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It all depends on if you think you'll use Gauss Rifles in the future. And how much money you have - there might be better uses for it at the stage you're at. (And depending on your game mode & difficulty settings. And what DLC you have.)
so I go to the two black markets near each other and go thru inventory.
worth it? I mean once you start doing 3 skull missions 4 million isn't really a big deal. but you can buy a star league atlas for 2.25 million a piece so 6.75 Million for a full unit
so I wouldn't buy the guns if I didn't have enough money floating around to buy stuff thats actually good.
the Star League Atlas is a monster.
https://steamcommunity.com/sharedfiles/filedetails/?id=2073936265
this is the thing I went with.
6.75 for the Mech, 3.6 for each ER PPC++ 2.5 for the L Pulse lasers++ 1.5 for the medium pulse laser ++, .8 for the Exchanger++ Double heat sinks came with the unit.
does a crap ton of damage. great heat management. somewhat on the slow side. if the enemies arent running at you, you might need to waste a turn running at them. it not, and just use your massive ranged cannons.
total throw weight of 600 something damage. total cost something like 24 Million C-bills. + the time spent shopping. but its a beast.
I'd probably do some more tweaking to it. if time/money wasn't an object, or I could have spent alot less on it and been at least 80% as good. Large Lasers +++ cost only what .3 M?
but I was making a statement.
Depends, of course, on your difficulty settings. I've always used "mechs come unequipped", and my last couple playthroughs I've gone up to 4 parts needed (it's a bigger change than it seems at first - you can't headshot a mech and get it, for instance.)
. . . trying to remember what all I put on the Atlas II I got for finishing the Campaign. I know I put two of my Gauss++ on it, but I don't recall what else. Mostly because I never actually fielded the thing, what with not playing past the end of the Campaign. :D
My "monster" in that Campaign was a regular Annihilator, with Gauss++, 3x UAC5++, UAC2++. ~425 damage at pretty high range.
and yes that would be a significant difficulty increase, since mecs coming equipped and 3 parts is a huge source of my income. frequently I have piles of heat sinks and jump jets from salvaged mechs I sell en bulk. god knows what everything weighs but I seem to accquire huge amounts of medium lasers, jump jets and heat sinks. so it adds up.
As for "better buy mechs"... do not know, IMO good weapons are more important in the end, and harder to find.
Well the regular Gauss weighs 15 tons but the + and ++ versions come in at 13 tons. I still don't think it's practical to put more than 4 on an Anni but if your using a mod then it becomes viable to stick a 5th one on perhaps.
https://steamcommunity.com/sharedfiles/filedetails/?id=2074300670
Loadout i practically use is this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2074300359
And here are 5 gauss rifles:
https://steamcommunity.com/sharedfiles/filedetails/?id=2074300539
A bit too little armor for me (and because of it i use 4 gauss + uac2 version), but considering its range if you are carefull this thing should never be exposed to enemies and shot.
I assume both the guns and Unit are a DLC based? None of the DLC add a daishi do they?
No Clan mechs in official content.
Edit: Except for a proto-clan type thingy.
haven't seen UAC 5's stats per se, but usually the conflicts are at AC5 range or closer.
I just don't like Ballistics. they are very heavy, they jam, their magazines explode, the damage isn't worth the weight.
but I haven't seen the AC 5's the ER PPC++ is way up there though for only 6 tons. and its range is very long.
I just fell in love with conflict at 270m and use the Medium lasers and SRM for most of my fights, at the earlier game level. the Assault class mec I typically use multi target, fire off my long range weapons at a distant target, and my short range weapons at something closer.
If I can get around to one side it generally dies.
Well, they don't jam in this game, so that's fine. I stick the ammo in the legs, so I've never had an ammo explosion. Or maybe one. In 1000 hours of play.
The UAC5++ is 45 dmg x2, -2 tons, -2 recoil
The UAC2++ is 35 dmg x2, -2 tons, +10 dmg
The LBX2++ is a 72 dmg shotgun for 5? tons
I basically avoid PPCs in the base game (my default mod since patch 1.2 or 1.3 is to replace them with LLas), and the ER PPCs and Pulse weapons in the DLC, because they're just too damn hot. Also, they're super expensive to buy. :D
I came to the realization that in my latest Career, once I got above Medium mechs? I almost never used 270m range weapons. I think I had 2 MLs on my Marauder, but that was it.
Rifleman? 3xLBX2, UAC2
Warhammer - 3x ERLL, LL
Marauder SLDF - 4xLL, 2xML
Archer - 2xLRM20
Anni - Gauss, 3xUAC5, UAC2
Highlander SLDF - 3xLL, UAC5, LBX2, 2xLRM10
(Of course, the SLDF Griffin was 4xSRM6, 1xMPL, 2xMG; and the SLDF Crab was 2xERSL, 2xSRM6, 2xML.)
That said - yeah, before Heavy Metal all my 'endgame' lances had a Grasshopper with 7xML + 6xSupport. And my most common early-to-mid-game mediums were a Shadowhawk with 3xSRM6, and a Centurion with 2xLLas, AC5. So, a bit of both. :)
tl;dr - to each their own. :D
- UAC2s are super good, better at medium range than SRM6s and nearly as good (tiny bit worse) than SRM4s while having a lot more range. The only real con is lack of hardpoints for them in most chassis. For pure medium range they cannot compete with MLs (or SRM2s) but they can with MPLs and ERMLs, losing in general but in the same ballpark and they have a lot more range.
- UAC5s are at a good distance from UAC2s efficiency wise, as they don't get bonus damage in the ++ variant but they're still quite good. They're in the same level as LLs but with more range, and clearly more efficient than ERLLs, which have similar range (although not exactly the same).
- UAC10s are mediocre, a lot worse than the other UACs. In fact they're even much worse than AC10s for 0% DR headcapping (60 dmg per hit), although they recover for other brackets and also for CT core, still kinda mediocre but enough to blow regular ACs (besides that 0%DR headhitting).
- UAC20s are quite good, a bit worse than UAC5s for headcapping efficiency but also a bit better for CT core, as they do get the +20% treatment for the ++ variant. That is, ignoring range/recoil/ammo. If you don't access to a couple TTS+++ then I'd say they are still good but well behind UAC5s.
- LBX2, super good for non PS shots, only SRMs are more efficient for that, but it has a lot more range. They do spread a LOT, so performance suffers for headcapping and CT core. Still not terrible due to the initial very high dmg/weight/heat efficiency. A good weapon but not a star imo. As an alternative to LRMs they are considerably more efficient but they lack indirect fire, although they can be used for headcapping along other weapons, while LRMs are nil for that.
- LBX5-LB20 are bad, very bad... unless you go for stab damage, but still they're not good. Just too heavy, very low efficiency without any real value when you can just use LRMs.
- Not a DLC one but still one upgrade from pre HM Gauss. That +5 internal damage makes a big difference, now it can headcap at 20% DR and the -2t variant is much more common now, as it can be purchased instead of only as a Flashpoint reward.