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Target acquisition missions difficulty
Am I missing something about the target acquisition missions? Because some of them, especially at higher difficulty level (4 and 5 skull) feel absolutely impossible. I'm not a noob, I know the game well enough so that I can clear reliably 5 skull missions without taking even one point of structural damage, but I'm totally hopeless when it comes to target acquisition. Here's a screenshot of the one I'm currently doing:

https://steamuserimages-a.akamaihd.net/ugc/766098754599741386/3B6F60636BFA5170A009EAC2CE3BCDC7DB838821/

I had 7 rounds at start in order to reach all 3 positions, and I started on the bottom right of the screen. If there were no enemies, reaching the top left hex in time would already be a challenge. But I'm also facing a lance of heavies/assault, and have instant reinforcements popping between me and the furthest objective. I really feel like a lighter and faster mech would get obliterated trying to go through this, and a tougher one would be too slow.

Any suggestions?
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Showing 1-15 of 15 comments
Ternag Sep 20, 2019 @ 8:53am 
That map can be savage. I got it at 2 or 2.5 skulls and had to withdraw once the main objective was done. Lost a mechwarrior and was about to lose my Star League Griffon to the vehicules that kept spewing out of the base. Not knowing where the evac LZ will be makes it harder, can't move ahead.

No suggesttion sadly. :(
terrycpa1972 Sep 20, 2019 @ 12:10pm 
Use a grasshopper for the farthest zone if you have it. Pilots with sure footing help with the distance and jump jets elp keep up your evasion. Try and enter at least 2 of the zones at once to split the enemy firepower. Kill the closest direct fire enemies before you enter the zone if possible.

Save your morale to activate vigilance if your pilots have bulwark when in the zones.

If you don't know you should note that you don't have to be in the zones 2 turns in a row.
Last edited by terrycpa1972; Sep 20, 2019 @ 12:12pm
Trolleur_Durden Sep 20, 2019 @ 12:25pm 
Thanks for input! Why a Grasshopper specifically?
terrycpa1972 Sep 20, 2019 @ 12:41pm 
I did that mission with a grasshopper recently. It is fast, comes with jump jets and if you put in a bunch of small lasers and medium lasers you can usually jump out of the zone and get in some shots at the enemy rear armor.

But basically any relatively fast heavy with jump jets and sure footing should be able to do it
Last edited by terrycpa1972; Sep 20, 2019 @ 12:42pm
Shinobi273 Sep 20, 2019 @ 2:23pm 
I use a raven for the farthest target zone. Keep in mind the AI will dog any mech in any zone so play them on that to get free back shots or get breathing room if any mechs are in trouble. Don't mess around trying to get extra salvage, just core everyone ASAP. The raven ECM is also helpful in the extraction so you don't get shot in the back.
terrycpa1972 Sep 20, 2019 @ 3:42pm 
They changed the ai to sensor lock stealth mechs now so not sure that works so well now. Well so I have read on tbe paradox forum anyway. Don't have a raven myself at the moment.
Last edited by terrycpa1972; Sep 20, 2019 @ 3:43pm
Shinobi273 Sep 20, 2019 @ 6:48pm 
The AI is much better at countering ECM now but they won't fixate on raven if it is outside a target zone and just moving. Even if it did, just keep lots of evasion pips and they have a pretty hard time hitting it. Continue using initiative phase reserving unless you get revealed and stay hidden as much as possible. The raven is just a more survivable light mech that can jump/sprint to the far target zones. You still need killer mechs to destroy the opfor and get the nearer target zones. It's already been said multiple times but you don't need to be in the target zone for consecutive turns. Manipulate the AI to fire at different mechs so they don't focus fire you to death and give you nice angles to shoot at them.

My raven is modified to have a single LL, evasive gyro++, and max JJ. It also uses rangefinder++ so it can function as a scout for long range weapons.

I prefer taking a full c-bill payment on TA and A&D so I can trash the enemy mechs without feeling like I'm losing payment.

Edit: The AI changes to deal with ECM are most punishing when they have nothing to shoot at. I think as long as the rest of your lance is visible and in range they mostly ignore the stealth mech. If you drop stealth charges to 1, the AI can see your position and can sensor lock you. If at 2 charges, the AI probably knows where you are and will try to sprint into the bubble. I had wanted to try 2 ravens to do TA missions but that won't work anymore. It used to be possible to do recovery missions solo with raven but now they will sensor lock and destroy you.
Last edited by Shinobi273; Sep 20, 2019 @ 6:57pm
Trolleur_Durden Sep 21, 2019 @ 2:09am 
Haven't seen a Raven yet and haven't tried the ECM module, only seen one to sell early in the game, when it wasn't affordable for me. Is the unit carrying the ECM also invisible?
Shinobi273 Sep 21, 2019 @ 1:08pm 
The game uses ECM counters and a shading effect to show ECM invisibility. ECM units get 2 counters and non-ECM units in the bubble get 1 counter. With 2 counters, you can't be targeted with sensor lock. With 1 counter, you can be sensor locked. Units lose counters taking non-movement actions like shooting and active probe. ECM is countered by moving a unit into the ECM bubble or active probe which will reveal everyone. Nothing will counter the indirect fire penalty effect of being in the bubble. Before you get excited that base defense might be easier now, the ECM field does not affect structures but does affect vehicle convoys.

Example Scenario: Your units are grouped together so everyone is positioned in the middle of the bubble. Before any of your units move, the Opfor moves a unit into the bubble at an edge. Everyone is revealed. You take the next turn and move the ECM unit so the Opfor is outside the bubble but keep your other units in and fire at the Opfor. Everyone is now stealth but the ECM unit can now be sensor locked and revealed. In this situation, the AI will reserve to phase 1 as you reserve and move/brace if you are not revealed. If it can, it will try to sensor lock to reveal you. If any of your other units fire, they will be revealed and targeted. If the Opfor does not have LOS, they can't take shots even if you are revealed.
Trolleur_Durden Sep 21, 2019 @ 1:40pm 
Thanks for the explanation, but I have no issues with escort or base defense missions, only with target acquisition, because of the very short timeframe. I've prepared a Jenner with one Mlaser, max JJ and an ECM device, I'll try it next time... and probably with an expendable pilot.
Shinobi273 Sep 21, 2019 @ 9:06pm 
Jenner? Is that a mod? I didn't think there were Jenner in the game. Firestarter would have been my pick for a light mech.

It's been a long time since I used mediums so I probably don't know what is in the game on the light end.
Last edited by Shinobi273; Sep 21, 2019 @ 9:07pm
Trolleur_Durden Sep 21, 2019 @ 10:15pm 
There are indeed Jenner models, but I doubt a lot of people even considered using them. However, according to the chart, the Jenner is faster than the Firestarter, hence my pick.
terrycpa1972 Sep 22, 2019 @ 9:10am 
I've seen posts by others that have utilized light mechs. The main issue with a light mech would be the relative fragile nature of the mechs combined with the AI giving priority to shooting at your mechs in the beacon zones. It doesn't take that many enemy mechs shooting at you to strip enough of your evasion that the chances to get hit go up and with the fire power coming at you your light mech might not survive.
clintbrew Oct 5, 2019 @ 7:28pm 
light mechs?.. u just need hvy with jj and armor/speed
Smurf-O-Pax Oct 6, 2019 @ 2:53am 
3x Atlas and 1x Cyclops-z the Cyclops is fast enough for the far away point and brings enough armor to survive it. 1 Atlas has a ECM, that's the one running to the 2. point far away and the other 2 Atlas get the point nearest the spawn point. You can bring enough Firepower to kill all the OpFor and you bring enough Armor that you are able to survive.
With the Ini Bonus of the Cyclops you can make your move with the Enemy Mediums (Ini Pilots are needed for this) and kill the most dagerous OpFor before it shoots, helps a lot to keep the incoming damage low.
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Date Posted: Sep 20, 2019 @ 8:36am
Posts: 15