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You could look for more Archers to add to your lance but I think a pure LRM lance is more like something you'd do after you beat the game and want to play sandbox. I've played a 320 LRM lance, for example.
There are more downsides but a straightforward one would be that LRMs are terrible for headcapping. With the Archer that improves but still is very bad, and headcapping is very good for salvaging purposes.
Snipering the legs are no problem with good pilots.
I'm just wondering if it's worth the c-bills since I have a reliable source for Archer parts. I'll keep the info in mind, since it'd take me quite a bit of time to even get to an Archer lance if so inclined.
https://steamcommunity.com/sharedfiles/filedetails/?id=2499799344
and spotter:
https://steamcommunity.com/sharedfiles/filedetails/?id=2499801091
Been there, done that.
You may need THAT many long-ranged missiles in two and only two cases only.
1. Your Morale is high so you can spam Precision Strike: Head.
Lance composition: 2 (two) fully kitted Archers will suffice - but even one can wreak quite a havoc! 1 Light scout with Sensor Lock + 1 medium-heavy with something for close encounters will serve as a good support.
Guaranteed Pilot injury upon Head hit will destroy enemy's spearhead mech for sure - with even 2% chance to hit Head, about 2 out of 120 missiles are expected to hit! And most enemy pilots tend to have 4 hit points so two barrages are expected to incapaciate ANY mech.
2. You're into mecha wrestling.
Lance composition: 2 Archers, 2 dedicated melee mechs (with jump jets and all related cheese).
Launch your missile barrage with Archer. Then dropkick same enemy with your brawler. Even if it survived such session of bullying, its Stability likely became negative so it ends up on the ground.
Jump jets are crucial because of dropkicks impacting Stability more - and, by extent, because of evasion. We need to hit stuff with our brawlers each turn. We need to have a lot of evasion. We need to change targets often. Jump Jets solve it all.
I'd say that having even 1 dedicated LRM spam boat + 1 dedicated jump jet brawler (literally, only jets, heatsinks and melee/dropkick mods) makes things much more easier because of quite high chance of dropping almost any mech on the ground (so rest of your lance can finish it faster). And those pesky high evasion targets won't be as much of a problem.
Getting those precious 'less feet damage after dropkick' mods is hard though...
EDIT: The trick is fennel, and tomatoes that are in season. All of the gangster movies say you add a pinch of sugar to cut the acidity of tomatoes. Yes, you can do that, but fennel works much better. Either some root, ground into paste, or in a pinch use the seeds.
Occasionally I'm tempted to try a horse archer lance - something like four Javelin 10As or four Shadow Hawks with LRMs. (I know, I know - SRMs and medium lasers provide a far better optimised lance, I'm just talking about trying experimental builds for fun, to see if you can make them work). Has anyone tried that?
If you have a heavy/assault lance something like a Vanguard King Crab can make for a very good spotter for three LRM boats, using Sensor Lock most of the time and sometimes attacking with very high alpha at medium range or moderate alpha at long range (Rangefinder), and full JJs in any case.
Oh, and that's a far better optimized lance than a medium range one imo. At least optimized for not being hit.
Light scout = worthless.
Light mechs are only useful as shotguns, they can not scout or retreat from hunting light mechs since they're backfired by being equally in speed of another. They can solo an assault in a 1 vs 1 battle by hit and hide. Not much else. Firestarter is an exception but solely because AI do not focus fire or has no lrm carrier strong enough to take it down.
Edit: sometimes you just want to identify a mech that is out of visual sight can use lock for that also