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The problem is the maps don't let us really facilitate this.
I'm most of the way through Turtle Bay, and up to this point, I think there's been maybe 2 or 3 missions in total where I've been able to leverage the range on clan weapons. Everything else has been CQC.
You're better off loading up on short range weapons and slapping a bunch of armor pods on your mechs.
Lorefull Clan armor is lighter and provide more protection per tonn. Meaning a clan mech can have similar protection as IS counterpart while mounting less tonns of armor, or more protection if using the same weight.
But it would not be as "fun" if we got real clan mechs as they should be. Right PGI?
Cannonical Timber Wolf can duel a couple IS assaults and come on top. And Stormcrow is feared in Combined for how obnoxiously fast and sturdy it is for the amount of firepower it runs.
Do you think it would be allowed to add all armor in the center torso since it's the only thing players can hit with 70% hit chance.
Centurion with two large laser in the center torso. Since centurion do have the ability to mount two large lasers.
Laser weapons are not cannons. They use focus to direct the beam that it has no need of a barrel and can be guided in every direction. For that reason laser weapons are no different from arm mounted cannons and is given a +1 hit advantage.
Cannons do need arms as it is a motorized gun. Lasers don't need arms as the guide system is part of the weapon.
Nah, it felt like Clan mediums going up against IS heavies and assaults should feel. Clan mechs are sturdier, faster, have more firepower, and run cooler than the IS rattletraps, but they should also be outnumbered at nearly 2-1 odds almost all the time. Fight smart, command your star, assign them mech loadouts that play to their strengths, and you should be fine. This isn't a walk forward and press X to win kind of game.
That's not true - well, it shouldn't be else why everyone agrees that Clan tech is top notch for the same tonage and power usage?
Personally i've found the nova to be a mech killer, drop 2 mlasers and add 2 heat sinks and the remaining 10 m'lsasers melt even assaults ( though it remains a glass cannon)
@talemore the term glass cannon doesn't mean they have to use cannons its a term to mean a ♥♥♥♥ tone of damage but very little protection
With the armour reduction buffs I rarely dip past 80% because when the weapon does connect it is reduced by 16% already.
Survivability is king in mechwarrior games because of how many op for they throw at your lance/star.
Well, since we are still at the start of the game, the pilots of your lances merely started to put points in their skills, we barely have money/researc/xp/honor, most stuff haven't been researched and/or unlocked, so I feel it should still be a "press X to win" for now in order to move along.
The game theater doesn't lend for long range/fast Mech combat due to many things:
-bad zoom to pin point stuff
-mech wobbling too much
-getting swarmed and rushed
There is only one fight now that you could use range for your advantage (you could snipe a Stalker and an Atlas), everything else has either rocks or building hiding stuff from you that just get the jump.
When you have 6 mechs surrounding you + 4-5 Vtols and tanks, there is something wrong in the scenario for the level we are imo.
It's always been like this, up armor as much as possible, slap in SRM/ML and just brawl everything to death.
Edit: quick tip, unless you know the mission is going to feature extreme range combat, almost every engagement happens inside 400 meters.