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BATTLETECH

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That was no 1.5 skull mission
I've been using the same 4 mechs and pilots for some time. Played some 3 skull missions. Decided to go for a one and a half difficulty mission to pick up some cash. Holy crap I was out classed and out numbered like never before and to add insult a bunch of strykers started waling away on me. Sooo you really can't go by mission difficulty I take it?
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Showing 1-15 of 15 comments
MortVent Dec 25, 2018 @ 2:53pm 
There is a variance.

Strikers are nasty, but fragile if you hit them with a ppc or ac/10 in the right place (might have to follow up with a couple missiles or mediums if you hit the heavy armor portions)
MortVent Dec 25, 2018 @ 4:42pm 
Some quick tips:

Medium lasers = best bang for the buck at medium/short range

Move ammo to your legs! And armor them up. Shouldn't have ammo in the torso, arms at worst.

Don't be afraid to use precision shot to take out legs or other areas (if you mouse over the area at the top display on a target you can see what's in that area... ammo filled areas are nice as a critical hit will take that section out. It's why thunderbolts and catapult K2s are easy kills... precision strike/called shot the center torso to try and blow the ammo stored there)


But also use cover a lot, try not to stand in the open. And try to keep the mech moving, even 1 evasion pip is better than none.
Ichthyic Dec 26, 2018 @ 7:15pm 
more quick tips:

don't use medium lasers.

large lasers are more bang for your buck heatwise, and have much better range, for just one extra ton. hitting stuff before it can hit you is better.

get your tactics level to 9 to max out called shot bonus. then you have a 25% chance to make a headshot (assuming average +5 bonus to hit combo with weapon/upgrades, and at least 6 points in gunnery). usually better than 90% to make a CT shot. leg% depends on what angle you're shooting from.

got a gauss rifle or ppc++ or erppc++, or large laser+++, or erlargelaser++?

use those to make headshots from range before the enemy can take his first turn, or whenever they are unguarded.

$


If you're able to easily do 3 skull missions, medium lasers are for when you've done something wrong and need to all of a sudden save your ass by doing close range damage. if you're going to get that close, use a melee mech instead. hatchetmen are awesome, and kintaros are good. you can also make a great SRM brawler/melee hybrid with a kintaro if you're going short range. packs more punch per unit weight and heat than medium lasers, and does decent stability damage.

at the assault level, banshees are good for melee, and you can pack a decent number of support weapons on them to make them pack even more of a punch.

Last edited by Ichthyic; Dec 26, 2018 @ 7:17pm
Ichthyic Dec 26, 2018 @ 7:21pm 
...all that said, you are right to note the 1.5 skull missions. I think there is the largest deviation there in difficulty of any of the mission scales.

I've seen everything from 1 beatup, poorly armored lance of just vehicles, to a lance of 2 vehicles, plus THREE extra lances of mechs, 1 of which was fully armed and armored up. grand total of 14 units! they need to set a max spawn of 8 units to missions under 2 skulls IMO.



MortVent Dec 27, 2018 @ 4:30pm 
Originally posted by mugwamp:
I just did a precision head shot with a ppc and knocked out a jenner in one shot. I don't know why I didn't do this earlier. I guess I thought the 5% was my chance to hit.

no the 5 % is the chance to hit the head. But the weapons can and often will still strike the mech if they are in green.

precision is a called shot, sometimes you miss the head and core the chest
squatdog_nz Dec 27, 2018 @ 6:09pm 
The mission balance is uneven as hell.

Forward Observers in particular is laughably broken because the reinforcements spawn almost immediately, meaning you're fighting 1v2 the whole mission while being attacked from two sides.
anywhatshisname Dec 27, 2018 @ 6:44pm 
Guard a science base. Easy 2.5 skull when you're doing 4.5s, yes?

Medium lance assaults to your east. No worries, right? Save they move before your heavies/assaults, so they take one or two buildings. You might nab their attention with a multi and save your paycheck, though if you're good.

Then you get a heavy lance to the North. Good thing you didn't send your whole lance, right? The mediums may be half shot to heck by this time, but they can still murder your paycheck, so best keep a tab on them. Start getting the heavy lance's attention...

And get slammed with an assault, two heavies and a light acting as a scout from the west. Even one assault can wipe out your paycheck in the space of a quick breath, and they have missiles and are farther out. Even if you wipe out the scout quick, the lance to the north lands close enough to give them LoS on your paycheck.

Total tonnage versus your lance is around 2.7x at the least, from three different directions. You will likely not make your repair cost. At best hope.

Military Intelligence! Expected opposition! Just another series of words for cut-rate fortune telling.
squatdog_nz Dec 27, 2018 @ 6:57pm 
Some of the defend-the-base missions are virtually impossible because the second spawn starts dropping your buildings with long range weapons the moment they appear.
Ichthyic Dec 27, 2018 @ 8:27pm 
yup. even worse if you use the vehicle improvement mod like I always do. then you inevitably get an LRM hovertank which blazes from the outskirts (must have like 300 or better movement!) and launches 3 LRM15s at your buildings. then the next turn that spider you ignored knocks it down if it wasn't already :P

still, having done so so many now, I can usually position myself so I get a perfect score half the time. always have to run face into the enemies so you become the closest target and take out the long range LRM and PPC mechs/vehicles first. It's risky, but it's often the only way to get a perfect score.

fwiw, perfect score means you get a 20% bonus payout.

on a 1.5 skull mission? totally not worth the effort. it is on a 4 or 5 skull though.
Last edited by Ichthyic; Dec 27, 2018 @ 8:32pm
Rymir Dec 27, 2018 @ 10:05pm 
Man, mission variance is weird. Just did a 2.5 skull mission and only faced a locust and banshee. To top it off, I headshot punched the banshee, XD

If only it were a useful assault mech.

Oh yeah, I would always recommend to do "Stubborn Surrender" missions for that reason. If not a higher weight class mech, then at least good chasis typically speaking.
Last edited by Rymir; Dec 27, 2018 @ 10:06pm
MortVent Dec 27, 2018 @ 10:23pm 
Originally posted by Rymir:
Man, mission variance is weird. Just did a 2.5 skull mission and only faced a locust and banshee. To top it off, I headshot punched the banshee, XD

If only it were a useful assault mech.

Oh yeah, I would always recommend to do "Stubborn Surrender" missions for that reason. If not a higher weight class mech, then at least good chasis typically speaking.

There is one variant that makes a good mid-range to brawler mech. Don't worry about heat as you're closing to melee range dumping fire into the target, so you can punch them to cool down (works real well with a piloting primary with bulwark secondary)
John Dec 27, 2018 @ 11:21pm 
Lower difficulty contracts may throw you some big boys but they will be poorly maintained with lowered armor. 2-Skull vehicles are usually one shot by any damage greater than 50.
Jarcaddy Dec 31, 2018 @ 5:15am 
Originally posted by Ichthyic:
more quick tips:

don't use medium lasers.

large lasers are more bang for your buck heatwise, and have much better range, for just one extra ton. hitting stuff before it can hit you is better.

Medium lasers weigh one ton, large lasers weigh five tons.
squatdog_nz Dec 31, 2018 @ 3:19pm 
Medium lasers are THE go-to auxillary weapon when you have a couple of extra slots free.
MortVent Dec 31, 2018 @ 4:42pm 
Yep medium lasers = 1 ton laser, 12 heat (4 heat sinks)
Large laser = 5 tons alone, and more heat sinks than a medium laser.

You can stack a ton of medium lasers, heat sinks and armor for higher alphas than using the tonage for large lasers. You trade some range though, but with the maps that isn't really an issue as you can sprint one round for cooldown and get into medium ranges.

It's why the hunchback with the lasers is just as if not deadlier than the ac/20 one.
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Date Posted: Dec 25, 2018 @ 2:47pm
Posts: 15