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The loss of evasion makes them easier to hit.
Being revealed means they are can be shot by some weapons of other mechs (e.g. long range guns or LRMs).
Sensor lock only lasts 1 turn, so wait until a target has moved to get the most out of it. Same can be said for knock down. ;)
Sensor lock isnt meant to be used as a scouting tool counter intuitively. It is meant to be used in combat so you can hide behind something (like a mountain) and launch LRMs at things. It can also be used while in combat to determine what an unknown contact is (and so avoid it if it is an SRM carrier).
as the sensor lock only lasts one round this does make it quite difficult to set up sneak attacks.
I've found the best way to overcome this is to make sure that your scout is the last to move (inchworm your heavies up to the scout, then move your scout), and your scout then approaches the target within firing range (even if not in line of sight), that will usually trigger the start of battle, and you can sensor lock them as your opening move.
It gets evasion
Sensor lock
Strip evasion
Shoot the hell out of it with other mechs
Rinse and repeat
Bad guys go away
lol
You can activate SL on a target which: has been detected and is within your sensor-range. That is marked with a blue circle - it'll be pretty far out from your mech.
You can target vehicles, mechs and turrets, but not buildings - so dont count on SL if you have a goal of destroying a building. You have to have line-of-sight on buildings.
Sensor Lock ends your combat turn, and activating a Sensor Lock from non-combat pushes you into Combat Phase. As it counts as an action, it cannot be activated after sprint, but may be able to be used if your Mechwarrior has the special ability to move after firing (I dont know this for sure, but it seems reasonable)
I most frequently use Sensor Lock when I do not have LOS, but TL is effective in stripping Evasion from fast-movers.
it only lasts 1 round so you should use it as early as possible.. or simply reserve the other mechs until you have sensor locked the target. then it will be revealed for them to fire.
sensor locking someone as the last action in a round is a waste.
I use my light scout (Panther – full jump jets and LRM20). Pilot Skills are Sensor Lock, and Ace Pilot (Move after firing (INCLUDES ACTIONS))
1) Before any contacts, I keep my Panther one full sprint in front of my other missile boats.
2) Panther triggers sensor contact (initiating combat after the round).
3) At the start of combat, my Panther either goes first, or after a single enemy light mech moves.
4) Panther uses Sensor Lock, then Jump Jets away from target, and even a bit past his own sensor range of the target – lock remains. He is now out of visual range from all attacks.
5) My remaining lance pounds the SL target for 70 missiles / round (3 medium mechs)
At that point, the Panther can jump jet away further than a light mech can Move. They have rarely Sprinted to get me in view, and if they do, then I can hold back for initiative with the Panther, have my 3 Mediums pound him, then add 20 more LRMs and have the Panther move afterwards.
I have recently hit my stride in not taking any damage worthy enough to cause repairs after battles for 4 fights in a row, including taking on 6 Medium mechs.
How long you can kite the enemies is dependent on the terrain, starting position, enemy position, etc. I’ve found the hardest fight so far was taking on 10 light mechs with vehicles. Too many chances for them to get line of sight.
I'm ok with that (but seems a bit silly) I only wish that the scout didn't lose his action for the newly started combat round.
https://youtu.be/BnaoTtnRfv0?t=1492
Unless you have 'mechs that will be able to shoot it early in the next round (the evasion doesn't come back that I've seen).
Combat initiation seems to penalize units that take an "opening shot," so to speak, so the person suggesting sticking to sprinting has the right of it, that way you can always finish out the movement round.