BATTLETECH

BATTLETECH

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Langkard May 14, 2018 @ 10:32am
Which cockpit equipment do you choose?
I've only seen 3 types available:

Cockpit mod - reduces pilot injury allowing from 1 to 3 (++) injuries ignored and not counted toward incap. I love this for front line brawlers and mechs prone to taking head hits.

Comms System - adds from 1 to 3 additional morale to morale generated during combat. Can be useful to stay at +26 morale longer, giving better +hit. Least useful of the 3 types for me.

Rangefinder - adds 25m, 50m or 100m to view distance. The ++ version adding 100m is almost as good as having sensor lock. Putting it on your scout mech means it can fire at a distant target too, instead of wasting a round on a sensor lock. Having two mechs (scout and/or LRM boats) with a Rangefinder ++ means having two enemies in one round under fire before they can even target you back.

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Showing 1-15 of 19 comments
Twelvefield May 14, 2018 @ 11:58am 
I've also seen arm and leg modifiers, but those don't go in the cockpit. I can't say I find any of them all that useful, but then I've maybe only seen a third of what you've described: the + rangefinder, which did diddly-squat, and the comms morale ++. I'd certainly go for the ++ pilot injurty saver on rookie pilots, and a 100m ++ viewing distance, if I ever get my hands on those.
Last edited by Twelvefield; May 14, 2018 @ 11:58am
Tytalus May 14, 2018 @ 12:02pm 
If you are the sort of person that gets annoyed over the whole headshot thing, then Cockpit mod is your best friend.
Gracey Face May 14, 2018 @ 12:06pm 
I use comms because comms is the best one simply put. Shrugging off three head wounds is all well and good but an essentially free called shot each turn kills things.

And because you get morale for blowing up a leg with your called shot then blowing up the other leg, it's essentially a cascading thing.

If you had a desire to you could probably farm morale up to 50 by the free called shot from this by Alex Murphying the enemy mechs.
Last edited by Gracey Face; May 14, 2018 @ 12:07pm
Lack of Stuff May 14, 2018 @ 12:09pm 
I like all 3. I have 2 backline mechs with comms++ so even if I only get a piddly +1 to morale it becomes a +7 which makes spamming vigilance/precision shot easier. Frontline bulwark mechs get cockpit reinforcement which is always nice to have. Behind the tanky mech I've been using a long range direct fire sniper with the rangefinder++.
Larus May 14, 2018 @ 12:13pm 
I perferable use comms++ on most mechs. I allows me to use precision shot all game long with some viglicane in between when needed. High moral helps killing the enemie faster which in return helps also regaining moral faster. Barely ever have to make regular shots.
Atma May 14, 2018 @ 12:14pm 
Comms for long range mechs, +injury for close range
Grimshot May 14, 2018 @ 12:28pm 
Comms for everyone. You can delete an enemy mech with a called shot to the center torso and then get enough moral back to do it again and again.
Sentient_Toaster May 14, 2018 @ 12:31pm 
Comms for all.

One, my base morale is usually 49-50 depending on whether I got an adverse random event result or not. This is obviously good for precision/vigilance; comms systems helps keep it that way.

Two, at this point I have five pilots who are 10-all, and I'm actually often leaving up to two of them in the barracks while I train up two (another who is very close to 10-all, and there's another who is merely OK-skilled and who gets a less demanding role like spamming LRMs). If one of them takes an injury, they're out for 8 days, and I can replace them for that duration. Without modding the number of missions per planet, and being rather picky (I very much prefer offense missions against mechs and bases, essentially; not so much defense/escort/vehicle-heavy) minor injuries aren't much of a problem since I'll probably do the local missions I want to do and then they'll recover before I reach the next planet.

Three, what worries me isn't therefore a minor injury or two on a pilot, but outright loss from head destruction. Cockpit reinforcement does nothing for this. Range finding could do a little (easier to spot e.g. a Demolisher or King Crab before it comes w/n AC/20 range). But comms systems let me KO enemies faster (precision strike more often) or combine jump + vigilance + attack for guarded, evasion, and better initiative the next turn. e.g. jump into open ground close to a knocked-down enemy, use vigilance to weather retaliation, fire everything at CT to finish enemy, have more flexibility over when to go next round.

Earlier, with worse medical facilities and less roster depth, I used cockpit mods for all.
Langkard May 14, 2018 @ 2:48pm 
I may have to rethink my stance on comms, based on the above. Thanks!
Jaasrg May 14, 2018 @ 2:52pm 
Originally posted by Grimshot:
Comms for everyone. You can delete an enemy mech with a called shot to the center torso and then get enough moral back to do it again and again.
My thoughts exactly.
For me it has worked for heavies and below, assaults need a bit more love from another teammate.
your.sheepy May 14, 2018 @ 7:29pm 
Lost my first reinforced cockpit to a DFA headhit. By the time I got my second I'm on three comn links and one rangefinder on the scout, and is happy with the arrangement. Call shot saves my pilots better than reinforced cockpit.
Last edited by your.sheepy; May 14, 2018 @ 7:29pm
Doombringer May 14, 2018 @ 9:08pm 
comms++ x4 is pretty good.
every shot called shot = win.

(a scout with rangefinder++ is also nice)
Last edited by Doombringer; May 14, 2018 @ 9:08pm
Big Boom Boom May 14, 2018 @ 9:10pm 
I use Commlink for Atlas because it came default but all other mech Cockpit mod. Already swarming in Morale as it is.
FiniteThrills May 14, 2018 @ 9:12pm 
EVERYONE gets cockpit mods for me. Just too many dinky lrm shots to the head for me to not prioritize them over everything else. If I don't have one, then it's comms. Rangefinder is more of a hindrance to me than a help.
Rob'sEvilTwin May 14, 2018 @ 9:38pm 
I like 3 Commlinks and a Rangefinder for my spotter.
Do unto others before they can do unto you :P
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Date Posted: May 14, 2018 @ 10:32am
Posts: 19