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Chris
I think I phrased that badly. After the tutorial your mech pool consists of the mechs I mentioned plus the blackjack you start in. As far as I've seen you're not tied to it.
Not sure what you would drop to add armor without neutering it.
In the meantime, here are a couple options.:
You're losing close/medium range firepower, but its never going to be great at that range anyway. Better to be good at one range than mediocre at all ranges.
Dropping one of the MLs for extra armor might be worth it. But really, the range on the AC/2 is so good that if your target can even see you, you're probably doing it wrong. I played around with the Blackjack during beta and with the AC/2s, you can still get 80-90% accuracy shots well beyond visual range. And it runs cool so you can jump and shot every turn to keep the range optimal.
It's an excellent sniper that packs a nasty punch at short range but can't take a hit. I like the Blackjack but I'm not sure that a sniper is a particularly good choice for a player's starting mech. Not that it really matters since you aren't tied to your starting mech.
I have seen similar comments on the armor of the BJ a couple of times and, quite honestly, it kidna baffles me.
I mean sure, it doens't have Atlas or Awesome level armor but hey, it's a 45 ton mech.
For comparison,
Vidicator - 9 tons (144 points) of armor
Blackjack - 8.5 tons (136 points) of armor
Pheonix Hawk - 8 tons (128 points).of armor
More importantly, the _maximum_ armor a 45 ton mech can carry is 9.5 tons.
So the BJ is just 1 ton short of max armor.
I don't know, to me it is a perfectly fine support mech. Just don't rush it into close combat - that's not what it was designed for.
Note: Those armor numbers are for TT, in Battletech the rear-armor is de-coupled from the front armor, so all mechs can carry quite a bit more armor - if you sacrifice other stuff
Alternate builds I could see me trying:
1 x AC/5 (1 ton of ammo), 1 x LL, 3 x ML, 11 heat-sinks
AC/5+LL generate 39 heat, 3 x ML create 36 heat, 11 HS can sink 33 heat per turn
2 x PPC, 14 heat-sinks (hot as hell, but might be a lot of fun)
37.5 heat per PPC, 42 total sink capacity - as I said, runs hot as hell :)
2 x LL, 2 x ML, 16 heat-sinks
2 x LL generate 60 heat, 2 x mediums generate 24 heat, sink capacity: 48
Note:
1. Heat nunmbers are from the beta with a general heat modifier of 1.5. All the heat numbers above are already adjusted for this modifier.
Be aware that his modifier might be changed in the released game.
2. Jumping generates 7.5 heat per dot jumped, so jumping a lot will really ruin your heat management.
3. Hey, what can I say, I like playing with numbers and have the time to do so - until the 24th, that is. :)
Unfortunately it had the knickname "the Coffin" by that point as it was frequently targeted by the AI.
I would say the only downside to the mech was Cohh's positioning. He kept having a lightly armored fire support mech go all Leeroy Jenkins - how many times did he say something to the effect of "I gotta keep this thing in the back so it doesn't get shot up" and then the following turn charge it to the front to take a shot at something? If he kept it far enough back it would rarely have been shot at for the thin armor to be a real issue.