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Use the terrain and surroundings to obstruct the enemies shots. There are lots of hills, buildings and rocks to move behind for cover while weapons are cycling between shots. I also like to chain my weapons so I can fire weapons off in salvos and do half and half so I'm almost constantly firing.
The AI is pretty dumb. You can get behind mechs and take them out from behind pretty easily.
Auto cannons are great weapons for fast cycles and a decent punch. The ammo is a bit low but while moving around waiting on lasers to cool scan for weapon cache's to reload your ammo.
That is talking about how "hot" Mad Dog is. It is not really.
Only the Hellbringer/Loki can be described as a glass cannon. Most clan mechs have decent to good armor. Several like the Stormcrow, Mad Cat/Timber wolf, Dire Wolf and Puma have maxed out armor. Also the Clan mechwarrior is Elite class in both piloting and gunnery. They are suppose to fight in the long range bracket at full speed which gives them huge bonuses to evade.
As for the pilot stats, that's also factored by BV.
I'm at the point where i have all the mechs unlocked. It wasn't until the 4th planet where i started having issues. Armor/Ferro pods are your friends. Also... since clan lasers are so much better than IS ones, the game almost favors using energy builds. Also make sure you build to your pilot's strengths. Honestly the Nova was a beast for a WHILE. It wasn't until i got the mad dog that i started switching some of the novas out.
I am playing on expert... So here's a piece of advice... don't brawl IS mechs where they are strong. Kite them, limit the amount of mechs that have LOS on you at once... etc. ERMLs and MPLs have a surprisingly long range. For lower weight classes, try to pack on a bunch of ERSLs, like 8-9 of them if you can. They have quite high DPS and they aren't that short range.
Part of the reason why the IS get mauled at the start is that they're out of position they don't realise they're getting attacked till the last moment and they have their garrisons on the borders with other nations,
another part is the skill of individual clan pilots is superior to IS pilots on average, i believe IS start at 3's across the board where as clanners start at 4 in the original table top out of a 6 skill max, where a 3 needs a 4 to hit on d6 and a 4 needs a base 3 to hit on a d6, clanners tend to have arm mounted weapons which i think gave a +1 to hit where as IS went more towards a torso based mounting system then there were other +'s and -'S around.
After all that Clanners generally had a ranged advantage and especially in the innitial forays did massive amounts of damage, but they lost when it became a melee as that was how the IS were used to fighting.
Helm tech was well disperesed towards the great houses and a lot of the factories were already refitted and pumping out better grade mechs than previous moddles but it was a trickle down mechanic all the top units were given their new shineys first with the provincial backwaters betting them last and boarderguards with the perifery were those back waters. so most hadn't had replaced garrison units yet
Also due to the year long break it allowed the IS to form alliances reorganise troops and also retrofit clan tech from the battles they had one and tech they stole to catch up even further