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I mean, the mission isn't hard once you properly evaluate what is being asked of you:
Sit on 3 locations for 2 rounds, then get to the evacutation point. This is meant to make you think outside the box. This only took me two tries with the first being simply experiencing the mission before i quickly reset when I figured out what was going on.
In no way are these types of missions meant to see you battle out against 4:1 odds. They are intended to require a different solution.
I made a post with how to solve this mission without losing much of anything.
Hard modes will always be hard to people who have trouble problem solving.
Thanks for the write up :-)
Given that you already wrote it up, maybe see about throwing it in the guides section of the steam community? At least get some cred for taking the time to write this up :-), as well as helping people that may come across this later.
when i say learn to play im not talking about copying my playstyle or mech builds (two of my brothers would argue my mech builds suck compared to theirs) but rather learn what is being asked for u and then apply that knowledge to the mechs and pilots u choose to use for the mission
The only people who actively gave advice on how to beat this within this thread (which, thank you), seem to have an overpowered level of equipment that you can only get with massive grinding... (no offense intended to you guys, but it seems to be the case, where we're talking 30 DHS, etc, etc.. that's definitely a bit of a grind or save scum to manage).
I understand they don't want to make EASY content. That's fine. I'm all for a bit of a challenge. But in order to make a successful game, you have to make content accessible to the general public. Flashpoints are kind of in the NAME of the DLC, so I have to assume everyone expects to ACTUALLY be able to beat them, even if they have to replay a couple of times. This sounds pretty much like OP was describing, a near-impossible one that's poorly playtested or not optimized properly.
I suspect some of what you face in missions is NOT handcrafted, but rather is based somehow on the force you drop with, or perhaps on what you have stockpiled? Not sure in any case, since I haven't gotten this far yet. Either way, can we maybe stop the 'Learn 2 play' posts on this and just actively continue posting helpful info? I know I'd personally appreciate it, for when I get there.
Congratulations if you don't have issues with it. Maybe you just got good RNG, or weren't facing whatever some of us were at the time you did it. Maybe just respect that others ARE having issues with it and treat them as you'd wish to be treated if you did. Kthanks.
I've been trying it with a lance of 75-90 ton mechs I think? Because I'm pretty sure 100t Mechs would be too slow. As people have said, you need Mechs fast enough to reach the three spreadout beacon points but they also need to be able to take a massive amount of damage over multiple rounds. Seems like most of the people in here haven't played what the OP is referring to and thus don't understand what this whole thing looks like. Two of the three beacons have a full lance of Assault mechs ON the beacon. Meaning, they are targeting that single Mech while you are running there, then standing there for two rounds, then trying to flee. Don't forget about the other Mechs hanging around the middle. You are also being attacked from two opposite directions.. so they'll just shoot through your back in two rounds. Or take out a leg in which case you're done because then can't get around fast enough to escape anyway. Logically, it seems impossible.
There also doesn't seem to be any reason to return fire (unless you can nail headshots) because you just cannot do enough damage to make any difference, plus you're leaving yourself undefended/un-braced which makes the damage even worse.
It looks like a suicide mission to me. The first time I tried it I was able to get two beacons done, lost two mechs and both pilots died, and I had I think 1 round left to capture the third beacon (because the Mech standing in that beacon was eaten alive, being melee'd by two assault mechs and shot at at point blank by the other two.
Don't know. If they removed the 8 round time limit so I could actually try and thin their numbers, this *might* be doable. I'm sure the devs have tested it but I don't know what sort of crazy ass Lance setup or tactics they were using. I'm currently trying to find video of someone else beating this thing.
Should also add that every time you fail this mission, you have to play through the one before it, that involves running a lance of light mechs to recover something. Its not hard, its just that you have to do it over again each time you fail this impossible fourth mission.
well i can guarentee that u can do it with 100t mechs as i stated above i completed it with 3x100t and 1x90t mechs on hard difficulty...all my mechs (i mean all 18 built mechs) run JJ's...a 100t king crab with a lancer pilot (bulwark, multishot, breaching shot) can make it to the top most cap point in 7 turns (it enters the cap on turn 7 so it will cap it at end of turn 8)...u sprint the whole way on top of the hill in center of map (use vigiliance to keep it alive) and jump off hill on turn 6...then sprint into cap on turn 7 (i cant recall if i jumped on turn 5 or 6 either way u get to cap by turn 7)
trying this mish with 75t-90t mechs while prolly doable if u have extremely good gear and mechs is needlessly harder than doing it with top of the line assualt mechs...the story mish 90t highlander has the second most avaliable tonnage in the game, the 100t atlas II from story mish has the most avaliable tonnage of any mech in the game...so those two are a must for any run...100 king crab makes excellent close quarters assualt boats and decent missle boat (highlander 733p iirc correctly (it might be the 733) makes the best missle boat with it capable of jump jetsx3, 2xlrm20's and 2xlrm 15's...although the stalker makes an excellent jump capable missle boat as well)
i run king crabs for both close quarter and missle boats due to massive amounts of armor and very generous weapon hardpoints (4xml lasers and 4xmissles both in torso mounts leaving arms as armor shields
nothing about this dlc said it was going to be easy...it is meant i think for end game runs...and although i have insanely incredible gear for my mechs (just take my word for it i was lucky and have gear most people will never see in amounts most people would cry over) i often run missions with lesser mechs and lesser pilots just for fun...these missions are totally doable with a moderately geared out lance it just takes careful planning and understanding both of what is being asked of u and what ur mechs and pilots are capable of
as far as save scumming i have kept it to an absolute minimum boardering on zero with this game...my house rule is i am free to reload if i lose a mech or pilot to a melee head shot by a mech with no arms (due im sure to computer gaming limitations the devs have choosen to roll both punching, kicking, and charging into a generic melee attack) since it is impossible in TT for a mech with no arms to headshot u in melee (unless using dfa)...i have ejected twice from a mech...once to save the pilot (1 hp left) and once to save the mech (center core breached...almost no internal left)...outside of that the only reloads i do is if im testing a build or a game mechanic im not sure about (ie making an alliance to see what happens)
game is a very good take on TT ruleset and lore...the fact u are almost always outnumbered is exactly how i dm my friends in TT...an elite lance targeting high value...highly protected targets via mech drops or dropship insertion...so its exactly what i wanted from this game...
Seems pretty decent advice, although it basically comes down to 'leave flashpoints until super endgame, farm decent gear first.' I'd suggest the other reason to leave it to endgame(ish) is you'll need max morale to headshot that many mechs.
My only query is the last part I quoted. House Marik alliance FP has a drop limit of 50 tons on the first phase. Perhaps you've confused it with another.
This reminds me of some panzer corps maps where the devs clearly have no vaguely military minds involved and just want to create "challenging puzzles". The best example being the partially broken afrika korps dlc where the fool that created a specific map cannot understand the HUGE difference between disorderly rout and fighting retreat....
Joint Venture II is imo by far the hardest mission in Flashpoint, with one setting (the one you describe) on the verge of impossible.
You are absolutely right, the enemy will completely ignore you, I tried spreading my lance and running to the enemies like an idiot just to try to draw their fire. But they all only care about the buildings, and I always lost by turn 6. Also in my case they always had 1 or 2 LRM tanks far behind, each destroying single building with each salvo. I failed this mission many times trying it with meds, later I returned with a lance of heavies, still was not enough.
The stupid catch of Joint Venture is the choice you make in the dialogue before the mission. The game MAKES it sound like chosing to go against lance bravo (or whatever is its name) and not the unknown lance is the good choice. WRONG!
I finally tried the second option of going against the unknown lance after a while, and especially the second mission was much easier! I had one assault mech (I think it was Awesome) against me in the first mission, but the mechs were already "there" when you start the map and did not spawned out of thin air like in the first option, so I lured them out one by one. Also there was no 4 meds drop at the end, just 4 tanks.
The second misson was then ridiculously easy, with just 2 much weaker lances coming at the base at much slower pace.
So that is it really, try going against the "unknown lance" and not the one you have intel on, like I said it was much much easier than the first option.
Never played Panzer Corps, but the closest game to Battletech I know is X-Com: Enemy Unknown, which is much deeper than Battletech and better in basicaly every aspect. Battletech is lacking in many aspects, and the Flashpoint expansion is a terrible cash grab with content of the size of an average update.
Nope, even on structure exposed damage they still focus on the buildings. And every restart the buildings get destroyed in the same exact order.
Some tips - Good is 95 tons Meele Banshee - 2x+60 melee damage, 5x small laser (+30 damage). +4 jumpjets. This mech is really fast. Have a lot of armor. And on close range he can give 260+5x30=410 damage
Stay with 2 mechs with rockets in nearest zone. On 2nd zone send mech with AC20+SRM6. Ond 3rd farest zone send Banshee.
In 4th turn activate nearest zone with 2 rocket mechs. It makes more breathe to another 2 running mechs.
In 6th turn activate another 2 zones.
In 8th turn decide when is mech near destruction. And do not hesitate to eject pilot. You can eject 3 pilots, need only one mech to finish mission. You will 90% need eject Banshee and Mech with AC20.
A was able finish this mission only with one mech who lost right arm+torso. It cost me AC5+++ plus 2 AC5 ammunitions + 3 coolers.
As result a gain Gauss Riffle+ - weight 2 tons less