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Unfortunately finding one is really random, you need to run 4 skull missions for best chances. 5 skull tend to end up giving too many Atlas', King Crabs and Highlanders.
Hardpoints, most likely. The Stalker is easily configured as an LRM or an SRM boat with laser support. I believe an LRM-60 stalker is possible with 4x LRM15. With a +2 damage modifier to each, that's a hell of a barrage - or stab damage, if that's your thing. Going commando with no armor may even make an LRM-80 stalker possible... though with probably only a single ton of ammo for teh lulz of seeing something disappear into a rain of missiles.
An SRM-24 stalker with 6 medium lasers and jump jets is also kind of ridiculous when you can keep enough advanced weapons to deck it out. Granted, you have to get it into range, first - but it is a monster with called shots and/or multi-target for clean-up jobs.
As for where to get them...
I could be wrong, but I don't believe there is much in the way of theme, yet, in who is more or less likely to carry what 'mech types. Perhaps some planets have a store more likely to have parts - but in general, if you have the cash to buy parts, then your best bets for good parts are manufacturing worlds with Inner Sphere level civilizations. Mining, Research, former Star League presence, etc all increase the odds you'll encounter good things in the market.
As Mist stated, you'll be more likely to see Stalkers in 4-skull missions. I have found no particular pattern to their appearance. There is at least one flashpoint that features a Stalker (one involving Kell) as part of its fixed objectives, so you could potentially encounter one, there. If you are looking to guarantee salvaging it, it's a lunar map - so I would recommend flamers and stability damage to knock it down and keep calling shots on the head while setting it on fire. The pilot inside will eventually die. Though you will also have two additional lances of mixed medium/heavy mechs to deal with on that mission, one being in a bad state of repair. So, plan accordingly.
I am the law.
Except they are better than the Highlander?
Stalker has 57.5 free tons and JJ cost 1 ton each.
Highlander has 60 free tons, but JJ cost 2 tons each.
So if you add 3 JJ, the highlander has less space.
Even if you don't believe in jumpjets, the stalker has more and better hardpoints.
You can fit an extra 1.5 tons of armour on the highlander, but most of it will go on the CT, which is not helpful if you lose the arms (and thus all of your weapons).
And if you fit that extra armour, then you need to take a further 1.5 tons off of the highlanders free tonnage, giving the stalker even more edge in weapon loadout.
Note, to be precise, the higherlander can have an extra 10 points of armour in the arms.
And there's always a way to cheese it, find a mission that will drop assaults to stop you from doing your main objective... and simply restart the mission over and over till the game decides to drop one in a lance :D
Though, like with most mechs, I find the variants on offer to be rather limiting, there's only the F model of Stalker ingame... I'd murder for having MW:O's Misery, hehe.
My stalker is 2LLas, 4 ML, and SRM20 (2x6 2x4)... something had to stand in for the fact I can't build a splatcat in this game as there's no cat A1.
Since the 3025 Extended mod attempts to have spawn tables for mechs which match where they are most common, this would mean looking missions against either FWL or LC.
I don't think the vanilla game takes such pains to place mechs where they were most common, but it's worth a shot.
Another reason to like the mod is it has several Stalker variants. Along with the standard STK-3F, it also has the 3H, the 4N and the lighter 4P (a heavy version instead of an assault). Or, if you prefer it has the Longbow., too.
Never got a complete one from 2 complete playthoughs of the campaign. I have gotten another
highlander both times though.
I'd say the main weakness comes from mixing LRMs with MLs, so you need near max armor to get into a firing position for your MLs where your LRMs won't be able to indirect fire (their main advantage). Precision Shot will not be very effective due to them, and regular attacks have good damage but only at medium range, where you can do similar damage with regular attacks at way longer range and more often (thanks to indirect fire plus extra range over the MLs) with a pure LRM boat.
It can be short range brawler with ridiculous alpha for either one shot headcapping or coring anything you shoot. 1T JJ-s are nice bonus here. It can carry up to 80 LRM, or be a direct fire sniper with as many PPC-s/LL-s you can fit with amount of DHS/exchangers you have.
Basically not having any ballistic hardpoints and having hardpoints evenly spread over LA/LT/RA/RT is nice.