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If your mech don't have dash, then run in direction of missiles when they are close. This will work if trajectory is high, some launchers have really low arc. Your rip then.
Yep, that difficulty spike is really something. I think I will change the difficulty level just for that.
Closer range, bob and weave and dash towards them (Not into their face) so their high trajectory crashes them into the ground behind you. Its best to run one direction then dash the opposite.
Missiles are overpowered (acknowledged by the devs) are need to be nerfed. I'm not sure how many of the total maps I've seen, but honestly all of the maps I HAVE seen provide 0 cover to counter missile spam. I get that they're suppose to arc to shoot over cover, but that shouldn't be a counter to ALL cover on HOMING missiles with so much RNG to their pathing that you can't do much about them.
The second will have to be counter-battery, have 1 mech with your own missile or sniper, if you want to try a more direct assault, the missile battery with this mech running back and forth in the back while throwing missile after missile can whittle their own mech/tank into the ground though the sniper can concuss many tanks with two shots depending on the sniper and mechs can be similar if paired with a close range railgun to the throat.
Lastly would have to be smacking those bastards with as much close-quarters damage or Vulcan fire as you can, because having an A-10 Warthog's gattling as a personal weapon to slam into a mechs face usually helps lol. Now I 100% am not perfect at this game, especially with my close quarters mech because that poor warrior will almost always be concussed by the end of the fight, but they'd also kill 2 to 3 targets in the fight so might be a worth it trade off
1) Dash *into* top-down missiles to mess up their tracking; dash sideways to avoid direct-fire missiles;
2) Dash approximately 3 seconds after a long-range volley is fired (>100 meterss); 2 seconds after a medium-range volley (50-100 meters); 1 second after a short-range volley (<50 meters)
3) If possible, hide behind cliffs/tall buildings against direct-fire/low-arc missiles
4) Get a flanker close to exposed launchers to mess-up their targeting priorities; melee them in the face if possible
5) assign a counter-battery mech to whittle down launchers keeping their distance
1) Look at the units ahead of time... I have found that MLS tends to be guided & ML tend to be unguided with AoEs. Tends to affect dash decisions in my case.
2) Take timings with a grain of salt. I have seen missiles with accelerator modules on them making them faster than others.
3) This also works wonders at long range with top down missiles because their arc starts flattening out. Getting solid objects in the way of any guided missile is best strategy... can hurt if its an unguided rocket bomb though.
...
I would like to add one...
6) Carry an Unguided Launcher on one of your mechs... When setting the target hold down control (like they teach you for targetting buildings) and bomb the ground where the target will be. If you can time it right you can even splash multiple units as they manuver near eachother :P