Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But nice to hear that i am not the only one that rubs his ears about this mission.
1 Light w/high movement/durability. I used a Firestarter. Make sure this is first in your lance assignment order in pre-mission, it will line up on the left side of map.
1 Medium. I used a modded Wolverine. This can be used for stomping vehicles near base and long/medium range engagement
1 Heavy. I used a Jaeger but any heavy with decent movement and power, like a Dragon will work.
Have light on left, charge up the hill. Jump jets are key too. I used DFA on the APC going into the barracks.
The assault mech can sit in the middle, taking out the light/medium mechs that charge. The heavy can go right and stomp out the 2 APCs that charge from that directiong. The medium can go back/left to handle those APCs.
I got beat up but completed all the objectives.
Pop pop pop..
My highlander has ac20, 2 srm6, 4 mlas 3 smlas i believe.
Same deal.
Easy mission for me.
1shot 1 kill
Blocked the gates with 2 assault. Don't forget melee does double damage to vehicles.
2 Assault mechs ( King Crab with 4 LRM15s and multi target ) Atlast with AC20 , SRMS and MLs , positioned at the 2 APC entrances, killed all the Apcs in 1 volley with or without Precision strike.
Black night and Kintaro with SRMs handled all the Mechs easily. They actually give yo their back side and so the Kintaro ended up with 5 kills, all from 1 alpha.
Take for example the Liberate Panzyr mission. If you kill all the vehicles quickly (in 3 turns or so) which is the goal according to the game itself, and you DO NOT have a mech standing on or near the road leading down to the spaceport, the enemy side will engage the now friendly turrets before they have a chance to fire on the enemy, leaving you severely gimped against a much more powerful force (weapons wise). However, if you're sure to place a mech or two on the road before you kill the vehicles, the enemy side targets you over the turrets, and the turrets tear up their rear armor, making the fight MUCH easier.
A giant landslide in difference, and it is not anything you could know the first time you play the mission. You need to stumble upon it blindly. No mission should have such a gulf in difficulty based solely on one trigger.
Even worse, if you did not manage to attract the attention of the enemy before they started shooting down the turrets, their force is relatively unscathed, making it impossible to go through them in order to gain line of sight on the control building. You can take the long way around and hope they don't shoot you in the back, but the mech better be fast and have jets; this mission however tells you straight out you're fighting against an entrenched force and to expect serious resistance.
I ALWAYS brought a scout mech with me on every missions except this one, specifically because the game said I'd need my "best mechs" to fight against serious opposition. Then, of COURSE, the brilliant designers put a time limit on it. Up to that point, it's the one story mission that needed a fast mech more than anything. It's little details like these that really get under my skin. As randomly difficult as the generated merc contracts are, I find they're far better "designed" than anything in the main storyline, and that is quite saying something.
You basically have to have a fast heavy/medium sprint up that mountain to get the vehicle within sensor lock range, and another mech to go with it to snipe it by jumping up the cliff/firing missiles on the turn before it gets to the barracks. You need to use fortify to get that snipe shot off before it can move if you have a heavy.
Meanwhile your remaining two mechs have to clear the other APC's commin' for your base. It's doable, but requires those exact steps pretty much.
APC's i think are bugged as they were moving faster than normal for their tonnage.
I sprinted my Orion and Highlander up the hill towards the barracks immediately on turn one, ignoring the Jenner coming from that direction (not like it has any threatening firepower). The King Crab spawned west and had AC/20s so it was perfect for dealing with the western APCs, the Awesome spawned east so it got the job of dealing with the eastern APCs.
Problem was that the Awesome's firepower is... well, less than awesome. Called shots are the answer, I destroyed the first APC on the right with a called shot (vehicles are easy to kill when your shots are focused on one point), and by the time the second arrived it was within melee range.
My Orion has a sensor lock capable pilot, on its third turn up the hill (two turns just spent sprinting) it got within range to sensor lock the APC up there, and my Highlander (which had 2x LRM20) was able to kill it in one (it's only a 10 ton APC, very fragile).
After that it was just a case of mopping up, nothing the enemy sends is particularly heavy, the difficulty is in you having to scramble around killing APCs.