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That's the advantage of high, focused damage. AC/20 is not the most efficient weapon in term of heat or weight per damage, but it is one of the best vehicle and mech killers because it does not spread its damage around. In case of mech that means a high percentage of its damage is transferred to CT, even when it hit a non-CT location.
And you can always see what modifiers are active by hovering over the percentage to-hit for each weapon.
https://gamefaqs.gamespot.com/pc/205058-battletech/faqs/75955/references#roll-correction
There are mods to disable the correction and they were popular at launch. My mod AIM let you adjust the correction weight and optionally to show corrected chance.
https://www.nexusmods.com/battletech/mods/242
Also have A/C20+ 10 DMG, so 110DMG total.
https://steamcommunity.com/sharedfiles/filedetails/?id=1502105875
https://steamcommunity.com/sharedfiles/filedetails/?id=1502105894
Those screenshots were a failed mission but managed to get a couple of Heavy and Assault Mech parts thanks to Glitch.
I usually give AC/20 to my main character first, not for the kill count but because never die. Luck head punch will happen sooner or later at its optimal range, just a question of when.
P.S. AC/20 has a very short range, it is a close range weapon that can be fired at medium range. Doing so will incur -4 long range penalty, plus recoil. That is perhaps why the accuracy is low.
Did score a full 3 part salvage of a Blank Knight on the mission so swings and roundabouts :)
ok, i think i know why most of your pilots their shots rate is low.
1) call shots skill still requires high gunnery skill to work fully.
do not use call shots skill if your gunnery skill is low.
also the range to your target affects the weapons you going to use as well to hit the opponenets mech.
these below that i'm going to post is a good combination for what kind of pilots you want to get.
The various combinations of skills have various strengths:
i) Gunnery + Piloting is a flexible option for fast mechs. You get bonuses to both ranged and melee damage, along with evasion. Prioritising Piloting is probably better as you get the benefit of Ace Pilot making you very irritating in a relatively lighter mech, firing then retreating into cover.
ii) Gunnery + Guts is a powerful option for Mechs that are planning to stand still and fire, like heavier medium-range mechs. Prioritising Gunnery is probably stronger to get Breaching Shot, as Juggernaut is less use if you took Gunnery over Piloting.
iii) Gunnery + Tactics is perfect for long-range fire, as the indirect fire, minimum range and called shots bonuses synergise well with accurate LRMs, PPCs and so on. Equally, it does nothing for your defences, so staying at range is wise. You probably want to emphasise Gunnery to get Breaching Shot, though could also use Master Tactician to make sure your heavy weapons get in early each round.
iv) Piloting + Guts is good for brawler-type mechs who are mainly melee focused, as Juggernaut works very well with the melee bonuses from Piloting.
v) Piloting + Tactics and Guts + Tactics do not really synergise much at all so are not recommended. Although, Piloting + Tactics can make a solid "Spotter" build, when paired with a fast 'Mech, using it's jump jets to fly around the map, and sensor lock any other 'Mechs just out of range, a good pairing with a LRM or 'Sniper' build mech in the far back.
p.s you put too many points on guts + tactics which are a very bad combination.
2) Which skill is useful depends on your style and game stage, but as of 1.2 I think most experienced players will go either Breaching Shot or Master Tactician for the end game. I personally go all Master Tactician, so I do put point in guts and tactics both.