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Shrugged Sep 22, 2018 @ 6:16pm
Destroy Spaceport - Panzyr Mission
I saw other posts about this broken mission but wanted to post again since apparently this mission is still broken.

I have been attempting to complete this mission for around 3-4 hours now, reloaded around 15-20 times, tried different strategies; and I cannot complete this mission.
No matter what I do, i cannot target the building resulting in mission failure.

I can directly fire all of my weapons at every single wall segment but i cannt target the building. I cannot target lock the building. I cannot indirectly target the building. I cannot directly target the building.
As i use all medium mechs, it is basically impossible to run all the way to the target without all my mechs getting destroyed....
Is any effort being made on the devlopers part to fix this because I am very close to asking for a refund..... I was really enjoying this game up until now....Since I am over a day of game time in I cannot request a refund so am i basically forced to uninstall and never play again???>

Please developers answer this post and fix this immediately.....
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Showing 1-15 of 28 comments
bkiddew Sep 22, 2018 @ 6:36pm 
take out the vehicles first dont rush the building wait for the defenders to come to u all u need to do is stall them for the turents to take them out, then use a single mech to go to the building then u should be able to target it that worked for me , hope this helps.
Shrugged Sep 22, 2018 @ 6:41pm 
This was my original strategy, bait them, murder them, use turrets as support fire.

Doesn't explain why i can directly and indirectly hit every other building on the map but this one....
Quicksilver Sep 22, 2018 @ 6:50pm 
There should definately be positions on the map where you can direct fire on it from, eg:

https://steamcommunity.com/sharedfiles/filedetails/?id=1372133728

If you have a squad member with a direct LOS, then your LRM equipped lance members should also be able to fire at it.
Shrugged Sep 22, 2018 @ 6:54pm 
Originally posted by Quicksilver:
There should definately be positions on the map where you can direct fire on it from, eg:

https://steamcommunity.com/sharedfiles/filedetails/?id=1372133728

If you have a squad member with a direct LOS, then your LRM equipped lance members should also be able to fire at it.

Unfortunately this is not the case.....
Shrugged Sep 22, 2018 @ 6:56pm 
I also attempted to essentially not do any of the mission except get to that building. I ran full out sprint every turn and only managed to get to the compound with four walls by turn 6. Lost 3 mechs in the process and wasn't even close to being able to hit the objective
Quicksilver Sep 22, 2018 @ 6:58pm 
Some screenshots would help us troubleshoot for you
Shrugged Sep 22, 2018 @ 7:01pm 
im telling you:
1) i can hit every wall segment from my original strategy
2) I can indirectly and directly target wall segments as well (even those behind the building) with LOS weaponry
3) I cannot target lock building
4) I cannot physically get adjacent to the building fast enough, even full sprint every turn
5) Even if I get close, i lose 3 mechs running in the open and not fighting; frankly this is idioic if this is how i am expected to get there
Last edited by Shrugged; Sep 22, 2018 @ 7:04pm
Daemoc Sep 22, 2018 @ 7:43pm 
I am not sure about the "can't target the building" issue as I did not have that problem. I always shot it point blank.

The only advice I can give is have one mech loaded with jump jets for mobility and the other three loaded for tanking. I used a Shadowhawk with all five JumpJets equiped. Having a expert pilot with the extra evasion also helps. The enemy goes for the easy targets and a high mobilty mech jumping every turn and bracing is not an easy target.

After you clear the first base, tank the main enemy force with three of your mechs while the turrets pound on them.

Take your jumping mech and jump around the enemy force using everything you possibly can for cover. Head north, past the first base and hug the edge of the map. Jump as far as you can each turn while making sure you land with the most amount of cover. The only guy that ever took shots at my jumper was the Panther in the woods so I try to get his attention with my tank force. The Dragon is usually drawn away by turret fire and your tank force by the time your jumper gets to the mid-field area.

I usually can jump inside the walls of the target building area with 4-5 turns to spare. Plenty of time to knock it down after that.
danny-san Sep 22, 2018 @ 7:58pm 
You have to stand on the plateau that the building is on. The problem is that your mechs can't "see" the building. Nobody is allowed to fire at buildings that none of your lance or friendly turrets can see. You have to stand directly next to it.

Start the game with three high powered, medium to long range mechs, plus one mech with jump jets. For my jumpjet mech, I took a Shadowhawk, took off the SRM2, M laser, and LRM5 and replaced them with two SRM6, so it does lots of damage. After reactivating the turrets, take your three powerful mechs to the top of the ramp leading to the enemy mechs and start raining weapons down on them. Your goal here is to use the big giant dropship as a shield for your jumpjet mech so he can just scale down the wall, run while under cover, and after he has run past the drop ship there shouldn't be many mechs standing between him and the target.

There is a Centurion which might get in the jumpjet mech's way, might not, have all three powerful mechs focus fire him if he gets in the way. After that, the Trebuchet is the biggest threat (but the turrets like to shoot at him, and it's not like the jumpjet mech can't also take potshots at him). All of the other mechs should ignore the jumpjet mech and make their way generally up the ramp into your three high powered mechs, try to take out the biggest weapons first and don't get aggressive. Make sure to rotate your mechs so damaged areas are pointed away from the cluster of mechs cobbling their way up the ramp. The turrets will REALLY help with all these fish in a barrel to shoot.

Anyway, keep scrambling jumpjet mech to plateau until he jumps up on it, standing next to target building. Fill it with weapons, you're done.
Quicksilver Sep 22, 2018 @ 8:13pm 
Out of curiosity, I just ran the mission from an old save, and I didn't encounter any issues with the building being target immune:

https://steamcommunity.com/sharedfiles/filedetails/?id=1520298080

https://steamcommunity.com/sharedfiles/filedetails/?id=1520298249

Some things that spring to mind from your description of what you're trying to do:
If your squad is trying to make the sprint together, rather than sending a single dedicated runner, then the AI is more free to position itself with an optimal firing spot, as it doesn't have to worry about you firing into its rear arc.
If you don't have jumpjets, you can use vigilance and sprint rather than jump and brace.
For the most dangerous part of the run, have your sprinter wait until initiative 1 (after the dragon) using reserve, so that the fewest enemy mechs have an opportunity to atttempt a dangerous shot on the runner.
The turrets are worth taking the time to acquire.
Shrugged Sep 22, 2018 @ 8:16pm 
Hey guys,

thanks for all the replies with great detail in your descriptions! I guess I am disappointed that this mission requires such a specific loadout and I cannot just do it my own way.... I really dont like jump jets or light mechs but dont see any other way around beating this mission.
I'll give it another shot using this 3-tank : 1-objective strategy and let ya know how it turns out. Since I'm not sure what earlier saves I have, and I dont want to wait 30 days for a mech to refit, I'll probably have to attempt this with a light mech
Daemoc Sep 22, 2018 @ 8:27pm 
It's not an easy one, that's for sure. Especially when you don't have good equipment.

The RNG can ruin the best team and strategy in a hurry as well.
Last edited by Daemoc; Sep 22, 2018 @ 8:34pm
wesnef Sep 22, 2018 @ 8:43pm 
Hmm. First time I ran the mission in my first 1.0 campaign, I cleared it with 3 turns left. Sprinted an Orion across the map & up onto the plateau during turns 6->4, then shot the building. Of course, by the time I was doing that sprint, the enemy only had like 2 mechs left.

But I'd spent a good bit of time grinding random missions, and had a full set of heavy mechs at that point (if I recall right. Orion, Thunderbolt, 2 Jagers? Something like that. Or I might have had 3 heavies and a medium 'scout'. Didn't lose anyone.)


I recall it working fine in my second (v1.1) campaign as well. But, again, the lance was 3 heavies and a medium.


No particular special "build" for the mission, just the standard mechs that I used for everything. Walk halfway down the hill, kill the tanks & activate the turrets; walk the rest of the way down the hill, shooting the enemy mechs. Once most of the opposition is dead, sprint one guy to the building and shoot it.
Last edited by wesnef; Sep 22, 2018 @ 8:49pm
SertanDoom Sep 22, 2018 @ 8:46pm 
Originally posted by Shrugged:
Hey guys,

thanks for all the replies with great detail in your descriptions! I guess I am disappointed that this mission requires such a specific loadout and I cannot just do it my own way.... I really dont like jump jets or light mechs but dont see any other way around beating this mission.
I'll give it another shot using this 3-tank : 1-objective strategy and let ya know how it turns out. Since I'm not sure what earlier saves I have, and I dont want to wait 30 days for a mech to refit, I'll probably have to attempt this with a light mech

Just finished this one in the public beta. I had an orion and was able to sprint to the building with plenty of time to kill it. One thing that really helped in the public beta was getting all the turrets as allies- some would sensor lock which would "impair sensors". Full sprint all the way without taking any serious hits. The rest of my lance would knock other enemy mechs down so turrets could shoot them with "called shots" :D
Shrugged Sep 22, 2018 @ 9:04pm 
Great input guys, really appreciate the advice. So i did finally manage to blow the command center up and evac my lance without casualities. Here is some advice I found absolutely necessary to win this mission to anyone else out there struggling:
1) Bum rush the first objective and focus the SRM carriers down. This will drastically weaken the enemy and give you a bunch of turrets.
After that, it is essential to attack any of the enemy mechs immediately. This causes the enemy commander to order the mechs to no longer attack the turrets and go for your mechs; allowing you to 'tactically retreat' and reposition while your LRMs, snipers, and turrets put in work.
2) Bring a 'sprinter' mech on this mission. Max jump jets ( i used a Jenner with 7 jumpjets) and whatever else you can fit on it. I managed to blow the building up with 3 M laser and an SRM4 in a single shot.
https://steamcommunity.com/sharedfiles/filedetails/?id=1520363696
3) Reserve your light mech as far as you can every other turn. This makes the enemy have to try to run great distances to catch you and by the time they can, your either too far or blocked LOS.
4) Since there isn't a map or compass, its hard to describe my light mechs path: He went on the left-most border of the map along the ridges using the big "drop pod" looking dealies to block enemy sight lines. He then continued to skirt the map edge using the little base walls to again block. Reserve, jump, jump, shoot, victory.
https://steamcommunity.com/sharedfiles/filedetails/?id=1520366493
5) All your other mechs should be as armored and sharpened claws as possible. I used PPC, L laser, and LRM10's to nibble the enemy while the turrets did their work.
6) Just survive. It's enough to simply survive until you blow the command center, then work on killing baddies.

I also probably made the mistake of doing this mission too early as other players are reporting using heavy mechs and I have yet to find one!

Thank you so much to this community, you guys have been so great!
Last edited by Shrugged; Sep 22, 2018 @ 10:00pm
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Date Posted: Sep 22, 2018 @ 6:16pm
Posts: 28