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In theory, maybe. But not for NPCs.
As a player you have to use quite different logic really. Mia however, won't ever make a headshot build work, no matter what weapon she gets.
With laz0rs however, she melts stuff eitherway, more by accident, then intent, but she does ;-)
As for the ballistic, the Battletech PC game of 2019 had them to be the best weapons in the game (aka dual LBX/10 or UAC/10 ripping anything). In MW5:Merc, 2 x missile boats in a lance could wreck about anything until they ran out of ammo. In Clan, lasers is the go-to weapon by a mile since they dumb down Gauss and PPC to almost be worse than ballistic weapons are. This in IMHO.
And 4 ER laser. Has around the same firepower as any other Kit Fox build 51,2
Kit Fox LRM + ERPPC is still keeping the highest firepower rating while SRM+ERPPC is the same as UAC10+ ER Laser kit Fox
Headshot build is for the player, I always thought that was understood. NPCS and the enemy all have accuracy and target locations based on a die roll. Headshot build for NPC makes no sense.
Now as a player quad UAC10 you can double tap and down two mechs in quick succession if they are near each other and advancing on you.
And fortunately this game looooooves to throw the mechs with nice big juicy head hitboxes at you
I also used UAC5s in Battletech to good effect; stacked on an Annihilator.
Anyway, I agree. LRMs in MW5: Mercs are much more broadly useful than they seem to be here. Mainly, I suspect, because late-game enemy mechs get far more armor than they did in Mercs, along with probable damage reduction to armor and structure bonuses.
Then they need to double ammo per ton.
Finally, they need to double effective ranges on all projectile weapons. They should reach farther than a medium laser.
I was very disappointed the Clans didn't have my mega gattling gun. My Mech 5 builds with a Jagermech and RAC 2s are montrous and fun.
Could you share best practice for the rest of us?
the LBX is fine, but the lack of spamability means that it only has better sustain on chassis with a low number of ballistic slots where a UAC jam would be devastating. overall i do not think they have enough to differentiate from lasers to make up for the weight, but they probably have a niche in builds that run too hot with lots of lasers. unfortunately (?), most clan mechs have great cooling. additionally the spread and burst fire variants work best at no more than medium range.
the gauss is great. the projectile speed is nearly hitscan, which makes me tend to lead too much and miss anyway. but the rate of fire is low and the weight is very high, with most omnimechs already having severely limited free tonnage for weapons. most omnimechs can also quickly swap to large energy parts and do ERPPCs, which fill a similar niche, but you can carry two for the weight cost of one gauss. the math does not work out great for it excepting maybe on something like the summoner, which usually has like 3 hard points lol.
machine guns are surprisingly niche for most of the game, because you have a lot of great, high damage, relatively high dps weapons with long range that are very easy to build for, meaning that you do not spend a ton of time at an effective engagement distance for this weapon. i tend to take machine guns off to fit armor pods, such as on the stock timber wolf build.
ballistic builds are also in a weird spot with the progression, because most mechs you get have acceptable stock builds of primarily energy weapons, so you have to play a mission or two to get enough xp for pod swaps to make a ballistic build in the first place, and it is not always clear what pods are synergistic. also, the missions tend to be pretty drawn out and there are not always timely ammo resupplies, though ime this impacts missile heavy builds moreso than ballistic builds. i think the way that mechlab displays stats also tends to favor making high dps builds, and makes low dps pinpoint builds look worse on paper than they are in practice.
as for building a mech for mia, or whoever else has ballistic talents that you'd like to exploit, i'd probably just build around a gauss or cluster of autocannons as the main weapon. you will trade heat sinks for ammo, so consider something relatively heat efficient as back up weapon, like regular ER lasers. for yourself, pick gauss or UACs, keeping in mind that the low DPS number in the mechlab will not matter when you can neatly rip the core out of a pristine set of limbs.
The largest, hardest hitting bunch of weapons I do try and tailor for people's strengths, particularly the cooldown strengths.
UAC20-Solid has been my best performing ballistic weapon so far. The damage scales well with just a fractional additional tonnage bump over the 10 and 5. When you get up close and have a good chance of a headshot, double-tap, or even triple, quad tap until the thing jams. It's extremely effective.
To my surprise, AC2's were much more viable in MW5clans than almost any other battletech game I've played. Not a great build build but, might open up some possibilities.
How do you get damage stars with the pilots? Once we started all fielding medium mechs, everyone got gold stars almost all the time. One way to really ensure it -- rotate which mech you're controlling. Be aggressive with one until it's armor wears down, then switch to another and rinse, repeat. Lots of damage for everyone.
Weather could also be something that could neuter lasers.
I really want someone to modernise battletech/mw, but whenever I say it I get attacked so whatever.
It is how it works in the game.
You don't shutdown mech. You just deplete available energy.