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The mission throws 5,6 waves of lances at you in the end fight, additionally to the dropship with their extremely armored weaponry.
the "investigation" part funnels you through some chokepoints where everyone in your team just gets snagged on terrain or turns their back to the enemy, staring right at you, so you cannot shoot at the enemy without hitting friendlies.
Somehow, the AI is worse than MW5, which is a feat in of itself.
1: Are you giving orders to your team to attack your target? The AI will usually not be very effective at fighting unless you give them orders, then they tear stuff apart just fine.
2: Clearing out Mechs FIRST and then getting shots on turrets on the ship should be the plan of attack.
3: Keeping to one side of the ship instead of circling it while dealing with the Mechs will help not get too beat up by the turret spam.
4: Do you strafe back and forth while engaging? And fire off your weapons then turn around so your rear armor can soak some shots up?
Keeping at greater range when possible and ordering the team to stay in a location like on top of a hill or something can help get some concentrated fire into the enemy from range and not get too beat up before the main fight as well.
If I order my lancemates to focus a turret, they kill it quickly. I can quickly target a turret, give an attack order, switch to clearing mechs myself, target another turret when one explodes, attack order, focus mechs, and so on. No real problems with this mission.
Could be down to your loadouts?
Stay of one side of the dropship at long range and target a Large Laser or LRM turret first, the Medium Laser turrets can wait. Take the long range threats out on the side facing you and youll have much less incoming fire to deal with
It also feels soo good when you headshot multiple mechs in a row.
Here are some things you might want to check. The first four are highly tactical -- you can implement these suggestions right now. The last two are going to pay off for you, but it will take a number of missions to reap the benefits. I'm still in my first play through, with about sixty hours in. I figured most of these suggestions i'm offering on my own. i do remember reading a post on reddit about the evasion stats from a play tester, and the suggestion about prioritizing evasion is from that reddit post, so credit to that person. I'm on standard difficulty, and I plan on immediately going to hard mode when I finish this one. I've learned a lot so far, and i'm eager to implement these ideas from the start of a campaign.
1. weapons groupings. If you don't issue an attack/hold fast order, the AI will prioritize range-to-target and send your comrades to attack the nearest enemy within range of their shortest range weapon in weapons group one. If there are only short range weapons in group one, the AI will close until those weapons are in range, and your star will be shredded as they close with the target, sometimes before they even open fire. With that said, if you want to micro-manage your star during battle you still need to look at the weapons groupings on their mechs. for the life of me, I cannot figure out how the AI is assigning weapons groups on new mechs -- it seems to be random. longer range weapons should be in the first groups, and shorter range/melee should be in the later groups. it is tedious as hell to make certain each mech in your star has the appropriate groupings, but you will be glad you did.
2. Armor. Drop HS/AMS/AP/TC, MGs and SLs, and replace them with armor. You will be pleasantly surprised at what that does for longevity for your mechs. Adding even a quarter ton to arms and torsos will significantly improve survivability.
3. Dropships: You are going to be attacked by mechs and those turrets. take out the turrets on one side of the Dropship *first*, starting with heavy hitters like gausses and PPCs. And then stay on that side of the Dropship...direct fire weapons on the dropship will not shoot through the hull. :) there might be some LRMs, but you can knock them out between waves. And make certain you are lining up the triangular reticule on your HUD's aimpoint with the triangle on the turret -- if you don't, your shot *will* miss, period. FWIW, I figured all this out on the very mission you mentioned. :) And -- true story -- I wiped several times before I realized *I* was trying to shoot through the hull at some of those turrets. /ducks head in shame.
4. All for one, and one for all: The only lance commands I've had to use so far are guard location, follow me, and attack my target. In both the tabletop game and every iteration of this franchise, including HBS excellent turn-based Battletech game, concentrating fire and taking down enemies one at a time is *by far* the best way get through a mission.
5. Go with the same mechs in your star if at all possible, because you will build up mech xp points *so* much faster. Even if it means going in undertonned, go with a homogeneous star. I don't know if this is a feature or a bug, but take advantage of it before the devs nerf/fix it... :)
6. player/mech stats: Prioritize evasion in your pilots -- 5/5 evasion means they will be dodging a whopping 75% of incoming fire. For your mechs, prioritize torso movement speed and torso angle. The faster and farther they can swivel their torsos, the quicker they can bring targets to bear, and more importantly, present the least damaged locations to incoming attacks.
Nah, im pretty sure the 1 ton for AMS and half ammo is more worth than a ton of armor. It may be only my feeling, but i think i get the worst dmg from enemy lrms.
Hmmm. If you are getting hammered by LRMs, you are having a much different experience than I am. My engagements so far show pretty consistent damage from all sources. Whether or not to use AMS comes down to a contest between damage mitigation versus damage absorption. Since AMS mitigates only a percentage of the incoming attack from a single weapon type, and since AMS doesn't distinguish between a swarm of LRM20s from a missile boat, or a single LRM5 from a scout mech, you consume the same amount of AMS ammo, which is an inefficient use of that resource. Armor, otoh, absorbs *all* incoming damage from *all* sources, for perfect efficiency. I acknowledge that i haven't finished the game yet (still trying to defeat Perez) so maybe there are missions ahead of me where the number of enemies with missile-heavy load outs significantly increases, and i will reevaluate AMS, but until then, I'm sticking by my analysis. I invite you to convince me otherwise, but you have a heavy lift... :)
No need to convince you. I am not sure if ams in Clans is better then armor. In Mercs (whith mechtechmod), they sure are. You have a good point there. Maybe i "feel" the lrm impact more than some energy.
I was doing one of the later mission and was fighting a catapult and each salvo took like 4-5% of my hp off on my direwolf with it having extra armor.
Yeah, and archers aren't any fun, either... :) Facing a lance of them might be an issue, but as I pointed out earlier, that just hasn't been my experience yet. fwiw, I have faced both the C4 and C1 cat variants, along with the rest of the IS missile boats in all their diverse glory, and they are pretty much just annoyances, and thus do not justify, IMHO, spending tonnage on mitigation measures. If the AI running the enemies spawned multiple missile boats in each wave, I might have to rethink going with an AMS variant, and/or add an ECM mech to my star. But -- again, that just hasn't been what I've seen.
Honestly, the concentrated DPS from me and just 1 or 2 of my comrades at medium range wrecks the occasional missile boat very quickly. If you are curious, my current star is Direwolf primes with tweaked loadouts. I replaced two of the four LLs with MPs and the LRM10 with an SRM6+ArtIV, and dropped all of the non-fixed DHS. This freed up seven tons that allowed me to add 5 armor pods, a TC, and an AP. The result is a significant increase in armor (837 v. 677) and a modest increase in DPS (27.36 v. 26.37), but at the cost of an admittedly disconcerting tendency to overheat. I'm a big believer in having enough heat to continuously alpha-strike, even if it means going with less DPS to get there, so I'm probably going to drop the UAC5s in favor of UAC2s, and use the four ton difference between them to add back 3 DHS and another ton of armor.
Full disclosure: I'm still trying to get past the "World of Fire" mission, but I keep coming up short. I am nearly there -- I have managed to take out Perez a couple of times, but I was the last mech standing in my star, and I went down fast to his remaining mechs. I know, I know -- more armor isn't going to fix bad tactics/poor leadership on my part, but it will help... :)
I am running direwolfs 2 with ams and the rest 4 ppcs 2 large pulse lasers and a medium laser with around 5.0 cooling. I was doing some achievement hunting and did perez mission with the most awful loud about like 3 uac/5's a gauss and 10lrm and it was awful but need ballistic damage and missile damage. I lost 0 mechs but kept 1 in the back my main for most of the fight but when it lost all arms and shoulders other then that it was fine if not painful to play..