Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I kept the +3 hit gyro on my jumping Grasshopper. Along with the evasion pips, it gets pretty good defense.
But yeah, on a slow-moving assault, that's never going to have more than one or two evasion pips, the hit defense gyro doesn't seem to make much difference. You're gonna get hit & destabilized.
Sssh!
I have a zillion ++ of both now, and have tried one in place of the other. At the end of the day, I think hit defense results in overall less damage to your mech -- unless you get knocked over. The advantage of stability damage is that if you get ganged up on (for example by mechs coming over a hill or an LRM turret you didn't see), you're much less likely to get knocked over in 1 round, which can lead to catastrophic damage (like loss of equipment or ammo explosion).
So, in the end game, I split it: my 3 front facing mechs have stability damage reducing gyros, and my back artillery mech uses a hit defense gyro. More broadly, mechs that are not meant to engage will be equipped with +hit defense, because they'll never get ganged up on, and the +hit defense helps on those lunar missions where I choose to move instead of jump artillery mechs to conserve on heat.
Nice!
For me, I pick the enemies off 1 by 1 the moment they're in 300 ~ 400m range.
I move 1 guy forward (or backward) to spread the damage around.
My 2 front guys are always entrenched via bulwark, vigilance or brace.
Since entrenched gives 50% stability reduction and cannot be countered with breaching shot, I found the stability gyro to have a negligible improvement.
Now that I think of it, its my active use of vigilance that negates my need to use the stability gyro
Cool :)
I rarely use vigilance, because all of my points go into precision shot. I like to be able to knock down an initiative level of the enemy, and besides, it is very common for my two LosTech mechs to 1-shot CT medium and heavy mechs, and ramshackle Assault mechs, even at significant great range (500m+).
The other reason I like precision shot is that it is self-refilling, if you can kill stuff. Like, if you precision shot something, you get an instant refill to precision shot something else. Mostly, I use vigilance when one of my units has more than 3 bars of stability damage (so that I don't have to brace).
My normal engagement distance is between 450m and 540m; I say that because, often, usually, an AC5 can reach my targets, while a Large Laser will be out of range.
Do you have a Rangefinder++ (100m) yet? I found that I every rarely engaged at 300-400m after I found one. It was a life-changing add-on in the game, as I almost stopped using Sensor Lock after it, and frankly, if you stay at the edge of Rangefinder distances, the only enemy weapons you really need to worry about are PPCs and LRMs. The autocannons are too few and infrequent (and tend to be 2's that do puny damage), lasers don't have the reach, and quite often, they can't even target you unless there's a Sensor Lock unit because when AI can't move far enough move + shoot, and it often decides to move + brace instead of sprint a unit up as a spotter.