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This is the correct answer, kensw is also not wrong.
Building single-range loadouts is probably superior in most respects.
Multi-shot is also efficient for removing dodge chevrons.
I usually have one multi pilot in a lance, running the long-range-support mech.
As mentioned, can knock a chevron off three targets. Or use one weapon to finish off an almost destroyed thing (esp. turrets or Destroy Base targets) while starting on another. Can clear out three buildings on an Urban map to clear LOS for the rest of the lance. My Archer (2x LRM20 +2 dmg) with Multi/Breach can put 120 damage on two braced/cover/etc targets to soften them up while the rest of the lance takes out that turn's main target. Etc.
It has it's uses. /shrug
Playing RT myself, multitracker is often a chassis quirk, gear ability or something that comes along with Mech affinity.
I like it myself, but having it in a Vulcan for example, is rather wasted. I like it in my PPC decked long range primitive Thunderbolt-1C though, with an advanced FCS that adds breaching shot it is very good.
The persistent evasion chevrons though are a pain in the behind though, at least until your gunnery gets gud.
For cleaning smaller targets, i use mobile flankers. Their job is simple, spot, do cheap damage, be annoying, make brain dead AI even more stupider, not knowing how to deal with bunch of small annoyance while being shot by bunch of ♥♥♥♥♥♥♥♥ with long range weapons in the back.
Everyone else better to concentrate fire. To either create potential targets for flankers, or outright kill targets.
I agree that focus firing is advisable. In the instance that more than one enemy is braced/guarded, multitarget & breaching shot are the best option, though. Unless you are able to bring your light harassers into the back arch of the enemy, that is.
How is your lance composition in RT? Do you field vehicles, which and why?
So that's the second part that I was missing.
If you are being attacked by multiple lances from different directions you may only be able to get one mech into position to defend against an approaching lance multitarget lets you engage 3 at a time so they DO NOT TARGET THE BUILDINGS once shot at they will engage your mechs and ignore buildings
TY! - that´s very useful information I´ve never seen before : D
I´m all out of points, but please feel awarded <3
Since lights are easy to kill with bigger mechs, I use multi-target to remove the chevrons from several light mechs, so my 2nd, 3rd and 4th mech attacks have a better chance at hitting, and thus killing. Doing this, they mostly loose those chevrons for the next turn as well, making them overall easier to take out quickly before one of them runs up and machine guns your cockpit, or kicks your cockpit, killing your pilot.
In my experience i just throw wtv i have as vehicles. And don't care if they explode. But most efficient things i encountered is 3 types of vehicles, tanks with ♥♥♥♥ ton of armor, and wtv pew pew they have. Helis with AMS. Amaizing mobile AMS platforms, useful for rapid deployment. And any type of artillery, anythign what can simply stand behind and paper spray the area. One problem a lot of artilery vehicles in RT has problems with ammunition. Sooo i rarely find anything which is not out of ammo in the middle of the battle.
Yet i want to bring something up again, i played enough RT that it is absolutely, and utterly borring if i play normaly. So i play with limitations on myself. For example current playthrough i do is only primitive mechs. I can't use anything what is not primitive. Before i played non laser playthrough. Etc etc.