Footing is the way to go, but I am not sure if I am just excited for them being new skills.

What are people thinking?

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Rectovagitron
Mar 13, 2007


Grimey Drawer

Rectovagitron posted:

I honestly can't decide how to respec now that my strategy won't be bulwark everyone no matter what. I feel like giving most mechwarriors Coolant Vent and Sure Footing is the way to go, but I am not sure if I am just excited for them being new skills.

What are people thinking?

Okay, after another ten hours or so, I feel like giving 3 of my mechwarriors Bulwark / Master Tactician and the 4th Coolant Vent / Whatever is a good combo. Having one person with Coolant Vent is great if you want to load up a mech with lasers and JJs then just hop around alpha striking things.

I tend to run one AC20 / two brawlers / one LRM boat. I sort of want something else long range, but this is honestly pretty fun. I charge up with the brawlers, try to pop some heads off with the AC20, and meanwhile knock everything over with the LRM boat. We'll see how this scales to assaults, but from light to heavies this seems to be a solid combo.

I love the new Bulwark system. The old stand-still technique was kind of boring. Being rewarded for effectively using the cover on the map makes the game a lot more interesting.

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