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Man, you need some more beef.....and jump jets....
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.
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
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)
2 jagemech missile boats
1 Griffin with JJ
thats what I used and really had no problem at all.
You're meant to side quest planets in order to salvage better mechs.
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.
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.
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.
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.
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.