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
Edit: assuming your going pure Vanilla. There are mods for things like "You may sprint and melee." or "Juggernought allows Sprint to Melee." and things like TSM in Roguetech for more movement/melee damage.
but pure Vanilla is pretty much "Do you have enough piloting for the sprint bonus?" for options other then JJ's.
Lvl 8 guts and lvl 5 piloting will make the mechwarrior a "gladiator". The thing about the lvl 8 guts is that you can knock the enemy back an initiative phase with each successful melee attack.
Now having said all that.... it's all there in-game for you to read. You could have just done that to begin with. lol
Yes, JJs help but that's not what he was asking.
They also weren't asking about mods, so I don't even know why you brought that up. :/
Wrong. As already pointed out, piloting gives extra movement when sprinting.
Which I suspect is not their primary focus or rather combat is.
I got a tactical suggestion on how to close in though. Get the tactician skill that lets you move one initiative phase earlier and reserve turn until everyone has finished moving. Then you can move, fire, end turn, then move and melee the next round, so you're covering 2x the distance you normally could while not getting under fire. Same tactic used in light mechs in other words.
I suspect that you suspect wrong, because one has to close the gap before being able to engage in melee.
The tactics idea has some tiny amount of merit, but is kinda wasted, since the only other abilty on that tree is sensor lock, which is completely useless for melee.
Guts and piloting would be a far netter option.
That's not my opinion, that's just a fact.
With Guts, you can knock back initiative phases and use bulwark while doing so.
Mechs have three movement speeds:
- Walking (based on mech weight and engine size; there's no changing this)
- Sprinting (50% faster than walking)
- Jumping (based on how many jump jets you have; max = walking speed)
Sprinting can get a bonus from high Pilot skill, but that won't help you melee since you can't attack.
Jumping can move you "farther" than Walking, if the terrain you're crossing is difficult. But again, this won't help you melee, since you do a Death From Above attack instead (damaging your legs, unless it's a light/medium mech with good DFA leg mods)
There's no "+1 move speed" or "turbo engine" equipment you can purchase & install.
The only real options are tactical ones like Mistfox suggested, or picking a mech that's faster than the average for it's weight class (Quickdraw or Dragon in Heavies; Banshee in Assault; etc). Of course, having bigger engines, they have less weight for armor & weapons... especially the Banshee.
You're the type of person who's quick to tell people they're wrong to try and glorify yourself aren't you. And If you took the time to notice, those first 3 replies were all posted at the exact same time. There were none when I started writing.
Yes Piloting does increase movement in the form of sprinting, but I get the feeling that's not what he was looking for. That extra 20% sprint don't mean jack when it comes to melee. He wants a fast Mech to reach the enemy and attack in the same turn. Melee Mechs should have full JJ's and Max leg armor to take advantage of a couple or three DFA's, which also trigger Support weapons.
I like very much that:
"Get the tactician skill that lets you move one initiative phase earlier and reserve turn until everyone has finished moving. Then you can move, fire, end turn, then move and melee the next round, so you're covering 2x the distance you normally could while not getting under fire".
Gonna try!
Once again, thank you all! :)
Vanilla is really bad for melee mechs. I tried running 4 melee banshees after a while to make the game more challenging.
But there are mods that provide melee focused equipmen tlike:
supercharger: 15% more heat generated +20% sprint +10%walk
Triple Strenght Myomer Modules: Weight 0 +2% melee +5% sprint (max 6 on a mech stack)
And so on.
But the most important thing killing melee in vanilla is evasion. If you dont have evasion modded not to be reduced when shot, fielding a melee is basically a waste of firepower.
Useless vs assaults since there is no 0 phase to knock back into. Not to mention you didn't solve the problem you brought up, getting into range to knock back in the first place. The tactic I stated is standard for light mechs, hell there is even a tooltip on the loading screen that tells you that. What I suggested would let a mech cover 2x walking distance into melee range without getting shot to pieces. Which is also how light mechs hit and run without dying.
If it works, it works. Nothing you can complain about. Not that it stops people from trying. I'll ignore the attempted slight as something below me to fight over.