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GYRO Hit Defense?
What exactly do the hit defense Gyro's do for your mech?
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Showing 1-15 of 16 comments
Wantoomany Jun 15, 2018 @ 4:41am 
Makes you harder to hit. Think of each + defense as a free evasion pip that can never be removed.
your.sheepy Jun 15, 2018 @ 5:14am 
Originally posted by Wantoomany:
Think of each + defense as a free evasion pip.
Half a free evasion pip.
Kurnn Jun 15, 2018 @ 5:27am 
It makes Baby Jesus Cry when trying to hit you.
AbsynthMinded Jun 15, 2018 @ 6:14am 
Resist Stability Dmg is better point for point.
wesnef Jun 15, 2018 @ 6:20am 
Originally posted by AbsynthMinded:
Resist Stability Dmg is better point for point.

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.
zAcEz Jun 15, 2018 @ 9:08am 
its surprisingly good actually. The +3 hit defense is better in that you avoid both normal & stability damage. I pick that over the stability gyro all the time now.
Kurnn Jun 15, 2018 @ 9:30am 
Fair warning about + hit gyro. Its a cheat and will get your game license invalid.
zAcEz Jun 15, 2018 @ 9:31am 
@Kurnn Don't scare the newbs
Kurnn Jun 15, 2018 @ 9:32am 
Originally posted by zAcEz:
@Kurnn Don't scare the newbs

Sssh!
Talys Jun 15, 2018 @ 9:36am 
Originally posted by AbsynthMinded:
Resist Stability Dmg is better point for point.


Originally posted by zAcEz:
its surprisingly good actually. The +3 hit defense is better in that you avoid both normal & stability damage. I pick that over the stability gyro all the time now.

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.
zAcEz Jun 15, 2018 @ 9:52am 
Originally posted by Talys:
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
Pherdnut Jun 15, 2018 @ 10:56am 
+3 defense gyros make assaults with Jumpjets and evasion a viable defense on 5 skulls. Some pilots get through evade but most will miss a lot of shots for the first 2-3 attacks. Definitely the best gyros you can find IMO.
Last edited by Pherdnut; Jun 15, 2018 @ 10:57am
ρоѕιтяои_ Jun 15, 2018 @ 12:09pm 
Thanks people for the information on this.
Talys Jun 15, 2018 @ 12:53pm 
Originally posted by zAcEz:
Originally posted by Talys:
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.
Last edited by Talys; Jun 15, 2018 @ 12:55pm
Landomatic Aug 16, 2019 @ 4:08pm 
This is excellent information. Wish it was better explained in the game.
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Date Posted: Jun 15, 2018 @ 3:46am
Posts: 16