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Agreed, Bulwark is the only standout as being a must have. It should be swapped with Juggernaut.
If it was up to me I would move called shot mastery to replace breaching shot which has no endgame use.
Then at least all 4 tier 2 skills would be competitive.
The way I see it, it allows you to pick up multi shot and bulwark without having to take sensor lock on your lrm boat.
Between breaching and juggernaut, breaching is the clear winner for support.
I really want those 2 lv1 skills on my support pilots, so the choice is between which lv2 skill in those particular trees is strongest.
If you wanted evasion and multi shot, for example, the choice would then be between master pilot or breaching.
To answer the question of pilot traits, one must ask "for what tonnage of mech, and at what point of the game?"
In the early to mid-game, multi shot and breaching shot are quite valuable, for two reasons: your enemies aren't going to have that much armor, and you aren't going to have that many LRMs. When you're facing 25% armor mechs, a single LRM15/20 can be devastating. And, if you're sporting Shadow Hawks, you're going to run 3x LRM15's. So it is more efficient having two Breaching Shots each hit two targets with LRM20's, for example.
However, in the mid to end game, breaching shot is quite useless, because you'll be facing mechs that are fully armored, and it if you split up LRM20's, it will take forever to take the mechs down. Also, when you have Assault mechs, LRM boats will likely have 50-60 LRMs. More importantly, they will be of the +++ variety, with +2 STB.
You will do more damage wit 55 LRMs halved than 20 LRMs breached, but frankly, WHO CARES. The name of the game once you're fighting assault mechs is to knock them on their back as quickly as possible, because once that happens, they're not gaurding anyways, and you can take out their CT with one good salvo, or two bad ones. To that end, 4 LRM weapons (on a stalker for instance) is +8 stability damage. Or +6 on a Highlander or King Crab.
At +6 and 50 or more LRMs, with maxed skills, you can take a guarded, max evasion Assault mech all the way to unsteady in a single salvo. I suggest using a precision shot to hit the CT. Then, any hit (for instance, by your scout/spotter) can knock it over. After that, you get two tries to take out its central torso with called shots. Assuming you have 55+ LRMs of the +++ variety, that's a crazy amount of damage.
So what is the best skill to have late game? In my opinion, Master Tactician, because it bumps your assault mechs to Initiative Phase 2. If your whole crew is Initiative 2, it guarantees that all of your shots will go before a downed assault mech gets to try to get up again; also, any heavy mech that isn't a master tactician (because being knocked over applies -1 init).
Aside from that, I don't think any skill is really important at the late game. Bulkwark is nice because sometimes there isn't a place to move. Multi shot is nice because sometimes you know that the last bit of exposed armor won't take 50 LRMs to knock out. But neither will make much of a difference.
One other thing: by that time, you will also have 100m Rangefinders (at least on the spotter), and depending on the mech, perhaps +3 Missile TTS. This lets you blow stuff WAY, WAY before they can see you, making skills like Bulkwark less useful than they would be if you were ever hit.
Another note... I run most of my LRM crew with Wolverine/Kintaro + 3x Highlanders, instead of the popular King Crab, because KC limits LRMs to just the left torso. That means that at best, you can get 2x15's and 1x20, for a total of 50 LRMs. Plus, you have no arm slots, which is a loss of 5% to hit. A Highlander lets you spread it between torso and arm, so you can easily get 2x20's and 1x15, for a total of 55 LRMs.
Technically, a Stalker is even better for an LRM missile boat, because you can space it out between all the arms and torsos. That gives you two +5% spots (the two arms) and the ability to put 4x15's, for a total of 60. The problem for me is that in order to do that, I have to sacrifice too much else (jump jets, heatsinks, armor or ammo ), since the tonnage of the Stalker is lower. I end up swapping one of the 15's for a 10, so I'm back to 55LRMs. The Highlander allows me to take 3 JJ, 10+ HS, 5 ammo packs, and still have 55LRMs.
King Crab's extra tonnage supports more ammo, a TTS+++, and enough heat sinks to stay cool even when it's a bad biome, and without having to resort to double heat sinks.
Which Highlander model are you running. I would think the -733 would be better than the stalker with its 4 LRM slots. I also like turning the empty side of my mech to any danger that does pop up.
Your post is spot on. The only reason I dont normally use multi is in the situation you mention I am bad at estimating how many of my LRMs to finish someone off and prefer to overestimate.
As everyone know this game is not easy to learn and master, evident by the number of frustrated posts already in this forum. So why take the hard route so that you can relax at end game?
For those people who say you're doing it wrong when your LRM boat is getting shot at, you must feel comfortable in early/mid game with a 50-60% hit chance for your LRM because you won't have max talent or TTS++ to boost your %. I prefer my LRM to not miss so I often have to stay at max ideal range, which means the enemy frontline mech can reach you if they jump forward and sensor lock your LRM boat (which happens fairly often in my playthrough). Bulkwark saved my Dekker from losing an arm/leg in several occasions. In mid game you once you got LRM++ and Breaching Shot/Multishot combo you will have the satisfaction of crippling 2-3 medium/light mech in one salvo when you first see them, even if they are bracing. Using these traits on your pilot you would have more room for errors and a chance to learn more about game tactics.
Both my Glitch and Dekker have Breaching shot/Bulkwark traits at end game and instead of focusing on knockdown, I use +dmg LRM++/SRM+++. Its true I don't knockdown the enemy assaults as often, instead I just blast them to oblivion with 300+ alpha strike on each of my mech. When you reach end game you should already be very comfortable with gameplay and shouldn't have any problem with trying to survive, you should be enjoying the game now and exploring new options!
So what would I recommend the traits? It would be Breaching shot/Bulkwark as it gives you a much needed easier start of the game - you don't see many people complaining about end game, most are about early start: getting headshot'ed, outnumbered, etc...
Hmmm.. which Highlander has 4 missle hardpoints? The Highlander HGN-733P has 2 in the left torso and 1 in the left arm.
Because of that 60 LRMs would cost you 30 tons (3x10), as opposed to the Stalker, which can do the same in just 28 tons (4x7).
Also, I put 3 jump jets in both, but the Stalker takes 1 ton (H) JJ's, whereas the Highlander takes 2 ton (A) jump jets, making for another 3 ton delta.
The Stripped Weight of a Highlander is also 2 tons more -- 29.5 versus the Stalker 3F at 27.5t, so there's another 2 tons. But I mean, you get structural HP out of it.
In reality, however, I don't have 60 LRMs. It's too light on armor and I'd run out of ammo anyways. So, I go for 55 LRMs, in a 20/20/15 (27 ton) configuration ont he Highlander, and a 15/15/15/10 (26 ton) configuration on the Stalker. As I levelled, I used them interchangeably, depending on which I had better +++ weapons for.
I too, do not use multi shot that much, because the price to pay for underestimating damage is much greater than overdoing it and blowing the crap out of something. An almost dead, zombie mech can still get up and mess you up, even if you were just 3 points of damage shy of taking out it's CT.
I think the builds largely depend on how much a player gambles in combat and how much they mind paying repair builds. With bulwark on a majority of pilots and taking the fights slower, you pay less (or none :D ) in repairs at the least. With multitarget and breaching shot on most or all of the pilots, you can do the math and split the damage up to finish off targets in less turns. Taking the time each turn to calculate *isn't fun* for everyone, and they wouldn't like the build. I respect that a lot.
It's a great point that most people (there are exceptions) don't have huge issues late game. They've got strong customized mechs, experience in the game, and their style locked down. I think we brought up end game because you're "stuck" with the pilot's abilities once they are picked. You can just get new pilots and level them up though, and that is easy enough to do.
I have to say, even though I don't build for it, it's far more fun *watching* players who build high burst damage mechs and blow an enemy up each attack. I respect you all however you play.
King Crab also makes a good missleboat and is decently easy to knockout the pilot (because they are generally really tanky). It also has 4 missle hardpoints.
I don't look at it as an either/or. Do both! My original Fantastic Four had diferent builds for each character:
Decker - Ace Pilot, Sensor Lock
Behemoth - Master Tactician, Bulwark
Glitch - Breaching Shot, Sensor Lock
Me - Master Tactician, Multi-Shot
I added more guys as the game went on and by the late game, I stopped using pair of Breachers. Glitch was my favorite damage dealer right up until I got Stalkers.
Besides, the recruits all have different speech personalities and voices; it's fun to hear them say some of the silly things they do :)
OMG. I checked my storage; I haven't collected a full 733 (no P) yet :(
*** CRIES ***
I have built a total of SEVEN complete 733P's, but only 1 partial 733. I guess the RNG hates me. >=(
I assume that you mean, 732B, by the way. I can't be missing TWO Highlanders, LOL. Although I have never had a 732B drop, except the free one.
And, thank you.
- An enemy is almost dead, but is hiding in a forest. You want to multishot to have better damage efficiency(targeting another enemy with your other weapons), but due to the 25% damage reduction, you feel that 1 LRM15/20 is not going to be enough and you decide to fire another weapon at it to secure the kill, resulting in fewer weapons targeting the fresh enemy. With Breaching shot you will find more situations where you only need to fire 1 weapon.
- Against a badly damaged Braced target it is almost the same. Without Breaching shot, you would have to dedicate twice the firepower to finish it off, even against heavies/assaults.
- All enemies that you can target are Braced. This is typical for the first round of a battle. All your other pilots will only have 50% damage efficiency(and so might choose to not fire at all to save heat/ammo), but your LRM boat can dish out it's regular damage, although spread out on different targets(but if you have 2 pilots with breaching shot, that is still a lot of damage dealt to braced targets).
- Lucky headshots/ammo detonations against a braced enemy with Gauss/AC20, done due to different weapon ranges on mech(like, Gauss targeting the far away, Braced mech while the Mlasers and SRMs target a non-braced, closer one).
- Turns a single SRM6+++ into 6 Mlasers against a braced target(6 Mlasers against a braced target deals 12 damage each).
Basically, it allows for more flexible and efficient targeting, which is the point of the entire gunnery skill line. In my lance, it is not uncommon for my "LRM boat" to have a lot of kills simply due to clean up duty(that mech with 11 CT and Braced, which would be a gamble with a single LRM15(requires 6 hits on CT) is easily taken care of by a Breaching shot LRM15).
I guess it depends how much you are willing to push the efficiency to the limit, as it becomes more of a gamble then. So far, I really dont have any issues in skull 5. Very little(if any) structure damage taken and the entire lance fits a total of LRM75(1 LRM20 on each assault, LRM35 on my "boat"), and I usually knock down 2 enemies each turn(while finishing off 1 each turn, at least).
breaching shot is good for hitting those targets hiding in the woods or braced and getting some good damage in, on the other hand, master tactician will ensure that mech goes first, and has alternate ways of dealing with its own stability damage (say a turret sensor locks your boat and something else shoots it.)
then ther is the the alternative and go with the hit and run skill, being able to shoot then move means even if your position does get compromised, you can fire, then pull away. in any case, multi target is a must, spreading the love isnt always the best idea, but sometimes it is.
The problem with Bulwark as a specialist skill is that Guard is often not as good as a jump jet move, even on an Assault Mech, with only 3 evasion (using Jump Jet). Often, that move will let you get out of direct fire -- which nerfs three-quarters of AI weapons.
Plus, you can always get Guard simply by using Vigilance, and Vigilance + Evasion is always pretty decent tankage, at least against a couple of enemies. Having Guard when you don't move just isn't as good as Ace Pilot or Master Tactician. Maybe if you ALWAYS have guard, even when you do move, it would be worthy of the Specialist slot.
Of course, Juggernaut is a lousy skill, but if you reversed Bulwark and Juggernaut, I think few people would ever take either.
More to the point, the AI is stupid. If you jump a medium mech 1 hex in front of your assault mech, the AI will shoot at it instead, even if your medium mech has 6 evasion pips, Vigilance, and is in trees.