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Seriously, I'm not sure what to say. You kill things til your gear & skills get better, then kill bigger stuff? With random mechs, you get what, 2 mediums & 3 lights? So you tweak your mech builds to be more effective, fight things until you improve your lights (to a Jenner or Firestarter), and then go Medium hunting.
(I don't really do terribly challenging difficulty settings - Normal enemies/cash/loot, no rare pilots, mech destruction & lethality, unequipped mechs. Went with 4 parts this latest time, which was actually a pretty big change - you can't just get a new mech by headshotting it. I suppose I should try Hard enemies next time. But yeah, you're right - slow XP gain is just tedious.)
I have a similar experience, however, in that without a Heavy mech to "tank" some 2-Skull missions can be quite challenging. It adds to the thrill though, going in underpowered for the mission, as you need to stay focused on the primary objectives and keep your options open in case you need to evac immediately after completing them. I have used Withdraw and ejecting from a severely wounded mech too when the odds of success -- or survival -- became overwhelming.
That said, in my latest career I disabled Ironman mode because I got screwed-over in my previous game and my career ended abruptly in bankruptcy. I was low on funds and my loan payments were due soon but I had a hold full of complete mechs ready for sale and was heading towards a friendly system to sell them. Just before I reached my destination, however, I was hit with the "pirates want money to retain access to the black market" event. I paid them off because, based on my calculations, I had enough cash leftover to meet the upcoming payroll. Apparently not and there was some extra, unexpected costs that I did not account for. GAME OVER.
Pay attention to the money and salvage options, even low skulls with good payouts will be better armed and equipped foes.
And early on it's mostly just a grind to level up your pilots to have the right skills
Beyond that, customizing your mechs right is important. Getting rid of some of the crappier weapons for more armor and the more efficient weapons. And of course, consider the mech itself. A Commando that gets hit by a PPC tends to be in a world of hurt, so it's usually easier if you give it an LRM-10 or multiple 5s instead of a bunch of SRMs. That way, you can tackle enemies easier.
And then it is knowing your contracts and mechs. Know what gives you the best shot at loot, what is most likely to throw nastier stuff at you, and what enemies to prioritize, as well as if you should try to prioritize doing something like taking out a right (ML Hunchback) or left torso (AC 20 Hunchback).
The only missions I'd recommend on higher skulls early on will be the ones that turn into a three way fight (if you're brave). Use jump jets to move your lance into some spot the other lances can't reach, let them damage/destroy each other/run out of ammo then pick off what remains using your light mechs initiative advantage to jump in and shoot when it's safe and jump to safety before things get dangerous. Look for "clash of the titans"