MechWarrior 5: Clans
Normal Difficulty is broken but so is this whole game
I'm at the part where Perez comes back and the difficulty has skyrocketed in a unreasonable manner. It's the sheer volume of mechs aswell as their class that's completely overwhelming and feels more suited for Hard. You need a balancing patch badly it's always the case when the game feels like this on normal. I was playing normal first so that I can play the game again after finishing it on Hard but ♥♥♥♥ that at this point.

I've had to save scum my ass off literally ditching early if I take too much damage and instead of enjoying the game now I'm finding myself just pushing through it so I can "get the horrible experience over with". There's no brains to these missions at this point it's just a face-smash of assault mechs. I can't pick the mechs I want to use tactically (like lights and mediums, even heavies now) cause they get crushed 1/4 through the mission. Some missions I try to take a lore-friendly drop lance and I get wiped out fast.

Never enough repair bays AND they are 1 uses even though it looks like they can be tweaked to have more. This doesn't feel like it was intended it feels like someone balancing the mission difficulty called it in.

I've squeezed battlegrid tactics like a lemon positioning my lancemates pre-engagement in positions based on their role but every time I do this I suffer in comparison cause enemies seem to focus down a priorty target every fight. Whoever gets spotted first in the lance gets ♥♥♥♥♥♥ by that wave. I do better just creating a deathball every time and ignoring my lancemates entirely.

It was doing okay until now which made it's flaws glaring. It's brains completely fell out once the tonnage limit passed 400. I was actually hoping for a radar stealth mission or something to utilize smaller classes of mechs, set up ambushes or even protect some convoys but all it is is a gauntlet of mindless slugfests, just like MW5.
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Цитата допису ToJKa:
Yeah, restarted at the crater investigation. Almost back there now.

I focused crew XP on the evasion skill (maxed out for everyone at the beginning of Courchevel) focused research on armor and structure damage reduction and giving out more commands to focus fire on high level threats. An Atlas or a Battlemaster needs to die now. A Cicada you can ignore, it'll die on it's own because it's useless at everything :steammocking:

Doing much better than firs time, didn't even lose components on Turtle Bay last mission.

Also, for whatever reason, i completely neglected the chassis upgrades last time. Doing them now as soon as all omnipod layouts are unlocked.
I’m on playing expert, and I'm using a similar strategy. My team weapons match each character specialization: 2 LRM, 1 Energy, and 1 Ballistic. My main is an ER PCC with LRM loadout It able to clear missions without issues, though I have to move a bit slower due to the 2 LRM build.
Цитата допису TL:
Цитата допису ToJKa:
Yeah, restarted at the crater investigation. Almost back there now.

I focused crew XP on the evasion skill (maxed out for everyone at the beginning of Courchevel) focused research on armor and structure damage reduction and giving out more commands to focus fire on high level threats. An Atlas or a Battlemaster needs to die now. A Cicada you can ignore, it'll die on it's own because it's useless at everything :steammocking:

Doing much better than firs time, didn't even lose components on Turtle Bay last mission.

Also, for whatever reason, i completely neglected the chassis upgrades last time. Doing them now as soon as all omnipod layouts are unlocked.
I’m on playing expert, and I'm using a similar strategy. My team weapons match each character specialization: 2 LRM, 1 Energy, and 1 Ballistic. My main is an ER PCC with LRM loadout It able to clear missions without issues, though I have to move a bit slower due to the 2 LRM build.

Yes, that too. Each pilot has a specialization, so give them mechs that have the stuff they're good with. So missiles for Naomi, and ballistics for Mia.

Personally i have a thing for magnetic weapons, so gauss rifles for me :steamhappy:
Автор останньої редакції: ToJKa; 9 листоп. 2024 о 14:35
Issue is also the AI of your team members. I use their specialisations, however, my 2 LMR-experts can fire even both with all their LRMs at a simple tower. In effect, they need a lot of ammo and are often useless at the end of a mission. OK, they can still tank some damage.
Currently I'm at the level of 200t-missions but the number of spawning oponents is still managable however quite anoing. If it's getting more with much overweight... Let's see.

Btw: Why should a star-leader need to do/order research? Or unlock better chasis?
Clans should have high tech available from beginning and adapt only to the IS-mech configurations expected in the next mission.
Which khan would send thier front-units with mediocre equipment into battle?
Quite an artificial "career" factor.
Be careful with the use of the new HERO mech variants they give you. It cranks up the difficulty. I built some amazing mech variants using LBX loads and such that wasted mechs well, but the enemy AI responded with different tactics and hit much harder as well. They almost never missed and would concentrate fire, etc. One mission I couldn't get through it, no matter what I did until I went back to the plain stock mechs and then got through it no trouble. Very annoying.
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Опубліковано: 7 листоп. 2024 о 12:17
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