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And shut up, Reynard, I know about your internal damage, not my fault that light mechs started next to you and your Griffin is only viable as walking target. No need to remind me all the time. [/quote]
LMFAO!!
My best general advice is, use reserve a lot. Don't move your lighter mechs in before the enemy assaults have moved if it doesn't put your mechs at serious risk to wait on their move. Any time there is no risk to a reserve RESERVE. If a mech waltzes into a sensor view and braces, it didn't attack you on its first combat turn.
Are you checking parts in the mech diagram when you select to see what weapons are where? Try calling shots on Right and Left Torsos to eliminate their primary weapons at both the torso and the arm locations.
Also learn to take advantage of stability damage and knockdowns.
They are very ♥♥♥♥♥♥. Black Knight cant alpha without melting and even when standing still, cant use any of L Lasers in row due to heat. Meanwhile using only mediums means wasting cooling potential. Griffin is weak armored, have useless skillset for his weapons and all of them are located at right part of the body - once its blown up (and it will), he cant do anything besides melee damage.
Highlander and Atlas are okay but just okay. In fact, Highlander is the only bright spot here, Atlas cant even make use of L lasers due to heat problems and Arano couldnt pick worse skillset. Seriously, Sensor Lock with gunnery skill line? Why not Bulwark, so it could be, you know, useful for slow moving bipedal bunker? On the bring side, it have enough armor to bear the fire barrage. If the AI will be stupid enough to target it while there are more interesting targets out there. The reason why Griffin had to stay behind all the time, he is just too cute to NOT shoot at him.
Beaten it in the meantime but only because of lucky leg destroying while shooting, which took down two assaults in two turns. I found out precision shot to be wasting morale here, vigilance was much more useful since tactic skill is obliviously low in case of those pilots.
About the question if I found it hard getting here - not really, I had missions with, for example, 8 mechs in close proximity and 2 assaults with them before, with lance of heavy mechs. But I had trained pilots with good skillsets and mechs suited for my playstyle instead of two okay ones and two turds.
As for highlander... IMO it is not just ok, it is really good and hard to improve in any meaningfull way. Decent high-range damage, close-range alpha strike capable of one hit killing things up to lighter assaults, almost heat neutral, and with jump jets... The only thing it needs (and lacks in this mission) is good pilot with high enough tactics to be able to fire gauss rifle and lrm-s at close range effectively.
Black knight... i used as dedicated punching bag - run forward and brace, because it cannot shoot without overheating anyway.
The Griffin isn't great, but it has jump jets, a lot of armor, and you don't need to preserve it. Jump toward your enemies and brace; let them blow off armor chunks off the Griffin while the Atlas II, Highlander, and Black Knight blow stuff up.
The Black Knight can't alpha strike without overheating, but you don't have to alpha strike. You can select the weapons you want to use. It contributes just fine to the carnage.
My assaults did a kind of rotating shuffle that spread the damage between them. It was ok enough that by the end I still was strong enough to have the luxury of which 1 or 2 assaults I wanted to salvage.
The first part is a cakewalk. Blow the bajebus out of the recon lance. Your LosTech equipped 'Mechs have an obscene amount of firepower and the enemy is point blank.
Next, take a good look at your lance composition. Play to their strengths. Make sure the guys with Bulwark are in front. Make sure your jumpers are always jumping for that evade bonus. Especially the Griffin. Even SLDF tech doesn't save it from being such a meh design. Use Vigilance liberally to double your HP while moving and get your assaults out of the crappy 1 initiative phase. Use your Highlander to delete center torsos: That Gauss Rifle is the strongest and scariest weapon in the game. The Highlander is going to be your MvP quite frankly. It's got enormous firepower and is extremely heat-efficient on top of you being in an arctic biome, and it can jump.
Kamea's 'Mech is slooooow and runs so hot that you can forget about almost ever alpha striking. Don't make the mistake of relying on the Atlas. Keep your much faster lance in the frontlines while she soaks up some stray hits, which is about the best role the brick ♥♥♥♥-house that is the Atlas can accomplish. I spent much of this mission just having her sprint just to keep up with the lance and get that much more mileage out of the Atlas's HP with evade.
Lastly, if things are getting hairy remember: You got three lancemates who are expendable. Sacrifice them if you have to.
King of the hill it, basically camping your starting area, killing everything then sending your griffin to trigger the last part of the level then jumping / sprinting back to the hill to draw in the assaults and face them almost one at a time.
The suggestion to let the first batches of non assaults come to you is a strong one. Atlas in particular is slow as hell, but it still has the strongest raw melee in the game, so take advantage of that if you are in punch range and want to save your strained 10 shots of AC20 ammo.
Though being forced to plot trigger the assault squad makes it more tricky to plan for that one. Even if you wanna try wacky things like running three mechs to behind where the enemy will spawn in, then finally trigger the dropship destruction.
I made it through with everyone alive and with no destroyed parts, that's WITH killing every single enemy at the end too. But yeesh. It was clear there was not so hot QA.
Particularly when the scripted event explosions happened BACKWARDS for me. The base blew up, then they started talking about the airstrike, and right as the conversation finishes with Yang saying he blew up the base, THERE we go with the airstrike on your leopard.
Comedy admission. I did reload to the end of the previous mission a couple times to sit through loading screens and argo conversations.
During my first turn that is. Because the game doesn't autosave until after the enemy gets to go first. And two headshots on the plot princess before you even go? Yeah, no. (Took me 5 reloads before the team only suffered one rando headshot instead of multiple. Thanks RNG).
It's clear the intentions (particularly with the dialogue) is for you to roll through this mission showing off how badass your lostech mechs are. But that loses it's, how the kids these days say "immersion" when you've taken rando headshot dings from light mechs before the enemy can finish screaming IT'S A GUNDAM!
After that it's as usual, luck mattering as much or more than skill. "I missed three 95% shots in a row with my gauss rifle, and I still won by killing everything without any destroyed internals!" isn't exactly something I should be getting bragging rights over.
Ha well at least I could skip it and continue, will play it if I replay the campaign.
EDIT: But the biggest disappointment is quote that it's already Assault time, most chance I won't like the gameplay with Assault.
Sorry, couldn't help myself.
Let's be real though: We all had at least one story mission we were forced to savescum on due to RNGesus being in a bad mood. Where is your Withdraw-God now? I had to REALLY stop myself from doing it at the end of a very long mission that went flawlessly, 0 damage, until a 0-weapon crippled 'Mech CAVED MY COMMANDER'S COCKPIT IN WITH A HEADBUTT IN THE LAST ROUND. I hadn't been so salty in a game in a long time.
Thanks for those who quoted the easy tricks, for now it's the only mission I really disliked, except some raging about bad intel, but then replay was ok.