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In my campaign game I had one LRM stalker and one SRM stalker so naturally I named the LRM one "GET OUT OF HERE" and the SRM one "GET IN HERE". That was my mech naming story.
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# ¿ Jun 9, 2020 21:16 |
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# ¿ Apr 24, 2024 14:03 |
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The M-COIL makes the assassin fit its description, otherwise it's just kind of subpar.
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# ¿ Jul 21, 2020 23:00 |
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The answer to tanks is (U)AC20++s. Or GRs. Or the maximum dakka UAC5++ Annihilator build. Hey, it looks like most of the answers to tanks is easily housed in an Annihilator.
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# ¿ Jul 27, 2020 05:54 |
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OAquinas posted:As for who should get it--MT is a nice ability to be sure, but you really need to consider if it's worth it over Coolant Flush. Activating first is great, but doing so and not being able to shoot much because you're overheating doesn't help you. On the other hand, if you're armour tanking you do very little damage when you have to bulwark to remove instability, which MT can help you eliminate altogether when combined with a good gyro.
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# ¿ Aug 3, 2020 10:36 |
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The only time I've been tempted away from near max frontal armour on a mech was to cram 4 GRs on an Annihilator.
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# ¿ Aug 6, 2020 04:42 |
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vyelkin posted:SRM+++ are some of the best weapons in the game imo, 12 damage per missile adds up so quickly. A Griffin with 3 SRM6+++ is putting out up to 216 damage a turn provided you can get it into range, which is comparable to a lot of heavies and even some lighter assaults. An Archer with 4 can hit 288 damage a turn plus a ton of instability. And SRMs are so weight-efficient that you can actually fit that many onto a mech that would run into weight restrictions hitting that kind of damage with any other kind of weapon. The only real problems are the short range meaning they aren't useful every turn, and the unfocused damage meaning they're more useful against mechs that have already taken some hits. Those problems kind of deal with each other though, longer-range mechs can damage the enemies while the SRM carrier closes range, and then the SRM carrier blows up damaged components and knocks down unstable mechs. SRM mechs may not get as many deathblows as other mechs, but I find they're still a viable member of the team. The GRF-2N can fit 4 SRM6es and a ML (or two ERSL) with full jets and sufficient heat sinking. It makes those 55ton weight limit missions complete walkovers (if your ERSL++ Firestarter didn't already).
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# ¿ Aug 15, 2020 12:46 |
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RBA Starblade posted:Unrelated, but it's lame how the ai never goes for DFAs I disagree. DFAs are almost never worth it for the player. For the AI, they would be, because the AI has no resource tracking between missions and always outnumber you. The optimal tactic for the AI is to spend its armour and health doing damage, which is what DFAs do; it would be all DFAs all the time. No evasion pips would ever matter, AIs would just kamikaze on your mechs until they died. Only long range player mech builds would be viable. Even if the AI only some times did DFAs, it would feel like bullshit because it's so obviously a tactic that can only work well from the AI's perspective.
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# ¿ Aug 18, 2020 01:40 |
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toasterwarrior posted:...there's such things as SRM12s? Or do you mean a pair of SRM6s (I don't know Battletech, more of a Warhammer guy) The arguably best 100 tonner in the game is a ballistics powerhouse, so look forward to that.
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# ¿ Aug 20, 2020 08:05 |
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DLC Inc posted:oh wow I didn't know that, I thought you only generated too much heat from like, damage or jumping with jets. There's some DLC advice in the thread title
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# ¿ Aug 29, 2020 19:37 |
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Organ Fiend posted:I'd argue that the FS9 is still pointless when the Marauder and Annhilator exist. IDK, my Firestarter regularly cores mechs by jumping into their rear arc and unloading all its ERSL++s to the CT. Even if it fails - like my Annihilator sometimes does against heavily armoured mechs - it gets a second try next round before jumping away to complete immunity.
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# ¿ Sep 9, 2020 18:09 |
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Lockback posted:If those are just mechanical rabbit jumps wouldn't, like, every move be a DfA? If you're landing full bore on the granite be the same as a mech if you have nothing to slow your descent. 1. Physics doesn't make sense in Battletech. 2. They're land with the same force (actually slightly less) that they launch with, which the legs can demonstrably handle.
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# ¿ Jan 21, 2021 19:35 |
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Does BTA also remove things like the called shot equipment from marauders?
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# ¿ Feb 7, 2021 21:44 |
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sean10mm posted:How do you get the deck of cards logo for Dekker? That's from his ongoing LP of the game, with Johnny Five Aces as the MC, hence the logo.
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# ¿ Apr 19, 2021 23:21 |
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Speaking of the black market, is there any interaction between planet tags and the black market? I have been flying around looking for ERSLs, LPL++s, and the like but they just seem to almost never spawn. I haven't seen a single ERML this whole playthrough.
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# ¿ Jun 2, 2021 20:33 |
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# ¿ Apr 24, 2024 14:03 |
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Ratzap posted:Yeah I just used the links in your post which was the 7.7.7 ModTek. I've verified, downloaded the 1 failed file, ran the injector again. Loading the save is no good, it's still stuck - presumably because it's past the trigger point already. I'll play through one more time to see if it'll work. In general, in-mission saves work less well than star map saves in the game overall. This goes double if you have mods that add assets.
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# ¿ Jun 11, 2021 13:10 |