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Thank you very much for your reply. I think I definitely should grind a bit before moving on then. I always went in the left door, because I focused on the generators. I will change up my tactics/loadouts and give it another go.
Yeah it quite hard to get though that mission if you are still runing with the basics set up. At the very least upgradeing the Spider with Panther or Firestarter can make alot of difference for your light mech pliot life expectancy. But heavy mech's are always better for learning what not to do lol,
And take your time clearing the turrets and tanks outside. reduce as much damage as you can before charging inside. Think i only took 50 points of armor damage from everthing outside. thanks to my jumpjets on my thunderbolt mech can be nice!
As a simple reference: Even without mods it's quite possible to start the first Smithon(a 2Skull fight) with 4 90/95T assault mechs. I've yet to encounter Atlas and KC assault mechs at this point, but assaults up to and including both Highlander(95T) mech versions can be obtained before the first Smithon mission. If you're serious about hunting them, go "ahead of the curve" by traveling to 2.5 or 3skull planets and try and grab assassinate and/or battle missions, assaults can either spawn in as pirate mechs with less armor than your average locust(I.E. free salvage as long as you don't let them unload on you) or as the assassination target (Be careful, will be at full armor!)
1st assassination mission i did after Liberation of Weldry was 3.5 stars and got 2 parts of a highlander lol.
I did a 3 star assassination mission and came away with three parts of a King Crab. I damn near withdrew from that mission as my lance was already beat up badly when it appeared, but I stuck it out and got lucky a/f.
Try a spotter with Sensor perk and then load everyone up with LRMs.
Stand outside the walls directly south of the are the three reinforcements are in - the AI gets confused as it can't get to you with the gate intact so they mill around there.
Once you find the Rifleman with the spotter, slam it with LRM's until its dead.
Or wait until what's-her-name shows up and spots for you and slam the Rifleman until its dead.
Then jump over the wall and mop up the other two.
Just be smart about engaging the towers and tanks. You can hit the power generators on top of the hill at the start and get into a position to engage the tanks from a height advantage. I also tend hug the left side of the map as well to limit my exposure to the tanks and turrets guarding the main gate on the right.
Once inside the main gate, although you're fighting a full lance, the mechs in it actually have some glaring vulnerabilities:
Jagermech - focus on it's core and hope for an ammo crit for an insta-kill.
Centurion - blow off the right arm to neuter it's main offensive capability
Jenner - powerful, but with paper armor.
Trebuchet - tends to stay behind the wall where the lance emerges. Harass this guy with a jumping light and at close range to prevent it from raining hell on your main force.
I was still using the starter Shadowhawk and Vindicator plus the Centurion you bagged in the preceding story mission as my LRM boat and a Kintaro I picked up as a front liner.
The way i've done it both times is take your time outside, take out the vehicles first staying out of range of the turrets, then blow the turret generators then the gate facing you. I had my vindicator set up as PPC sniper which is great for nailing the turret generators due to its long range.
You have plenty of room to move about once you're inside the perimeter, use JJs on your mechs to get high evasion and get the Jager down first as those ACs hurt. If you move in the right way and pull mechs towards you Kamea when she shows up can almost be shooting into the rear of the Jager so he can come down very quickly. Use your Centurion as a LRM boat to pile on stability damage then move in with your other guys once the enemy is down. The Jager would be a good salvage to bag intact but it's a big ask at this stage, you're safer just coring it out and picking one up later when you're not fighting a full lance.
Second time I did it the enemy missile boat was a Giffin and it hid behind the walls so once the Jager and Centurion were down I had time to re-group and cool down before moving in for the kill as he couldn't see me.
Jump your lance on the first hilltop, clear the 2 generators. Then move it to the left, clear the 2 turrets and tanks.
Move further left, snipe the 4 generators next to the wall and clear all heavy tanks coming your way.
Then don't enter through the southeastern gate, use the westernmost gate or even better jump the westernmost wall. You'll have a lake between you and the opponents to cool down and walls for cover. The story mode wannabe queen will break through the northern gate as you jump, so she will basically aggro trebuchet and its mate while you gang up Jager and its mate.
Once you've cleared your two mechs, come to her rescue and clear the two remaining ones.
Did it with my basic lance and badly skilled pilots.
Anyway, the valiant sacrifice of my player character was well rewarded considering I learned he can't die. This allows me to make incredibly bold/risky/quite stupid moves in order to help provide an opening for my other mechs. It worked here, since while her mech would have been cool were it within range, I really needed the time to help get the other mechs in my lance in position to get rid of the other mechs.
I hadn't done much grinding, and it ended up with Glitch throwing punches due to running out of ammo or arms or both (she still had an arm, but behemoth or dekker were just down to kicking).
Whether you will take any lost somewhat depends on your style and luck. Melee are always risky - one lucky crit is all you need and with enough melee it's only a matter of time. Ranged is safer if you keep your front or better armoured side facing the enemy; it is possible to lost an arm to a lucky alpha, but I can't recall any non-melee lucky torso kill that I'm not prepared to risk.