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Doesn't explain why i can directly and indirectly hit every other building on the map but this one....
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.....
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
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.
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.
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.
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
The RNG can ruin the best team and strategy in a hurry as well.
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.
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
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!