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Is it possible to win the "Prison" mission without any loses?
Is it possible to complete the main stoy prison mission without losing any warriors?

I have tried the mission three times now and always lose a mechwarrior. During the dialogue afterwards there's a response that states, "we lost someone". It always seems to happen with a lucky crit. Is it unavoidable or will I always lose someone?

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Showing 1-14 of 14 comments
max_fallout Aug 6, 2018 @ 1:05pm 
I Never lost a mechwarrior yet in the 4th story mission. If that the one your talking about. I just did it on ironman was pretty easy. I went through the right door and just stood there and killed them with 2 heavy's and 2 medium LRM boats with 40 LRM each. Had 2 mech down before kamea even marched in lol! Doing alot of side mission to upgarde mechs and gear can help alot too.
Last edited by max_fallout; Aug 6, 2018 @ 1:07pm
HobbyCathartic Aug 6, 2018 @ 1:09pm 
Originally posted by max_fallout:
I Never lost a mechwarrior yet in the 4th story mission. If that the one your talking about. I just did it on ironman was pretty easy. I went through the right door and just stood there and killed them with 2 heavy's and 2 medium LRM boats with 40 LRM each. Had 2 mech down before kamea even marched in lol! Doing alot of side mission to upgarde mechs and gear can help alot too.

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.
max_fallout Aug 6, 2018 @ 1:34pm 
Originally posted by Ziheng:
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!
Last edited by max_fallout; Aug 6, 2018 @ 1:43pm
Shirome Artiste Aug 6, 2018 @ 1:41pm 
You're quietly encouraged to grind "normal" missions as to make the main story missions easier.

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!)
max_fallout Aug 6, 2018 @ 1:47pm 
Originally posted by Shirome Artiste:
You're quietly encouraged to grind "normal" missions as to make the main story missions easier.

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.
Shotgun Aug 6, 2018 @ 2:11pm 
piece o cake
Boneyard Bob Aug 6, 2018 @ 2:24pm 
Originally posted by max_fallout:
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.
Incunabulum Aug 6, 2018 @ 9:54pm 
Originally posted by Ziheng:
Is it possible to complete the main stoy prison mission without losing any warriors?

I have tried the mission three times now and always lose a mechwarrior. During the dialogue afterwards there's a response that states, "we lost someone". It always seems to happen with a lucky crit. Is it unavoidable or will I always lose someone?

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.
Ryujin Aug 6, 2018 @ 10:10pm 
Even with a mix of lights and mediums, quite possible to do this. I usually do this even with just my starting lance and the story Centurion that you get.

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.
Uncle_Bulgaria Aug 7, 2018 @ 12:50am 
As people have said it's actually pretty easy provided you've levelled up a bit before. I'm on my second run through and did it just before I went on holiday last week.

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.
Last edited by Uncle_Bulgaria; Aug 7, 2018 @ 1:19am
esilva9 Aug 7, 2018 @ 1:03am 
I have said it once and I will say it again and again, Eject button is your friend. if it looks like one of your mechs center torso's is being held together by Spam cassings and prayers, its time to punch out not only will your pilot be saved but you will have less repair time and cost due to the fact that the tech crew dont have to build a new body. yes you will lose some fire power but you were going to lose it anyway.
meucha Aug 8, 2018 @ 1:09am 
Never had any problem with this mission. You need a lance with full jump jets.
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.
Last edited by meucha; Aug 8, 2018 @ 1:11am
SeriousCCIE Aug 8, 2018 @ 5:41pm 
I made my player character charge in with his blackjack and get blown to smitheereens by the time she arrived way out in th eback and then like toured the facility before deciding to try to help.

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).

your.sheepy Aug 8, 2018 @ 5:52pm 
I did it with four mediums in an ironman last week and I found it easy. Here is the notes I made:

Jump up the hill right in front of the landing zone, and destroy the two generators.
Now, if you rush the four generators at the prison's corner you will be flanked on both sides.
Instead, go the left route and defeat the vehicles and turrets as quick as you can, using the terrain to block the right entrance defender's line of fire.
Once they are down, deal with the vehicles and generators at your pace. The two generators on the side closer to the right are the ones that power them.

Gather your team around the right gate (closer to the objective) and let them cooldown before breaching it or jump pass the wall and go all-in.
The warden will meet you in a Jagermech, which is very delicate since an ammo explosion on the center torso will kick his butt.

Do not lure them out, partly beacuse they will try to stay within their walled starting area if you are too hard to reach.
That is not a problem by itself, except that Kamea will soon breaks in from opposite the right entrance in her Kintaro.
She is NOT under your control and will rush the wardens, and if she is focus fired there is a risk that the campaign will ends abruptly here.

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.
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Date Posted: Aug 6, 2018 @ 12:27pm
Posts: 14