BATTLETECH

BATTLETECH

View Stats:
pyremind Apr 28, 2018 @ 2:00am
I... really hate Liberating Panzyr.
I've tried a bunch of things. First off, they completely cut the time limit to the BONE. If I run my spider around the back of buildings to get to the control center, I'm able to get there with one turn to go (not enough to destroy). If I run him right down the pipe, he gets torn apart.

For my next attempt, I'm going to go get him ready to make the run around the side before I even control the turrets.

This kinda ♥♥♥♥ I don't like. I have to learn exactly what to do, and then cheese the thing out and also hope the AI plays nice and loops around in turret range.

A time limit that pressures me to push toward the objective is one thing, but I get the impression this one wasn't tested on people that don't know the mission through and through - ie the designers. Just venting..
< >
Showing 1-15 of 83 comments
jedi72 Apr 28, 2018 @ 2:05am 
REALLY?? Spider on this mission??? lol

Man, you need some more beef.....and jump jets....
pyremind Apr 28, 2018 @ 2:07am 
Well the first time I went with all my mediums - shadow/cent/blackjack/vindi - and we didn't even get close to the control tower. I saw other people seemed to be using spiders to rush over to it. It ain't like I like using the spider for this :/
pyremind Apr 28, 2018 @ 2:08am 
Also that cliff is so steep my jump jets couldn't get me down to run around the side on that run.
pyremind Apr 28, 2018 @ 2:10am 
Unless people have a magic strat I haven't heard yet it seems I'm just going to be playing this until the RNG comes up Millhouse.
Sovereigndrake (Banned) Apr 28, 2018 @ 2:10am 
I made a mistake and let one of the SRM get a turn and it did a bunch of damage, but aside from that the mission was easy.
I killed everything with 4 turns left.

Have you tried jumping down the mountain (half way) and circling around the big ship? Thats how i got all my guys down while firing LRMs every turn.

Edit:
I could be wrong about the loadouts (i dont wanna go back and check lol) as i changed them after but i had
Jenner with 4 M lasers
Vindicator with 1 L Laser 3 M Laser 1 LRM 5
Shadowhawk with LRM 5++, LRM 10, AC5
Centurion with LRM 15, AC10.
Last edited by Sovereigndrake; Apr 28, 2018 @ 2:19am
jedi72 Apr 28, 2018 @ 2:11am 
°°Mission Spoilers Alert**

For beating this missions i used all mediums (3 to just hold enemy attention to the main gate), and the jumpy one to jump from the south and getting to destroy the wall and then the CC.

Good Luck
MAD-3R_Marauder Apr 28, 2018 @ 2:20am 
Ok, what mechs can you field?

I ran the mission with: Centurion (2 x SRM-6, 1 x SRM-4, 2 x Medium Laser), Shadow Hawk (AC/20, Medium Laser), Trebuchet (LRM-20, 3 x Medium Lasers) and JagerMech (2 x AC/5, 4 x Medium Laser). All of my mechs are close to max armor and are jump capable for added maneuveraility (and better evasion).

Speed, while not completely irrelevant, is _not_ of the essence in this mission - firepower is.

1. Don't let the timer pressure you, would be my first advice. There is actually _plenty_ of time to complete the mission.

2. Bring at least one mech that is outfitted for long-range combat, to take out the SRM-Carriers at the first objective, because those _really_ hurt if they get to shoot at you.

3. Take out most of the enemy mechs first, before going after the control building. I hung back for several turns, engaging the enemy mechs piecemeal and making them come to me, which also made them turn their backs to the turrets, which ripped them a new one.

4. Only after you have taken care of most of the oppostion, go for the building (I managed to kill every hostile off with 5 turns to spare).

Again, key here is to not do those mission too soon. Build up your forces (you mentioned using a Spider - which is a _horrible_ idea for such a combat heavy mission)
MinenSpecht Apr 28, 2018 @ 2:27am 
1 Orion
2 jagemech missile boats
1 Griffin with JJ

thats what I used and really had no problem at all.
The game isn't made for anyone to jump from story mission to story mission.

You're meant to side quest planets in order to salvage better mechs.

:pandashocked:
Shuggah Apr 28, 2018 @ 2:32am 
I just did this mission first time. I took plenty of power and range (shadowhawk, centurion, vindicator and trebuchet) as suggested by my guy on the argo and then I basically snuck a centurion round the back of the map and sprinted him over to the building while the guys on the ramp slugged it out. Destroyed it with 3 turns to spare.
Last edited by Shuggah; Apr 28, 2018 @ 2:35am
Quicksilver Apr 28, 2018 @ 2:51am 
Was pretty tight with 4JJs on a vindicator rigged as tanky slock scout and beam/srm alpha:

https://steamcommunity.com/sharedfiles/filedetails/?id=1372133728

5 JJs should be much more reliable. I imagine the intended solution is LRM fire from a brave pilot going directly through the garrison mechs but that seems expensive.
Thunderbolt Apr 28, 2018 @ 2:54am 
Originally posted by pyremind:
Well the first time I went with all my mediums - shadow/cent/blackjack/vindi - and we didn't even get close to the control tower. I saw other people seemed to be using spiders to rush over to it. It ain't like I like using the spider for this :/

replay with the medium Lance and have your Vindicator "if its still close to stock and has Jump jets" jump off half way down the cliff while the rest of your force does Hit and Runs on the Garrision Mechs so they stay in sight of the Bases Turrets. the Vindicators Default Alpha Strike can end the tower with one shot and going around the Dropship and making a Beline for the Clif next to the Building should give you 2 rounds to spare.
Thunderbolt Apr 28, 2018 @ 2:58am 
Originally posted by Quicksilver:
Was pretty tight with 4JJs on a vindicator rigged as tanky slock scout and beam/srm alpha:

https://steamcommunity.com/sharedfiles/filedetails/?id=1372133728

5 JJs should be much more reliable. I imagine the intended solution is LRM fire from a brave pilot going directly through the garrison mechs but that seems expensive.

i Approached from the Left side and ran up to the base of the Cliff. then JJed in and Alpha striked. as most of the garrision where on the right near the Road to the Turret Control area.
pyremind Apr 28, 2018 @ 4:56am 
I've only encountered one Jagermech actually, so I only have a part of one. Maybe a treb too one time. I've done I dunno, 10-15 side missions and my mech loadout I described above. So it seems my ranks are too weak, but I haven't figured out how to make the jump to bigger mechs, since all I run into are lights/the same shadowhawk mediums.

Perhaps I neeed to hit higher skull side missions. But I've run into ones that just absoltuely wrecked me even when they were 1.5 skull, so I've been skittish about that.
nobrien Apr 28, 2018 @ 5:03am 
this mission is FUBAR, im in 3 meds and heavy jaeger and all my elite pilots have 7 P&G and 6 G&T every med and large laser has max accuracy of 60% no matter where i move around when planning stage i cant get the chance to hit higher % higher without useing the moral abilty, AND every laser wep deals only half dmg even tho have mostly ++ 25% cirt + 1 acc versions.

and my JJ vindy who has been jumping everywhere for ever sudenly cant jump more than 4 spaces and i didnt realise when i was setting up her run down the left side because of all the ground clutter that she was jumping ontop of herself lmao rearly ??

5 rounds just to get out of the courtyard lmao.

but even tho all that i actually managed it however for some fkn reason in this version you cant melee dmg buildings lmfaoroflmfao.
< >
Showing 1-15 of 83 comments
Per page: 1530 50

Date Posted: Apr 28, 2018 @ 2:00am
Posts: 83