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Don't get too greedy with mech farming. Kill them, don't collect them.
Two things to remember:
1)you don't NEED to catch those ammo trucks, they're just an optional goal. A bit of extra cash.
2) You only need to save six of the ammo crates for full bonus there. Blowing up a couple crates that have 2+ mechs near them can be a big bonus. (First time I did the mission, I ended up with damaged mechs against the final two full-armor Cicada and Dragon. But they were next to a crate, blowing it up practically crippled them.)
I didn't get much mech salvage out of it, but I barely took any damage.
My lance composition is just very heavy armored mech with 1 PPC and LRM20 or AC10.
1st round: Send 2 mech to the left via a small way behind the big hill. Another mech full sprint forward, ending in mineral field in front of the big hill to the left. The purpose is to have a view on the 2 missile turret in the center of the main area. Last mech move slightly forward to the left, but don't go too far ahead. It's important for the most forward mech to run full sprint and end in the mineral field because it will be the target of enemies salvo. Those evasion pips and mineral terrain effect can help mitigate some of it.
2nd round: The mech in the left should keep going left and destroy a turret there. The mech that slightly forward should destroy one of the missile tower and retreat downward to regroup with the left group, the most forward one should kill the 2nd missile tower and regroup with other. Give it vigilance since it will be the obvious target for the enemies. The last mech can start fighting the lone enemy mech that come from further left of the map. It's important to kill those 3 turrets, especially the missile ones because it will wear down your mech fast.
3rd round: I think the first ammo truck appeared. Don't go to the edge of the hill to shoot it, you'll just become giant target to the rest of the enemies. Just focus killing the single mech there and lob LRM to the ammo truck. The left most meh should still keep going left and a bit up, but don't go too far since there's another turret in far upper left area. Regroup the rest of your lance in the lower part of the map, safe from most enemies in the main area.
4th round: the first ammo truck should start moving. Your leftmost mech should be in position near enough to have LOS to shoot it from behind. Don't go farther than necessary, remember the turret. If that mech can't kill the truck alone, other mech can help lob some LRM. Otherwise just keep fighting the enemies that start coming to your position.
5th round: You can kill the second truck in same position as 1st truck now. I think there's only 2 truck (the mission objectives will be cleared after 2nd truck destruction). Regroup the leftmost mech with the other to finish the rest of the enemies.
Important thing to note:
- it is very important to destroy the missile turrets in the center of the area.
- Be careful of the Firestarter. Being in the desert, you don't want to get any unnecessary heat. It will be one of the first mech that can reach your position so focus fire on him whenever you can. Thankfully there's only 1 Firestarter in enemy rank.
- Have a sensor lock pilot. You won't have a good time hitting enemies with 4 pips right after they sprinting to your position. Shooting just remove 1 pip and add heat to your mech. Sensor lock is a must. 2 pip however has pretty good chance to hit. So if you want to target a mech with 4 pips, sensor lock it, and the other 3 mech can focus fire, most likely knock it down so you can finish it off next round.
- Some AC2 turrets may still hit you. In that case try to reposition to where you can't be hit by turrets.
- If you knock someone over, see if you can core them out before they get up. If you can't, try to target a torso that almost destroyed or have bigger weapon threat. So when it gets up, it's threat factor lowered significantly.
- Remember you can afford to destroy few crates or skipping destroying the ammo trucks.
I think this is one of the most challenging story mission because we haven't got access to the heavier mech yet. So have fun and good luck.
I'm also a big fan of the Centurian Yen-Lo Wang (ac 20, 2 md laser, etc)
1-2 missile boats will help, too.
Have the Griff sprint left and alpha that turret. Remeber the turrets can't shoot without a spotter. one of the crates has a pair of turrets in it's blast radius, you could use that.
I usually run my griffin around the hill to the south east of the truck spawns and lay in.
I try to use sensor lock as much as possible to attack enemies outside of their detection range. Free dmg!
Lock EVERY 60 ton vehicle.
The LRM carriers are dangerous, but the SRM carriers are death. Just be glad they're glass cannons.
50 tons is a sweet spot for mechs, the early game bosses. Trebuchet, Hunchback and Centurian. all pretty strong even stock.
I took my two brawler mechs left through the tight channel and nailed the turret and Spider there. After that I moved everyone into the patch of trees to the left and waited for the enemy to come over the hill where they were immediately focus-fired on and cored out. I used a shadowhawk with an arm mod for melee on the lights if they charged up with high evasion.
Your biggest issue is breaking LOS with the enemy, some of the lights have sensor lock which if there is a direct LOS even though you're out of visual range the PPC equipped enemies at the back can still hit you - you need to break this. The few that have LRMs aren't really an issue, you can tank those out easily - especially in the trees and if you have bulwark.
I did it with 2 heavies and 2 mediums, I reckon with tactics nailed down I could do it with a medium lance now. Personally I thought this mission was harder than the the following one (Served Cold)
So go nuts, blow up ammo crates, mangling the enemy mechs that are near them. Ignore the ammo trucks.
edit: what's your lance look like? If you've been playing for months, you should have a full set of heavies by now, right?
Take one pilot who can move after shooting with a JJ equipped mech - no heavier than a medium (i forget the perk). I used my starter Shadowhawk for this as it's got a very good melee attack which is useful for light mechs later on if they sprint up over the ridge and gain high evasion. At the start move everyone else towards the canyon on the left but not so you trigger the enemies. Move your high piloting guy to a full jump range of the ridge.
Next turn save all your moves until the enemy has finished. Jump your high pilot skill guy to the ridge and nail the LRM turrets. You can use the ammo crate and your LRM boat to see it off. It's important to do this after saving all your turns so he's not sitting there getting pummelled by LRMs and PPCs. On the AI turn he'll get attacked by the light mechs but the high evasion he'll be ok to tank out what hits. He can have one more shot before moving into cover on your turn. Your other 3 guys should go through the canyon to take out the Spider and turret.
After that position your guys in the woods/cover further left and wait for the AI to advance on you. There's not a great amount of salvage to get here so just core everything out that comes over the hill - winning without losing a mech/pilot is the priority on this mission
This method ignores the ammo trucks but you should be able to win the mission without too much bother from here, you just need to keep out of LOS so the PPC equipped mediums and heavy AI mechs that hang back don't kill you by a 1000 cuts.
In general for pilot builds I don't target the tactics perks but level up heavily in it, it makes a huge difference with called shots success rate.