I'm not far enough in the story to know if I'll be itching for me but more importantly, I haven't learned when to eject or cut bait when the contract isn't what I expected. My gaming nature isn't programmed that way. I think that leads to my desire to Monty Haul.NickAragua wrote: Mon May 07, 2018 12:12 pm The main trick to encountering forces beyond your capability is to recognize that they're beyond your capability and whack the "withdraw" button real hard. The one time I ran into an "extra" assault lance (seriously, 4x 80+ ton mechs), I quickly finished up the first set of lighter enemy targets (luckily, three of them were tanks), then ran away. Kamea bitched at me a little bit, but better a little bitching than getting chewed up.
I kind of wish the main storyline had a branching campaign, so you could lose a mission or two - some of those story line missions are real bears.
BattleTech coming back via Kickstarter
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- LordMortis
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Re: BattleTech coming back via Kickstarter
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Re: BattleTech coming back via Kickstarter
My experience is pretty consistent... rating = size of enemies, payout = number of enemies. Next time you see a highly rated mission with a low payout, try it for yourself and you'll likely see a handful of stronger units and that's it.LordMortis wrote: Mon May 07, 2018 12:04 pmOr that''s my experience. Again, I've been slowly learning (or convincing myself I've been learning) to tweak my expectations by examining what is being offered to me as an indicator of what I am about to get in to. High payouts mean I'm going to be facing a lot of enemy, one way or another. If it reads like it's concentrated or like their is a big guy somewhere, I'm damned sure to ask for three salvage choices. If it reads like ambush/extended engagement then I better prepare to take on hoards and take the cash.Sepiche wrote: Mon May 07, 2018 11:34 am I've found the maximum payment is a better indicator of mission difficulty. It seems pretty consistent to me that the higher the payout, the more enemies the more tonnage/experience you'll be facing.
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Re: BattleTech coming back via Kickstarter
I finished off the campaign last night. Jumping into the last pair of battles with a full lance of assault mechs put me in the satisfying position of outgunning the opposition for a change. It was a good feeling to see the other side as the desperate underdog.
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Re: BattleTech coming back via Kickstarter
Of course, now, every random dipshit in the periphery has a bunch of heavy and assault mechs.
Or, maybe, potential employers see a regiment of assaults and heavies and don't bother offering them contracts against a handful of Locusts any more.
Or, maybe, potential employers see a regiment of assaults and heavies and don't bother offering them contracts against a handful of Locusts any more.
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Re: BattleTech coming back via Kickstarter
I got to the final 2-parter before calling it a night.Max Peck wrote: Tue May 08, 2018 10:57 am I finished off the campaign last night. Jumping into the last pair of battles with a full lance of assault mechs put me in the satisfying position of outgunning the opposition for a change. It was a good feeling to see the other side as the desperate underdog.
My lance current "best" mechs are in the spoiler below.
Can I do this mission or do I need to keep building?
Spoiler:
- NickAragua
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Re: BattleTech coming back via Kickstarter
You've definitely got the firepower for it.
Spoiler:
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Re: BattleTech coming back via Kickstarter
I'd say you're good to go.Archinerd wrote: Tue May 08, 2018 11:17 am I got to the final 2-parter before calling it a night.
My lance current "best" mechs are in the spoiler below.
Can I do this mission or do I need to keep building?
Spoiler:
"What? What? What?" -- The 14th Doctor
It's not enough to be a good player... you also have to play well. -- Siegbert Tarrasch
It's not enough to be a good player... you also have to play well. -- Siegbert Tarrasch
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Re: BattleTech coming back via Kickstarter
I'm up to it as well. Still wish I had something to do with the $30M c-bills in my bank account.
Highlander, Battlemaster, Thunderbolt, and a Shadowhawk Recon/SRM bomber. I threw a couple double heatsinks in the SH so he can jump two ++ SRM6s and a +10 damage medium laser every turn. Lot of fun and durable if you can spam vigilance on him.
Highlander, Battlemaster, Thunderbolt, and a Shadowhawk Recon/SRM bomber. I threw a couple double heatsinks in the SH so he can jump two ++ SRM6s and a +10 damage medium laser every turn. Lot of fun and durable if you can spam vigilance on him.
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Re: BattleTech coming back via Kickstarter
There's a couple of people on the paradox forums working on mods to add more mech variants and vehicles to the campaign, and tweak the balance. I'm going to wait until the vehicle variant mod is finished, then probably do another run through of the campaign. It'll be more challenging, since more mech variants = harder to put together salvaged mechs.
Some house rules I'm considering:
1 - My mechs that get destroyed by CT destruction or ammo explosion don't get to come back (headshots, pilot kills, leg kills are fine though).
2 - Putting a mech together from salvaged parts isn't instantaneous.
3 - Apparently, there are constants that re-enable all range mods for weapons and movement penalties. Think I'm going to use them to bring it a bit closer to tabletop.
4 - Expanded vision and sensor range to make long-range combat more viable.
Some house rules I'm considering:
1 - My mechs that get destroyed by CT destruction or ammo explosion don't get to come back (headshots, pilot kills, leg kills are fine though).
2 - Putting a mech together from salvaged parts isn't instantaneous.
3 - Apparently, there are constants that re-enable all range mods for weapons and movement penalties. Think I'm going to use them to bring it a bit closer to tabletop.
4 - Expanded vision and sensor range to make long-range combat more viable.
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Re: BattleTech coming back via Kickstarter
I like the concept of more Mech variants, but it won't add challenge - just duration through grinding. I'm okay with that. I'd still like more variants with more/different hard points. I'm planning to play in the starting Leopard for some time before moving along the story the next time I play, giving me a longer "Light" game. Having trundled around in Assaults now for mission after mission, I miss being fleet of foot and still feeling effective.NickAragua wrote: Tue May 08, 2018 1:24 pm There's a couple of people on the paradox forums working on mods to add more mech variants and vehicles to the campaign, and tweak the balance. I'm going to wait until the vehicle variant mod is finished, then probably do another run through of the campaign. It'll be more challenging, since more mech variants = harder to put together salvaged mechs.
I wanted to toss in that I found someone selling three segments of an Urbanmech, and I had to snap them up. That little guy is too cute in the Mech Bay.
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Re: BattleTech coming back via Kickstarter
No Guts No Galaxy Mod looks interesting (it incorporates JK's additional Variants). I'm keeping my eye on it and may give it a go sometime in the future.
After my current play though I'm going to set this game aside for awhile, there's not enough meat on the bone to hold my attention after the story missions dry up, even though I don't really like the story all that much.
After my current play though I'm going to set this game aside for awhile, there's not enough meat on the bone to hold my attention after the story missions dry up, even though I don't really like the story all that much.
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Re: BattleTech coming back via Kickstarter
That's an interesting list, and I like some of the balance changes. In particular the stability changes for heavier Mechs. It's too easy to knock over and incapacitate an Assault pilot while leaving the Mech intact. Sometimes I do it without even breaching the armor.
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Re: BattleTech coming back via Kickstarter
Finished, much easier than I expected. I could have probably still beaten it using only mediums if I had wanted to. As it was, I had the Opfor way outgunned.
Spoiler:
Other than that I only lost one other mechwarrior who took a PPC to the face of his Wolverine.
All in all a fun experience but it really just leaves me wanting more. The game it most reminds me of is Battle Brothers, but that is a better game (or at least more fleshed out) I think. Unlike Battle Brothers though, Battletech has the ability to be modded. That combined with Paradox's record of continuously adding content I'm optimistic about where this game could go.
Time to go finish off some other games in my backlog while I wait.
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Re: BattleTech coming back via Kickstarter
I just got done with the escape from the
Fun mission, not sure how much longer I got in the storyline. Don't really want to know, I'm just enjoying the story for what it is. Love going out and doing missions to build up my mech army, and pimping out my Argo with all the trimmings.
Spoiler:
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Re: BattleTech coming back via Kickstarter
Oh yeah, I lost a guy on that mission too.Hyena wrote: Wed May 09, 2018 11:19 am I just got done with the escape from theFun mission, not sure how much longer I got in the storyline. Don't really want to know, I'm just enjoying the story for what it is. Love going out and doing missions to build up my mech army, and pimping out my Argo with all the trimmings.Spoiler:
Spoiler:
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Re: BattleTech coming back via Kickstarter
Yeah, that was a fun mission.
Spoiler:
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Re: BattleTech coming back via Kickstarter
Based on what you guys are saying about the final missions I am pretty much ready for that. I just need to get through all the missions in between. I've already gotten my money's worth in gameplay and I don't really care about the story, but I feel like I should finish it. I have enough money to pay the bills for ~20 months, let's just get it over with!
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Re: BattleTech coming back via Kickstarter
Yeah, towards the end I was just passing time in the Low-G pool, eating Triple-F burgers and watching holovids while I waited for the next story mission. I didn't want to risk getting any of my best Mechwarriors killed and didn't need the money or equipment. You might have to do at least one mission between some of the story missions to get them to trigger though. I sat in orbit doing nothing for 2 months for one stretch before deciding to do an easy 3 skull mission. Immediately on my return from that I got notice for the next story mission.coopasonic wrote: Wed May 09, 2018 11:39 am Based on what you guys are saying about the final missions I am pretty much ready for that. I just need to get through all the missions in between. I've already gotten my money's worth in gameplay and I don't really care about the story, but I feel like I should finish it. I have enough money to pay the bills for ~20 months, let's just get it over with!
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Re: BattleTech coming back via Kickstarter
I had a max 3/12-salvage, 1.2M payout, 4-skull mission last night that came equipped with 1 Atlas-D, 1 King Crab-000, 1 Banshee, 2 OINK's (Orion K's - I just keep seeing "oink" when I see their model), 1 Black Knight, 2 Demolishers, and 1 Quickdraw.
I went in assuming I'd be facing off against Assault mechs given the payout and difficulty, so I picked 3 salvage and crap pay. It was an interesting fight, keeping the 100t behemoths out of visual range and with hard cover between them and me until everything else was dealt with. I polished off the Atlas with two lucky headshots and a couple knockdowns. The King Crab got ripped apart for it's meat. The others were all dispatched with prejudice and focused fire on CT - often to such good effect that they were otherwise perfectly intact.
At the end I got to pick up all three of the Atlas components, and my employer tossed in the only Crab part left on the table as a bonus - which rounded me up from 2/3 to 3/3. I walked off with two functional 100t Assault Mechs!
Given their mobility issues, I stuffed 6 tons of Jump Jets in each (3). This helps them keep up in moving on the field. Their upper bodies are maxed on armor, and their legs are at something like 140 each, with only 40 on each back segment since I rarely - if ever - get flanked. The Atlas ended up with an AC10, 2xML, 1xLRM20, and 1xSRM6. The Crab got 2xAC10, 2xSRM6.
Both, in practice, are beasts. The Atlas out-performs the Orion it replaced by 2 medium lasers and a mountain of armor - but threatens to overheat after two Alpha's and a jump. I may scale back the armor a little to include more heat sinks. The Crab overheats just as readily, but lacks indirect fire - so I'm probably going to re-outfit it as an LRM platform with PPC's - and even more heat sinks, maybe.
"Alpha Lance" is now the Atlas, Crab, Highlander, and Catapult-K2.
I took them for a spin on the storyline mission where we had to...
The 100t Mechs don't do too bad in a sprint compared to the Highlander, and the Jump Jets keep them mobile. That was a hot mission, though - so maybe my perception of their heat dissipation is skewed.
I went in assuming I'd be facing off against Assault mechs given the payout and difficulty, so I picked 3 salvage and crap pay. It was an interesting fight, keeping the 100t behemoths out of visual range and with hard cover between them and me until everything else was dealt with. I polished off the Atlas with two lucky headshots and a couple knockdowns. The King Crab got ripped apart for it's meat. The others were all dispatched with prejudice and focused fire on CT - often to such good effect that they were otherwise perfectly intact.
At the end I got to pick up all three of the Atlas components, and my employer tossed in the only Crab part left on the table as a bonus - which rounded me up from 2/3 to 3/3. I walked off with two functional 100t Assault Mechs!
Given their mobility issues, I stuffed 6 tons of Jump Jets in each (3). This helps them keep up in moving on the field. Their upper bodies are maxed on armor, and their legs are at something like 140 each, with only 40 on each back segment since I rarely - if ever - get flanked. The Atlas ended up with an AC10, 2xML, 1xLRM20, and 1xSRM6. The Crab got 2xAC10, 2xSRM6.
Both, in practice, are beasts. The Atlas out-performs the Orion it replaced by 2 medium lasers and a mountain of armor - but threatens to overheat after two Alpha's and a jump. I may scale back the armor a little to include more heat sinks. The Crab overheats just as readily, but lacks indirect fire - so I'm probably going to re-outfit it as an LRM platform with PPC's - and even more heat sinks, maybe.
"Alpha Lance" is now the Atlas, Crab, Highlander, and Catapult-K2.
I took them for a spin on the storyline mission where we had to...
Spoiler:
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- wonderpug
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Re: BattleTech coming back via Kickstarter
Halp with ammo crate mission please. I could use some general tips on what kind of mechs to field, and general strategy for how best to approach the mission.
- Paingod
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Re: BattleTech coming back via Kickstarter
This mission was a bitch. A lot of people, except RIP, had issues with it. I pushed to achieve -all- of the objectives and had to run it three times to get it - and at the end of the third run I thought one of my pilots was dead and I was willing to accept that - but she spent 94 days recovering instead.
Some folks simply write off the escaping convoys and 8/8 bonus pay and settle for 6/8 or 7/8 salvaged crates. This seems to simplify things as you can use them to detonate the area around the crate that you see highlighted and seriously mess up any Mech in the explosion zone. When I did this, the Heavies would sit for a turn or two in that explosion zone before moving up. You'd need to take advantage of that unless you had to fight them directly for the 8/8 bonus.
I went in with two Orion-V's (Guts/Gunner 1x+++AC20, 2x++SRM6's and Pilot/Gunner 2x++AC10, 2xML), a Thunderbolt SE (Tactics/Gunner 2x++LRM20), and a Wolverine (Pilot/Tactics AC5, LRM5, ML). Completing all objectives was punishing. If my team was lighter, like three Mediums and a Heavy, I wouldn't have wanted to even try for all objectives and would have been happy with 6/8 or 7/8 saved.
If you push hard to the left without going over the hills, you can stay behind hard cover and avoid a lot of direct fire and take down the garrisoned units as they come over the hill to get you. When you first push that way, there's a Spider waiting. Sometimes you'll get lucky and wipe him out. Me, he was one of the last things I killed because I missed him over and over. I had really bad luck whiffing against the Light Mechs that were moving and ending up with four or five bars of Evasion.
There's some woodlands over on that side that can help mitigate incoming damage (reducing it by 1/3, I think). I used a lot of Jump Jet leaps to generate Evasion, and Precision Shots to elimiante CT's. The scouts that come up will spot you for other Mechs and create openings that allow them to shoot from off-screen to soften you up. There are a few spots behind the hills where they can't see over to shoot easily... try swinging the camera around to get a feel for what perspective they'll have on you.
Having a Scout with Sensor Lock was essential to completing -ALL- objectives as any Mech I sent out to destroy the convoys was summarily hammered from all sides and wiped out. Instead I relied on the Lock and LRM fire to destroy them - 2 LRM20's with good luck hitting can kill the convoy trucks in one salvo. On another attempt, it took 3 LRM20 volleys to take them down (2 left them barely alive).
Some folks simply write off the escaping convoys and 8/8 bonus pay and settle for 6/8 or 7/8 salvaged crates. This seems to simplify things as you can use them to detonate the area around the crate that you see highlighted and seriously mess up any Mech in the explosion zone. When I did this, the Heavies would sit for a turn or two in that explosion zone before moving up. You'd need to take advantage of that unless you had to fight them directly for the 8/8 bonus.
I went in with two Orion-V's (Guts/Gunner 1x+++AC20, 2x++SRM6's and Pilot/Gunner 2x++AC10, 2xML), a Thunderbolt SE (Tactics/Gunner 2x++LRM20), and a Wolverine (Pilot/Tactics AC5, LRM5, ML). Completing all objectives was punishing. If my team was lighter, like three Mediums and a Heavy, I wouldn't have wanted to even try for all objectives and would have been happy with 6/8 or 7/8 saved.
If you push hard to the left without going over the hills, you can stay behind hard cover and avoid a lot of direct fire and take down the garrisoned units as they come over the hill to get you. When you first push that way, there's a Spider waiting. Sometimes you'll get lucky and wipe him out. Me, he was one of the last things I killed because I missed him over and over. I had really bad luck whiffing against the Light Mechs that were moving and ending up with four or five bars of Evasion.
There's some woodlands over on that side that can help mitigate incoming damage (reducing it by 1/3, I think). I used a lot of Jump Jet leaps to generate Evasion, and Precision Shots to elimiante CT's. The scouts that come up will spot you for other Mechs and create openings that allow them to shoot from off-screen to soften you up. There are a few spots behind the hills where they can't see over to shoot easily... try swinging the camera around to get a feel for what perspective they'll have on you.
Having a Scout with Sensor Lock was essential to completing -ALL- objectives as any Mech I sent out to destroy the convoys was summarily hammered from all sides and wiped out. Instead I relied on the Lock and LRM fire to destroy them - 2 LRM20's with good luck hitting can kill the convoy trucks in one salvo. On another attempt, it took 3 LRM20 volleys to take them down (2 left them barely alive).
Last edited by Paingod on Thu May 10, 2018 9:33 am, edited 1 time in total.
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- Max Peck
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Re: BattleTech coming back via Kickstarter
The only specific tactic I recall from that one is that I had to break one mech off from my main group to sprint off to the west in order to kill the convoy vehicles before they escaped. In terms of mechs, I just used my usual mix: 2 x skirmishers (med lasers + LRM), 1 x heavy scout (med lasers + sensor lock) and 1 x LRM platform (all LRM + lots of ammo).wonderpug wrote: Thu May 10, 2018 8:51 am Halp with ammo crate mission please. I could use some general tips on what kind of mechs to field, and general strategy for how best to approach the mission.
One thing to keep in mind is that, IIRC, you're chasing after bonus payments in this mission rather than avoiding hard fail states. If the convoy vehicles escape or the ammo caches are destroyed you lose the bonuses but don't fail the mission outright, and there are no strategic consequences in the campaign as far as I know.
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It's not enough to be a good player... you also have to play well. -- Siegbert Tarrasch
- LordMortis
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Re: BattleTech coming back via Kickstarter
Can't remember what I had the first time before my more reset. The second time I had a 75 ton BlackKnight, 60 Ton Quickdraw, 60 Ton Dragon, 55 Ton Shadowhawk.wonderpug wrote: Thu May 10, 2018 8:51 am Halp with ammo crate mission please. I could use some general tips on what kind of mechs to field, and general strategy for how best to approach the mission.
Spoiler?
Spoiler:
- LordMortis
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Re: BattleTech coming back via Kickstarter
My memory may be wrong but I don't think it is. I went through the mission twice, and one time was just two nights ago. My memory is there are 8 crates. You get a big bonus for saving 6/8 and a little bonus for saving 3/8 and there is not hidden maximum bonus for saving 8/8 (as in other scenarios, I have found exceeding expectations can lead to hidden bonuses)Some folks simply write off the escaping convoys and 8/8 bonus pay and settle for 6/8 or 7/8 salvaged crates.
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Re: BattleTech coming back via Kickstarter
I finished the campaign last night. I really enjoyed it overall -- it's a reasonable compelling, coherent story with strong voice acting. I'm especially impressed by how well they integrated the story progression with the more sand-boxy mercenary life.
Final mission spoilers:
Overall, I found that the most fun missions were the hardest -- the ones where I took permanent losses and had to struggle to keep my guys alive. The best was probably a mercenary mission in which I encountered my first (and second, and third) Victor and my first (and second) King Crab. Oof, that was rough.
Final mission spoilers:
Spoiler:
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Re: BattleTech coming back via Kickstarter
It's possible I misunderstood or misread the objectives and made the mission pointlessly harder for myself. I do that a lot.LordMortis wrote: Thu May 10, 2018 9:43 amMy memory may be wrong but I don't think it is. I went through the mission twice, and one time was just two nights ago. My memory is there are 8 crates. You get a big bonus for saving 6/8 and a little bonus for saving 3/8 and there is not hidden maximum bonus for saving 8/8 (as in other scenarios, I have found exceeding expectations can lead to hidden bonuses)Some folks simply write off the escaping convoys and 8/8 bonus pay and settle for 6/8 or 7/8 salvaged crates.
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Re: BattleTech coming back via Kickstarter
One of the hardest missions in the game I think.wonderpug wrote: Thu May 10, 2018 8:51 am Halp with ammo crate mission please. I could use some general tips on what kind of mechs to field, and general strategy for how best to approach the mission.
I didn't achieve all objectives, but I did it with a Shadowhawk 2H, Hunchback 4G, Thunderbolt 5SE, and JagerMech JM6-A.
Very Spoilery tips
Spoiler:
- NickAragua
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Re: BattleTech coming back via Kickstarter
I only played it through the one time so far. I came in with an AC/20 Centurion, the Blackjack, Vindicator and Shadow Hawk (?). The main annoyances are the LRM turrets in the back. There's an ammo crate that you can take out in the middle of the building cluster past the lake that takes down two turrets, so you definitely want to blow that one up. I actually wound up failing to take out the transports, because you basically get one turn to nail them before they zip out of range. And my Centurion got knocked down and ct-killed by indirect-fire LRMs, so I was way too busy blowing up enemy mechs.wonderpug wrote: Thu May 10, 2018 8:51 am Halp with ammo crate mission please. I could use some general tips on what kind of mechs to field, and general strategy for how best to approach the mission.
Main thing to keep in mind is that you get two "free" crates that you can blow up before you lose that bonus (need to keep 6 out of 8 intact). Blowing up turrets is a quick and cost-effective way to get rid of a considerable amount of enemy firepower. The lake might help you cool off, but it's also a deathtrap, since you'll be in range of just about everything on the map. So, I'd suggest swinging around the left side with at least some units.
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Re: BattleTech coming back via Kickstarter
I'm backwards. So far, the common wisdom seems to be use crates to blow up turrets. My thought is turrets are a low cost high reward target to take out by mech firepower. Ally'all are probably right but I feel like my way is better.
OtOH, a crate to take out that first convoy truck, that would otherwise take several shots and cause (it sounds like just about everyone using the same mech) a shadowhak to get that far out of position and become that vulnerable. If you are struggling, that's a great way change the board early and potentially have no effect on your bonus structure.
OtOH, a crate to take out that first convoy truck, that would otherwise take several shots and cause (it sounds like just about everyone using the same mech) a shadowhak to get that far out of position and become that vulnerable. If you are struggling, that's a great way change the board early and potentially have no effect on your bonus structure.
- wonderpug
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Re: BattleTech coming back via Kickstarter
Thanks for all the tips. From the various mech recs you guys posted, I think I might be hitting this mission too early. My only heavies so far are a Jagermech, which I kind of hate, and a Dragon. I'll gear up a bit more before I try it again.
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- Joined: Tue Oct 12, 2004 11:26 pm
Re: BattleTech coming back via Kickstarter
I chose hitting later for my second go around. My first time around, I was in your boat. I want to say it was a Dragon, a Quickdraw, a Shadowhawk, and a Blackjack. I got through but I didn't make it too much further after that before retiring my entire game. I found that I was pacing the game too quickly, taking too much salvage (but not getting better mechs as a reward for my salvage), and for intents and purposes being forced to move the story along every the very moment it came up to maintain enough income to keep from losing the game due to bankruptcy. So winning with your squad is doable, depending on what secondary objectives you are willing to sacrifice, but if you were in my shoes, advancing the game without advancing your ability to generate CBills outside of the storyline will eventually lead you to a bad place... unless you are a way better TBSer than I am, which I am sure many are, so the odds aren't bad there.... But Those four mechs plus I want to say a Spider and a Vindicator and the state of my Argo were not enough to always have healthy pilots and mechs in good repair, ready to field, so I could make enough CBills to keep my game going after that storyline event. They weren't strong enough to make money and they weren't strong enough to get me in a situation for salvage for a better mech either. Not with my ability/playstyle anyway.wonderpug wrote: Thu May 10, 2018 1:29 pm Thanks for all the tips. From the various mech recs you guys posted, I think I might be hitting this mission too early. My only heavies so far are a Jagermech, which I kind of hate, and a Dragon. I'll gear up a bit more before I try it again.
- Sepiche
- Posts: 8112
- Joined: Mon Feb 21, 2005 12:00 pm
- Location: Olathe, KS
Re: BattleTech coming back via Kickstarter
Yeah that mission derailed me into just running random missions for a week or so just trying to gear up. I ended up completing it with a medium lance with my heaviest only being a Dragon.wonderpug wrote: Thu May 10, 2018 8:51 am Halp with ammo crate mission please. I could use some general tips on what kind of mechs to field, and general strategy for how best to approach the mission.
My strategy was to immediately move all my units through the gap on your left that you start next to. That takes you up to where the first ammo carrier will be and away from the huge number of mechs that spawn in the base. So I cut left, take out the mech and turret that are right there, and then blow the first crate to take out the first ammo carrier. The second ammo carrier I was able to take out since all my mechs were in that area by that point and I could focus fire on it. I then used one more crate later on to weaken some of the garrison mechs once they bunched up a bit... that helped weaken the armor of 3 of the heavier mechs they had.
The main advantage of moving hard to the left at the beginning, besides being in position to take out the transports, was that I had a little distance between me and where the enemy mechs spawn and I was able to some extent to focus fire on them as they trickled toward me from the right. Toward the end of the mission they all started getting close and things got a little dicey, but I was able to manage it with only 1 mech lost.
Watch out for their Firestarter too... next to the Dragon he's probably one of the main threats since the planet is already pretty warm and his flamethrowers at just the wrong time are a major pain.
- Hyena
- Posts: 2406
- Joined: Thu Oct 14, 2004 4:14 am
- Location: San Antonio, TX
Re: BattleTech coming back via Kickstarter
I went a little different on the strategies, as was able to actually save all the crates *and* destroy the trucks. If you look even more to the left past the turrets, there's a little forest area. I sprinted my entire crew past the turret (after taking it and the Panther (?) by it out), then I had an LRM boat in the form of my Jaeger. I had two LRM15's and an LRM20 on that guy, and one salvo of all three took the trucks out in a single shot. I then just waited for each of the mechs to come around the corner of that last hill, where I waited in ambush with two of the three of my other medium mechs and I melee'd them into submission. In between sprinting back and forth between the forest area to up my Evasion, then sprinting out to hit them, two hits will knock down just about any mech, and with my sniper mech sitting off to the side picking off the downed mechs with CT shots, it actually went kinda smoothly. Granted, it took me three tries, and after the first one I went back out and did missions to upgrade my mechs (I had two Shadowhawks, a Jaeger, and my Blackjack).
"You laugh at me because I'm different; I laugh at you because you're all the same." ~Jonathan Davis
"The object of education is to prepare the young to educate themselves throughout their lives." ~Robert M. Hutchins
"The object of education is to prepare the young to educate themselves throughout their lives." ~Robert M. Hutchins
- Sepiche
- Posts: 8112
- Joined: Mon Feb 21, 2005 12:00 pm
- Location: Olathe, KS
Re: BattleTech coming back via Kickstarter
FYI, unless something changed with the mission, you can destroy 2 crates and still get all the mission goals.
- Zarathud
- Posts: 17096
- Joined: Fri Oct 15, 2004 10:29 pm
- Location: Chicago, Illinois
Re: BattleTech coming back via Kickstarter
After the first utter failure realizing I had misread the mission, I moved one mech up, while moving the rest to the left. The fastest unit on the left's priority was to hit the convoy, while the rest were to hit the turrets or knock down an enemy mech. A CT alpha strike took down the first mech on the right. Two enemies on the right clustered around a crate, so I blew it up and saved the exposed mech from a lot of pain. Indirect fire finished most of that crew as the 3 units on the left moved on their objectives. A cluster of reinforcements came up to pin down the unit on the right, but it was no longer taking turret fire. A second crate later, and cleanup was all that was left. Mechs blown up by crates fall really fast. My mechs were 50-55 tons, including a LRM20+LRM10 mech.
"A lie can run round the world before the truth has got its boots on." -Terry Pratchett, The Truth
"The presence of those seeking the truth is infinitely to be preferred to those who think they've found it." -Terry Pratchett, Monstrous Regiment
"The presence of those seeking the truth is infinitely to be preferred to those who think they've found it." -Terry Pratchett, Monstrous Regiment
- Paingod
- Posts: 13222
- Joined: Wed Aug 25, 2010 8:58 am
Re: BattleTech coming back via Kickstarter
So I get a story mission to protect a command structure from APC's.
One big thing from last night, the Black Night has surpassed my Hunchback 4P and Catapult K2 as my go-to 'Scout' with it's 8 lasers and 4 JJ's. He's got the tonnage to stay somewhat cool, and the weapons array to get pretty reliable headshots somewhere in the mix of a Precision shot. With some good rolls, he does a withering 280 damage if all the lasers hit (I fed him all my 25+10 damage ML's). I've had him reduce opposing Assaults to near-death in one massive CT precision strike.
Spoiler:
Black Lives Matter
2021-01-20: The first good night's sleep I had in 4 years.
2021-01-20: The first good night's sleep I had in 4 years.
- AWS260
- Posts: 12886
- Joined: Wed Feb 08, 2006 12:51 pm
- Location: Brooklyn
Re: BattleTech coming back via Kickstarter
That was the mission where I lost Behemoth. PPC headshot from an enemy Panther.
- LordMortis
- Posts: 71892
- Joined: Tue Oct 12, 2004 11:26 pm
Re: BattleTech coming back via Kickstarter
Heh, your black night is your scout, my black knight is my slow ass mop up HTH and close combat heavy hitting beast.
I guess that means you are bit further along than I am.
I guess that means you are bit further along than I am.
- NickAragua
- Posts: 6165
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
- Paingod
- Posts: 13222
- Joined: Wed Aug 25, 2010 8:58 am
Re: BattleTech coming back via Kickstarter
I feel like I'm maybe 7 or 8 story missions in?LordMortis wrote: Fri May 11, 2018 9:51 am Heh, your black night is your scout, my black knight is my slow ass mop up HTH and close combat heavy hitting beast.
I guess that means you are bit further along than I am.
I've spent an inordinate amount of time hunting random missions and collecting Mech parts. I'm on something like week 205.
Black Lives Matter
2021-01-20: The first good night's sleep I had in 4 years.
2021-01-20: The first good night's sleep I had in 4 years.