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echo9835 27 NOV 2018 a las 5:17 p. m.
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.
Última edición por echo9835; 27 NOV 2018 a las 5:19 p. m.
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ChonkE 8 ENE 2019 a las 5:59 p. m. 
I have noticed game difficulty scales quite a bit when lance tonnage increases. The heavier the lance, the more formidable the Mechwarriors; a good mixed lance can be nice. Dont underestimate equipment such as a rangefinder (the ++ might be the best upgrade to me aside from Double Heats or a Exch++) combined with a stability damage focus LRM on a jumpy scout mech with Guts/Tact focus pilot and some skirmishers. You could be surprised at the results of dropping in slightly under (or WAY) recommended lance tonnage if your composition is right. RNGesus will turn against your lance if you drop super heavy. The Algorithim Deity is much kinder on lighter lances.

APC Escort: So with my squad on the red rock APC escort there is a ledge to the right of the facility (SW) you can park a jump mech with LRMs to rain down havoc. It overlooks the twin paths you have to funnel down to enter the Drop Ship escort point. Assault facility; you have time here, be cautious to keep healthy. Get the LRM up on ledge before you jump to the rendeavous which triggers the mission. In most of the APC missions if you can outrun the APC you can stop/slow them at a bottleneck (by mountains before hill crest in jungle mission w/ Hatchatman) A second jump capable medium mech with HEAVY armor and some long range weapons and a defensive pilot is recommended for the next piece. Jump/Sprint that badboy ahead into the right hand ravine. That is the path the APCs take. You can block it and the APC will get confused a piece and bottleneck. The left path will be clear to run your mechs up. Your LRM can provide firesupport as they roll up. Target priority and speed is key here. Sprint up your hitters. If your blocker needs to change facing try to Q-Bert hop back and forth to get an evade point going and angle as necessary. If you can get to this point in decent shape it should just be a slog from here. The jump point is going to be just to the right of the ravine. Try not to let the APCs move down too far giving the enemies Line of Sight. LRM carrying enemy mechs are priority. Jump your LRM overwatch from the ledge into the valley. Once you get into position and hopefully clean up a mech or two, engage your blocker and release the APCs into the fight; they can turn the tide with a well placed laser, particularly on a downed mech. Once the APCs are clearing to be escorted off (if you can get ALL of them to make it, congrats! It is no joke) a lance of enemy mechs will be brought in right in the EVAC area (that happens alot T.T) to the east of the Escort waypoint.

To the OP on the Artillery Support Mission: There is a Anti-Aircraft Generator next to the main facility. If you take it out a Lance of Heavy mech Mercenaries are dropped in to support you (Two Catapults and something else if I recall). Those guys kick butt. Take out that generator priority. There are trees to the left of the insertion area by a hill rise which gives a PPC/LRM/AC2|5/Gauss (if you have ONE with ammo) line of sight. Pop that building the cavalry arrive in the northwest. Grab the lower point with your sniper/long distance platform if you have one so he can support while holding. That will trigger the baddies to start focusing on you. Dont worry, this is good. If you push east of the tower to the eastern marker and north to the final marker at the same time with your lance (you will move slow but SPRINT. You will prolly get dinged up a bit. Assault mechs work but you might need ones driven by Mechwarriors that possess the high Pilot skill 20% sprint bonus; the time limit and withdrawl time can be annoying with all that water/terrain. IF you do this though and the baddies focus on you, the Gwydion Company Mercs supporting you are going to DESTROY those other mechs cause they will get side and rear facing. Side facing is CRAZY good with two missile heavy Catapults; they will be popping off parts like mad getting to the center of that Tootsie Pop. Rear facing goes without saying :p Anyways, once (if) you get to the top marker with your fastest mech start running east. You will have four turns to EVAC while Gwydion Company mops up. Stragglers will cause mission failure so if you are wading hip deep in the waters with your Steiner Scout Mech (Assault Mechs) lance dont be suprised you cannot run fast enough to make it to the point in time if you are not somewhat pre-positioned.

Things I notice reading the last couple of posts in this thread:

Steiner Scouts Mechs (AKA Assault Mechs): Scout mechs are not assault mechs. Speed and getting weapons on angles/facing and having the ability to command terrain is more important than carrying more weapons at times. Which brings me to my second point.....

Spotting/Getting first strike: Sensor Lock and a Rangefinder++. It might not seem like much but will get you first strike nearly EVERYTIME. If you can take out an enemy's spotters (Light Mechs) before they can start moving then you have pretty much assured yourself an easier time on the mission.Those lighter mechs are the eyes that initiate most engagements for the AI and give them time to start doing their ugly dance of focus and tear apart the most vulnerable Mechwarrior in your Lance. Those lighter mechs are also a pain to hit when they start moving around but they go up like candles if you get the drop on em. LRMs with TTS are great for this if you have them. Your casualty and repair rates are going to drop SIGNIFIGANTLY.

Good lance composition: Good composition to me is less about packing the most guns (although this can help) to a fight than bringing the right synergies of Pilot, Mech and Lance; this is situational and suited to your individual playstyle. If you want to play a brawler lance or sniper lance or whatever, make sure you are bringing the right tools for the job. With a couple of mechbays you can build specific Lances suited for environmental hazards, specific Mechwarrior/Mech/Team combinations or for mission types. All of the mechs I use are tweaked of course as the time goes along. The Grasshopper is my blocker as outlined above; geared to a high Pilot with Bulwark, huge armor, light on weapons, max jump. My Griffin with a Tactics focused pilot, eqiupped w/rangefinder and no missile loadout (I roll direct long range weapons on the Griff; sensor lock is too crucial for that open to me and the high tactics with called shot bonus are nice to have on a downed mech) are my spotter/scout; able to act at high initiative and get that first spot in to try and gain the upperhand. The Griff can then support from a distance or cause havoc as necessary. I can still eat a Urbie or Jenner for lunch and snack on the back of a heavy or assault mech as necessary. I rotate between my Assault Lance, Escort Lance and my remaining mechs slots are alternates setup with Ballistic weapons and Laser weapons for environmental missions such as fighting on Vaccums/Moons or Ice Planets. This can also give you an edge but can be costly in maintenance on the monthly ledger. Dont be afraid to use your "Junk" equipment and Mechs here and THROW THEM AWAY if necessary. Not that I am advocating one and done but be smart; you dont need to risk that King Crab on Hoth a ice mission if you got a scrap Hunchback with Max armor, LAZORS and heatsinks.

Role Players (ie: Cannon Fodder and Aces): Mechs and customization are a big part of the game but that driver is DAMNED important. A few skill blocks can be the difference between you slicing through a lance of heavies with a couple of mediums, a light and heavy or watching your center torsos go through that pulsing shock of color change from white, to gray to orange to black. However that means you are going to have favorite pilots and they are NOT cheap. Pilots are perishable products however (as is everything in this game; damn you critical hit on my Gauss Rifle!!!!!!!!!) and the AI and the might of RNGesus enjoy tormenting players by maiming and killings amongst our favorite mechwarriors. One word: FODDER. Thats right. Your pilots are meant to die and it is good to have one designated Red Shirt in a squad. That goes for mechs too; Star League Griffins and Atlas should be not squandered on some 'Milk Run' where a double heat or gauss or whatever can be damaged for nothing. A Red Shirt in a throw away Shadowhawk, Hunchback or Wolverine early on or an Orion later in game can save your precious mechs and mechwarriors and you dont feel bad because the loadouts are generally easily replaced and those Mech frames are fairly common. If things turn sour and your are trying to get out or need to sacrifice a guy to accomplish a mission and extract..... If the mech is toast and the pilot is important dont be afraid to punch that eject button. Secondly; get DIVERSE SKILLS. All the skills and specializations are very important. Your team should have a diverse range of skills and specialists with mechs equipped as appropriately as possible to highlight those skills and support other character's skills.

Mechwarrior Training: Is critical. I highly suggest getting the level 2 training facility on the ship as quickly as possible. This will help you train the new crop of drivers as the cycle of fallen and injured mechwarriors pile up; I like to have 8 pilots and my captain around with upgraded medbays. This allows you to get the new Red Shirts up to par as you sustain losses and wounds. The game likes blood and sometimes it feels like when you sacrifice a mech/pilot the RNGod is appeased by the digital soul sent into it's binary realm and gives your lance a reprieve. I cannot prove this scientifically but it sure feels that way.

Team Work/Timing: If you are on a new or unfamiliar mission and you have an objective that creates a mission trigger/event (ie you jump on the waypoint and bad guys show up or an escort mission starts), form a perimeter of your 'faster' (if applicable) mechs or mechwarriors surrounding the area and use your slowest to enter the point and trigger the objective.

Finally...

READ THE MISSION BRIEFING.
It tells you to blow up the power generator in the mission briefing to bring Merc support to help with the Horde of Xerxes that is brought upon your lance in the Artillery strike Flashpoint.

-Keep those Neurohelmets on tight,
"Chaplain" ChonkE; Commander
Dark Suns Merecenary Company
"Bringing Order from Entropy."

-Prospective clients please note the Dark Suns only accept currency exchangable or recognized by ComStar.
Redjack Ryan 8 ENE 2019 a las 11:17 p. m. 
Publicado originalmente por echo9835:
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.

It was though, but I had harder times. I managed after 4-5 attempts. The far beacon is the toughest one (went there with my trusty Blackjack piloted by my alter-ego). Try to keep moving and do lots of disturb. You cannot possibly destroy everybody, just try to target the biggest guns. Hitting mechs in the shoulder is usually good, as it destroys weapons and damages the pilot. Use heavier mechs to soak up some attack. Don't stay in one spot more than you have to. Give 'em hell!
Última edición por Redjack Ryan; 8 ENE 2019 a las 11:18 p. m.
Tolmandary 9 ENE 2019 a las 2:49 a. m. 
You can quite easily beat it with either light/medium or an assault lance.

The key to winning as light / medium is to NOT stand still and reserve movement. Send your first Mech into the zone with full evasion, next turn that Mech runs out of the zone to regain full evasion and a new Mech runs into the zone after reserving. You don't have to keep the same Mech in place and all that matters is one is in the zone at the end of the turn.

For assaults, it has some challenge to complete, particularly with the distance to run, but can equally be done if you've got the right skill sets and choose your targets carefully and movement even more carefully.
LanzelotLXXI 9 ENE 2019 a las 11:20 a. m. 
Mmm...I tnink that some of you guys are confused about wich flashpoint mission we are talking about. I refer to a very late one, in my case I get it after allied with Feds, Canopus and FWL, and is a Marik sponsored flashpoint at Sax system, with a max ton limit:

The 2 first consecutive deployments are simply sadistics, you can only use Mechs with 50 or less tons:
_ First one is to destroy a base...against 4 vehicles (not too bad), 4 HEAVY sniper turrets and a heavy lance that appears at your back as soon as you destroy a base building. The way I made it was to move to the right side of the map, destroy the buildings and run for my life...
_ Second consecutive is to intercept a convoy.....defended by 1 medium, 1 heavy and TWO ASSAULT Mechs !!!! Again the best strategy is hit and run.

Then you must take a Flashpoint option, go on with tonnage restriction or not, I decided to drop the ton limit and so the other 2 consecutive deployments starts:
_ First is the easiest one, to recover a undercover operative and destroy all enemy forces.
_ Second and last is Hell on Earth: it's the 3 beacons mission, with a very narrow time frame (7 turns), against 8 heavys and assault mechs (with extremely accurate and deadly weapons). And as soon as you reach 4 turns to get the beacons set, a Special Operations Draconis Combine Assault Lance lands to make your life more interesting....

I have achieved the mission 3 times so far but I am not happy with the balance between rewards (a ER large pulse laser) against my losses...
Última edición por LanzelotLXXI; 9 ENE 2019 a las 12:59 p. m.
jvjd 9 ENE 2019 a las 12:34 p. m. 
One mssion is still bad thats the defend your base one. You lose it in two to fours turns becuase enemy mechs straight away hits our building and your mechs are basically undamaged.

Its hilarious the bonus requires have no building destroyed :steamfacepalm:
Última edición por jvjd; 9 ENE 2019 a las 12:35 p. m.
L37 9 ENE 2019 a las 1:19 p. m. 
Publicado originalmente por ManGarCab:
Mmm...I tnink that some of you guys are confused about wich flashpoint mission we are talking about. I refer to a very late one, in my case I get it after allied with Feds, Canopus and FWL, and is a Marik sponsored flashpoint at Sax system, with a max ton limit:

The 2 first consecutive deployments are simply sadistics, you can only use Mechs with 50 or less tons:
_ First one is to destroy a base...against 4 vehicles (not too bad), 4 HEAVY sniper turrets and a heavy lance that appears at your back as soon as you destroy a base building. The way I made it was to move to the right side of the map, destroy the buildings and run for my life...
_ Second consecutive is to intercept a convoy.....defended by 1 medium, 1 heavy and TWO ASSAULT Mechs !!!! Again the best strategy is hit and run.

Then you must take a Flashpoint option, go on with tonnage restriction or not, I decided to drop the ton limit and so the other 2 consecutive deployments starts:
_ First is the easiest one, to recover a undercover operative and destroy all enemy forces.
_ Second and last is Hell on Earth: it's the 3 beacons mission, with a very narrow time frame (7 turns), against 8 heavys and assault mechs (with extremely accurate and deadly weapons). And as soon as you reach 4 turns to get the beacons set, a Special Operations Draconis Combine Assault Lance lands to make your life more interesting....

I have achieved the mission 3 times so far but I am not happy with the balance between rewards (a ER large pulse laser) against my losses...
First parts were definitely fun. Last one though...
You pretty much know that you are going to be at short range, outnumbered, constantly moving in water. So drop cooling, ad JJ-s and guns, bring 4 heaviest assaults you have, with short-range weapons.
I finished the mission first try without any said optimizations, but this is basically end-game lance and armour got considerably damaged too...
https://imgur.com/a/6S0rcKO

Also while i was looking at it... you do not have to hit-and-run in mediums against assaults. This stalker is about to have really bad day...
https://imgur.com/CVRMZJI
Última edición por L37; 9 ENE 2019 a las 1:34 p. m.
Wendek 9 ENE 2019 a las 1:27 p. m. 
Publicado originalmente por ManGarCab:
I have achieved the mission 3 times so far but I am not happy with the balance between rewards (a ER large pulse laser) against my losses...

Ouch I feel sorry for you. The fact that those garbage pulse lasers can even be in the reward pool for the "Lostech" Flashpoints is completely stupid, especially for those insane 5-skulls ones with the Target Acquisition mission in them. (Marik and Kurita both have one of those, haven't done the other Alliances and not sure I will, seems like pure waste of resources)
Antar 9 ENE 2019 a las 1:47 p. m. 
Publicado originalmente por jvjd:
One mssion is still bad thats the defend your base one. You lose it in two to fours turns becuase enemy mechs straight away hits our building and your mechs are basically undamaged.

Its hilarious the bonus requires have no building destroyed :steamfacepalm:

Yeah that was by far the hardest mission for me. And it is known that the bonus is impossible to get. If you need some tips for this mission you can search my older posts in this thread.
LanzelotLXXI 9 ENE 2019 a las 2:04 p. m. 
Publicado originalmente por Wendek:
Publicado originalmente por ManGarCab:
I have achieved the mission 3 times so far but I am not happy with the balance between rewards (a ER large pulse laser) against my losses...

Ouch I feel sorry for you. The fact that those garbage pulse lasers can even be in the reward pool for the "Lostech" Flashpoints is completely stupid, especially for those insane 5-skulls ones with the Target Acquisition mission in them. (Marik and Kurita both have one of those, haven't done the other Alliances and not sure I will, seems like pure waste of resources)

Yeah, that's what I think. Every time I losted several +++ weapons and/or TTSs only to get that pulse laser....absolute waste of resources.
camerondegrey 24 ENE 2019 a las 9:49 a. m. 
Publicado originalmente por Wendek:
Publicado originalmente por ManGarCab:
... (Marik and Kurita both have one of those, haven't done the other Alliances and not sure I will, seems like pure waste of resources)

20 million and 2 days later Ive finally been able to grind missions to where I can take 4-5 skull missions and approach being an ally with Kurita. Davion only has two planets that have .5, and 1 skull rating.

If after all this I get another Firestarter of a small pulse, I may have to rage quit.

PS some the target acquisition is impossible unless you get lucky running with banshees and sprinting immediately there. I wont take them anymore if I dont have to. Missions are supposed to be fun, even if you lose. These are just gauntlets to get screwed and hopefully survive.
camerondegrey 25 ENE 2019 a las 11:36 a. m. 
Publicado originalmente por camerondegrey:
Publicado originalmente por Wendek:

20 million and 2 days later Ive finally been able to grind missions to where I can take 4-5 skull missions and approach being an ally with Kurita. Davion only has two planets that have .5, and 1 skull rating.

If after all this I get another Firestarter of a small pulse, I may have to rage quit.

Sure as sh¡† all I got for my trouble was an ERPPC, and a small pulse laser. Neither of which I will ever use.

During the mission however I lost an AC20+++ and a few other systems as well as another 10 M C-Bills grinding...

):<
Alien Gurgey 26 ENE 2019 a las 2:03 a. m. 
just finished it today (davion iv) with 2 highlanders, 1 banshee and 1 firestarter. this mission is kinda weird because the ai didn't open fire (much) when my mechs have high evasion pips. so i just sprint around everywhere. no loss and just 1 enemy killed.

got small pulse er and gauss rifle + ammo as reward.
peter 7 FEB 2019 a las 10:18 p. m. 
Publicado originalmente por echo9835:
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.

The first time I tried this mission I had a similar experience and also felt it was ridiculous. I think I tried three different lance configurations (Campaign mode) and got chopped to pieces each time. Set it aside and moved on. After encountering some other easier TA missions I developed some new tactics and went back to give it another try with much greater success. Placed all three beacons, wiped out the opposition and extracted in time. Hanging around to destroy the last of Song's lance nearly cost me on the extraction but I just barely made it. I've only done it once like this and probably got a little bit of luck in coming out with all mechs and pilots intact but definitely doable. The basics were:

- everyone is an ace pilot
- everyone has jump jets to maximize evasion while still being able to attack
- everyone mounts comms++ to maximize resolve
- team morale is at max
- all mechs have full frontal armor and mount as many of the hardest-hitting medium range weapons (ML++/SRM6+++) they can carry

Someone pointed out that as you only have to be present in the circle at the end of two consecutive turns, reserving to the last moment and then moving into the circle means you will probably only face 1'ish round(s) of fire (which can still be tough). One of the keys, however, is that while you do have to have a mech in the circle for end of two consecutive rounds, it doesn't have to be the same mech. If you take the targets in pairs with one highly-evasive mech in at the end of the first round, that mech will take a few salvos with a lot of misses. At the first opportunity in the second round jump the backup mech in with a salvo and then the first mech salvoes and jumps back out. That way, no one has to absorb more than 2 or three salvoes and if you are reasonably tough and evasive it works well. Using this approach with the Highlanders on the left-hand target , I got in and out with only minor damage, securing the beacon and killing two of Song's lance in the process.

The Grasshopper and Kintaro essentially pull the same trick on the middle target but kill the forward Schrek and Demolisher on the way by so that the Highlanders don't face fire from two directions.

Once the middle target is secured, the Kintaro sprints for the far target and the Grasshopper breaks right to engage the heavy lance near the far target. This is where I thought it was going to get really sticky. I thought for sure that once the Kintaro hit the far target that all fire from that lance would rain in and it would turn ugly. I was surprised when almost every mech focused on the Grasshopper instead. I was happy about that but didn't really get what was going on. Someone else in this discussion mentioned the AI targeting lower evasion mechs and that makes complete sense. the Kintaro's evasion was so high that with two potential targets almost everyone focused on the slower of the two. With enemies on both sides, that lance got cut down pretty quick with precision strikes to rear armor. The Highlanders cleaned up the last of Song's lance and the final Schrek and Zeus(I think) from the middle lance on their way to the extraction point.

Yes, this is a very tricky and challenging mission but with the right mix of armor, speed, resolve and called-shot firepower it is completely manageable. There will be plenty of similar strategies that will work equally well but at least one of your mechs needs to be very fast and reasonably tough. My vote goes to the Kintaro. Give it a try.

L37 7 FEB 2019 a las 11:04 p. m. 
Publicado originalmente por peter:
...
The basics were:

- everyone is an ace pilot
- everyone has jump jets to maximize evasion while still being able to attack
- everyone mounts comms++ to maximize resolve
- team morale is at max
- all mechs have full frontal armor and mount as many of the hardest-hitting medium range weapons (ML++/SRM6+++) they can carry
...
Thing about this is - apart from ace pilot, which is nice but completely optional and can be replaced by other abilities this tactics work absolutely amazing for 99% of the game/missions.
Sometimes it can be usefull to replace comm systems with cockpit mods too, depending on how much spare pilots you have and how critical some downtime will be.
peter 8 FEB 2019 a las 10:25 a. m. 
Absolutely agree. Note that target acquisition missions are the only time I would have all ace pilots in a lance. That way you never miss an opportunity to get a salvo in where you really need it while you're on your way elsewhere in a big hurry. Most missions benefit from other skills and also some long range or indirect fire capabilities but pretty much everyone has jump jets, full armor and comms all the time.
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