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perhaps next time ill try 2 quickdraws with super evasive pilots + bulwark, should be able to just sit at the spots and tank the incoming hits while the boat backshots.
grasshoppers jumping around may work as well, as we all know JJ gives a huge bonus to pips and the hopper can go quite far quite fast...
just dont go full kcrabs and atlases...
A good rule of thumb is at least 2 jump capable mechs for the spots in hard to reach locations (such as the little hillside lake in the flashpoint one) and then some decent hitters running through to the others.
I just did the flashpoint with a Marauder, Archer, Highlander and Bullshark (maz). There were times I did use sprint but the primary first target was the turret generator (brings in reinforcements and cuts the incoming fire massively)
So remember target the generators vs the turrets if possible. The generators have less armor and die quicker.. and are often controlling multiple turrets
After that, fighting retreat to the pick up point. I usually don't do the pickup until I've killed everything and I can escape before the next wave of reinforcements can shoot at me.
* If you don't mind losing any component in the head, ejecting a pilot can be an alternative to having him try to reach the LZ -- perhaps useful if you feel that otherwise there's a serious risk of losing rare items, or having the pilot KIA
* You don't actually need to rush to escape, if you don't mind dealing with a small reinforcement wave (i.e. one lance or so).
* Three becaons need to be placed, four mech slots -- you can run three fast and jump-capable mechs, and have the fourth be something like a headhunting Marauder for fire support.