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Flashpoint missions LITERALLY impossible
So I bought flashpoint today and loaded it up. Did the Steiner Mission set with no problem. The escort missions still suck because the APCs are driven by idiots with a death wish, but babysitting APCs is nothing new or even all that challenging. Next I allied with the Federated suns and tried their flashpoint as an ally. (not sure if being allied to a faction changes the missions). On the final level, you have 8 turns to place 3 beacons at 3 widely seperated points. To place a beacon your mech must sit in the designated zone for 2 turns. Seems easy enough right? Hell No. The beacon zones are protected by 12 assault and heavy mechs. Thats right, you have 8 turns to kill your way through 12 meaty mechs and take and hold 3 points that cannot mutually suport each other. I had the two star league reward mechs, an Atlas, and an LRM boat Stalker, normally one of the strongest, Highest DPS, toughest lances you can possibly deploy. It isnt possible to win. if your mechs stick together, you cant get the beacons. if your mechs split up, they cant kill thier way through the enemy fast enough to survive, if you run a lighter lance of mediums or fast heavies, the asault mechs make you thier ♥♥♥♥♥, it is strait up impossible. Im not super upset about the money I spent on the DLC as it adds a lot of cool stuff and flushes out the endgame quite a bit, but I am curious. DID ANYONE PLAY TEST THESE LEVELS BEFORE THEY LAUNCHED?

sincerely,
a really confused fan.
Dernière modification de echo9835; 27 nov. 2018 à 17h19
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RA Marv a écrit :
So I have gotten to the point of trying to figure out if I completed all the new content.

The mission you are talking about really wants you to use a proper mix of tonnage to pull this off:

I used a light mech and swung him early to the far left to flank the lone mech or vehicle that spawns there. I don't show this mech to the enemy until turn 3.

I used a Hunchback loaded with mediums and had him run the far right side along the edge. He should be sitting in the area to mark for artillery on turn 3.

Now, as far as the middle goes, I used a King Crab with x3 PPC's and a Highlander with gauss just behind him.

The real trick is to trigger the allied mech drop your very first turn. Both the Highlander and the Crab were capable of the 150 dmg one shot needed. Once the allies arrive on site, they will prioritize and targeting you provide with scouts. As a rule, I waited until 4 turns remaining before I brought my light mech onto the left most artillery marker zone. By that time the enemy mechs and allied mechs are engaged and any dmg coming your way is spread very thin.

Good luck, this isn't nearly as bad as you may think.

Except thats a different flashpoint. There are no allies in the one he, and I are referring to
Canadian Guitar a écrit :
RA Marv a écrit :
So I have gotten to the point of trying to figure out if I completed all the new content.

The mission you are talking about really wants you to use a proper mix of tonnage to pull this off:

I used a light mech and swung him early to the far left to flank the lone mech or vehicle that spawns there. I don't show this mech to the enemy until turn 3.

I used a Hunchback loaded with mediums and had him run the far right side along the edge. He should be sitting in the area to mark for artillery on turn 3.

Now, as far as the middle goes, I used a King Crab with x3 PPC's and a Highlander with gauss just behind him.

The real trick is to trigger the allied mech drop your very first turn. Both the Highlander and the Crab were capable of the 150 dmg one shot needed. Once the allies arrive on site, they will prioritize and targeting you provide with scouts. As a rule, I waited until 4 turns remaining before I brought my light mech onto the left most artillery marker zone. By that time the enemy mechs and allied mechs are engaged and any dmg coming your way is spread very thin.

Good luck, this isn't nearly as bad as you may think.

Except thats a different flashpoint. There are no allies in the one he, and I are referring to

Is this not the mission you have to destroy the hardened military base by using artillery strikes? You destroy the anti-air battery to call the reinforcements?
I'm just starting out, but in cases where it's not clear if your assaults can make it on time or not, I found using something like catapults helped. In this game they seem to have an about even spread of speed, durability and weaponry.
Eze 29 nov. 2018 à 19h08 
I'm with @Echo9835, when he said:

" I'm all for a challenge, I have the dificulty cranked way up, but there's a diference between a tough challenge and unbeatable."

Pretty sure if these were in fact tested the Dev's missed something. I completed 5 flashpoints so far 3 short and 2 Med, I have all Ace Pilots and just about every Mech there is in the game. I just finished up with my first Long FP and was rolling along pretty nicely, minus one dead Mechwarrior. Until the "Becon" mission....

I Started with 3 Atlas Mechs and my LosTech Highlander. I needed the assaults for the begining of this FP and by the time the last segment rolled around I was down to 2 Atlas, 1 King Crab and my LT Highlander, 1 dead driver and a 2 totaled Atlas Mechs.

The last part to finish the FP was to plant the 3 Becons, sweet did this before no problem, until first contact. (2) Victors, (1) Dragon (1) Thunderbolt (1) Awesome and for some reason (2) Mechs that were either clipped inside the building or Behind it, never could see the 4th of the 2nd group. No problem right, until I stepped on the first Beacon spot, then the AI Guy pops up yells were being attacked defend the site. Then (2) Highlanders (1) Battlemaster and (1) Awesome pop up out of nowhere as instant reserves, then the building starts spitting out Demolishers and LRM carriers. Great...

Then 2 turns later Davian joins the fray, with a Battlemaster, Highlander, Zues, and an Awesome..

Thats 16 mixed Heavy and Assault Mechs plus and unending supply of Demolishers and LRM Carriers. Got 8 turns to drop 3 becons that require 2 turns to place...2 more turns for the artillery to drop, then find my way to the evac point. NO Supprt this time all alone..

I lost another MW in this fight to a headshot from a Victor, so at least the Atlas was 99% intact, my King crab was absolutly raped after reaching a becon spot then I ejected the MW. Then my last Atlas was kneecaped after securing the 3rd Spot and I ejected that Pilot, My Highlander escaped to the hills, after the Artillery came down AI congratulated me for doing my job, I figured the missions complete, the building is gone a hand full of enemy mechs are dead and burning , time to leave, no way in hell I am making it to the Evac Point. Plus a mssage saying get to the Evac point or in 4 turns or more Mechs are gonna land. SO good Faith Withdrawl (First time I ever Withdrew) and mission failure...even though I destroyed the objective. No loot, no money, just tears for the fallen. BS BS BS BS....Unwinable, zero, no matter how you try to solve it.

I have 60+ Million credits in the bank and more Mechs in storage than I know what to do with, the point is why make missions so F'n stupidly Impossible that Its not fun to play.

So there it is, let the comments begin... I really want to hear how someone beat this mission with 4 light mechs.
Eze a écrit :
I'm with @Echo9835, when he said:

" I'm all for a challenge, I have the dificulty cranked way up, but there's a diference between a tough challenge and unbeatable."

Pretty sure if these were in fact tested the Dev's missed something. I completed 5 flashpoints so far 3 short and 2 Med, I have all Ace Pilots and just about every Mech there is in the game. I just finished up with my first Long FP and was rolling along pretty nicely, minus one dead Mechwarrior. Until the "Becon" mission....

I Started with 3 Atlas Mechs and my LosTech Highlander. I needed the assaults for the begining of this FP and by the time the last segment rolled around I was down to 2 Atlas, 1 King Crab and my LT Highlander, 1 dead driver and a 2 totaled Atlas Mechs.

The last part to finish the FP was to plant the 3 Becons, sweet did this before no problem, until first contact. (2) Victors, (1) Dragon (1) Thunderbolt (1) Awesome and for some reason (2) Mechs that were either clipped inside the building or Behind it, never could see the 4th of the 2nd group. No problem right, until I stepped on the first Beacon spot, then the AI Guy pops up yells were being attacked defend the site. Then (2) Highlanders (1) Battlemaster and (1) Awesome pop up out of nowhere as instant reserves, then the building starts spitting out Demolishers and LRM carriers. Great...

Then 2 turns later Davian joins the fray, with a Battlemaster, Highlander, Zues, and an Awesome..

Thats 16 mixed Heavy and Assault Mechs plus and unending supply of Demolishers and LRM Carriers. Got 8 turns to drop 3 becons that require 2 turns to place...2 more turns for the artillery to drop, then find my way to the evac point. NO Supprt this time all alone..

I lost another MW in this fight to a headshot from a Victor, so at least the Atlas was 99% intact, my King crab was absolutly raped after reaching a becon spot then I ejected the MW. Then my last Atlas was kneecaped after securing the 3rd Spot and I ejected that Pilot, My Highlander escaped to the hills, after the Artillery came down AI congratulated me for doing my job, I figured the missions complete, the building is gone a hand full of enemy mechs are dead and burning , time to leave, no way in hell I am making it to the Evac Point. Plus a mssage saying get to the Evac point or in 4 turns or more Mechs are gonna land. SO good Faith Withdrawl (First time I ever Withdrew) and mission failure...even though I destroyed the objective. No loot, no money, just tears for the fallen. BS BS BS BS....Unwinable, zero, no matter how you try to solve it.

I have 60+ Million credits in the bank and more Mechs in storage than I know what to do with, the point is why make missions so F'n stupidly Impossible that Its not fun to play.

So there it is, let the comments begin... I really want to hear how someone beat this mission with 4 light mechs.

Im in a similar situation with a flashpoint

https://steamcommunity.com/app/637090/discussions/0/1744479063992031434/
I too find the flashpoint missions way too hard. Just had to leave one that was literally impossible.

Steiner-Davion alliance, first escorting a convoy, quite easy. The second mission, I had to use one hatchetman piloted by an ally and only 3 mine to defend a mechbay. Against 3 lances of mechs coming all at once, with a backup of LRM tanks across the map. The mission even says to "use the power of the hatchetman to chop the enemies" or something like that, what a joke.

Its a 2,5 star mission, I have all medium mechs, and the lances were heavy and mediums. Quite impossible to beat, but it does not matter, because the LRM tanks across the map destroy the base you are supposed to protect on their own, not talking about fighting 4 meds vs 12 heavy/medium.

Clearly this was not tested, and I would LOVE to see the devs beating this.

The flashpoints seem to be reserved to very late game when you have assault mechs. Which sucks, I would love to play one, but I have a long grind to any assault mechs...
Dernière modification de Antar; 29 nov. 2018 à 19h35
Antar a écrit :
I too find the flashpoint missions way too hard. Just had to leave one that was literally impossible.

Steiner-Davion alliance, first escorting a convoy, quite easy. The second mission, I had to use one hatchetman piloted by an ally and only 3 mine to defend a mechbay. Against 3 lances of mechs coming all at once, with a backup of LRM tanks across the map. The mission even says to "use the power of the hatchetman to chop the enemies" or something like that, what a joke.

Its a 2,5 star mission, I have all medium mechs, and the lances were heavy and mediums. Quite impossible to beat, but it does not matter, because the LRM tanks across the map destroy the base you are supposed to protect on their own, not talking about fighting 4 meds vs 12 heavy/medium.

Clearly this was not tested, and I would LOVE to see the devs beating this.

The flashpoints seem to be reserved to very late game when you have assault mechs. Which sucks, I would love to play one, but I have a long grind to any assault mechs...
That one wasn't too bad, the 4th one however is nearly impossible.

The biggest handicap in the mission you were in is, it's basically 3v12, although while defending, is doable.
I am in the same Situation with the one Mission to place the artillery Beacons. For the mission before i needed really heavy stuff, so i went to this one with 2 Atlas and 2 King Crab ( mostly okay). So you got to sprint to the areas with 8 enemy mechs beating on your 4 mechs... sprinting even in combat as otherwise you do not have enough time to get the beacons. So when you actually get to the areas to secure them, your mechs are already pretty beaten up. one round later i have spawns of another lance right out of nowhere, 4 Heavy/assault mechs, PLUS a dropship delivering another lance... ok... that makes 16 heavies/assaults vs. 4. Ontop of that, the base spawns 1x PPC Carrier and a SRM Carrier. Please explain me on how i am supposed to survive that?
Like i said, i did not have a chance to attack ANY of the enemy mechs before i got to the beacons since you only have 6 rounds to get to them (says 8 but you need to sit on the spots for two rounds, so you only have 6 to get there).
So : 16 heavies/assaults PLUS Vehicles versus your ONE lance is already pretty nasty without any time limit, but having to run through concentrated enemy fire without a chance to shoot back and atleast get some mechs down before you get to the beacons is no fun.
Not to mention that this specific mission is a consecutive Drop, so you can not save inbetween, or repair mechs or anything.
I tried this Flashpoint 3 times now, and i am tired of this.
The new DLC sounded really cool, but missions like this kill the fun in a Game for me.
Some Hardcore gamers might go like " oh well... whine a little more and get over it" I beat this first try... but then... sorry, i'd assume the dev's should not only make DLC's for a handfull of Hardcore people, but for the casual Gamer too.
Going to wait and see if the Dev's chance anything about this, if not, i wasted 18€ on a DLC which is basically not playable for me.
i m more annoyed by the rep systm if ur loathed by a faction u cannot farm it back up since lowbie missions are far in between and it gets annoying to look for missions planet to planet
Canadian Guitar a écrit :
Managed to actually full sprint into all 3 zones, to "capture" them with only 1 turn remaining. Everything I own is nearly destroyed because 4 vs 12 (or more), and then you have to run all the way to an EVAC before you can even finish. There's just no way.

Was the mission reward worth it?
Also, quick question. Of those getting impossible missions, how many have their difficulty at default normal?
markelphoenix a écrit :
Also, quick question. Of those getting impossible missions, how many have their difficulty at default normal?
they usally doable if u got maxed out piolets issue is for the steiner allaince one it s a hactman with losttech type weapons or something the best one is worth the crab and the sldf griffen
Canadian Guitar a écrit :
Antar a écrit :
I too find the flashpoint missions way too hard. Just had to leave one that was literally impossible.

Steiner-Davion alliance, first escorting a convoy, quite easy. The second mission, I had to use one hatchetman piloted by an ally and only 3 mine to defend a mechbay. Against 3 lances of mechs coming all at once, with a backup of LRM tanks across the map. The mission even says to "use the power of the hatchetman to chop the enemies" or something like that, what a joke.

Its a 2,5 star mission, I have all medium mechs, and the lances were heavy and mediums. Quite impossible to beat, but it does not matter, because the LRM tanks across the map destroy the base you are supposed to protect on their own, not talking about fighting 4 meds vs 12 heavy/medium.

Clearly this was not tested, and I would LOVE to see the devs beating this.

The flashpoints seem to be reserved to very late game when you have assault mechs. Which sucks, I would love to play one, but I have a long grind to any assault mechs...
That one wasn't too bad, the 4th one however is nearly impossible.

The biggest handicap in the mission you were in is, it's basically 3v12, although while defending, is doable.

How is it doable? With 3 top ranked assault mechs maybe. Or tell me how do you defeat 2 orions and 10 meds with 3 shadow hawks? And even if you would, you would still lose this mission because the LRM tanks will destroy the base before you can even reach them.
markelphoenix a écrit :
Canadian Guitar a écrit :
Managed to actually full sprint into all 3 zones, to "capture" them with only 1 turn remaining. Everything I own is nearly destroyed because 4 vs 12 (or more), and then you have to run all the way to an EVAC before you can even finish. There's just no way.

Was the mission reward worth it?
Didnt work. Full sprint, didnt get to the furthest point in time.

darthkellin a écrit :
markelphoenix a écrit :
Also, quick question. Of those getting impossible missions, how many have their difficulty at default normal?
they usally doable if u got maxed out piolets issue is for the steiner allaince one it s a hactman with losttech type weapons or something the best one is worth the crab and the sldf griffen
Tried it 3 times with maxed out pilotsand 4 different combos of heavy/assaults. everytime you just get blown to ♥♥♥♥. You need to sprint 4 full turns to the furthest point getting demolished because its 4 vs 12, but being you HAVE to sprint, you cant even return fire.
Its completely unbalanced
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