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In general, Ambush Convoy can still be a relatively difficult contract type for a while because the OpFor starts with two lances worth in close proximity. By the mid to late game, though, they lose their edge.
You can usually see the "denial zone" on the map (maybe always? I don't do a lot of them). On the few I did I just looped around until I could hit them at an angle where they'd have to drive past me. They don't seem to start moving until you get the "enemy on sensors" alert.
Keeping a high evasion helps to attack the convoy while making the opposition miss. Depending on how the battle unfolded, I'd sometimes get a few of the convoy before I even had to start worrying about the escorts. Other times I'd have one or two of my lance dedicated to destroying the convoy while the others took on the escort.
As I see it, It's not 'unfair' or 'broken' to have mission types like ambush which require speed (or clever tactics). I bring fast mechs - 5/8 minimum, sprint towards the convoy until I'm in melee range and stomp the vehicles (other tactics are available - and may work better!).
LOL. My random starting mechs were 2 Vindicators, a Panther, an Urbie, and a Firestarter. I've got some Javelins now but their armor is so crap that I only use them for LRMs.
Thanks everyone!
Oh, yeah, then definitely no Ambush Convoys for now - other than the Firestarter, those are all really slow 'Mechs.
Yes, I do also appreciate the attempt to vary up objectives, even if the implementation is a little funny in the early game.
While I generally agree, the OP said that they couldn't catch up to the convoy in the first place, and given their posted lance comp that sounds pretty plausible. There's also the issue that melee often requires getting a less than optimal number of evasion, since the target has to be in single move range anyway.
It sounds like OP isn't employing the "magic" restart mission option, which can change the starting positions as well as opposition roster. Especially if they're hunting the only light mech worth capturing.
As for the rest, (glass cannon or not) lights have to commit at some point to remain valid. Jump jets ensure you get the best armor facing. The OP's too early in the game for waiting out initiative order and reserving with low skills.
Best OP advice: Do something different and get out of your comfort zone, you may surprise yourself.
The problem I had was one of the Ambush missions in Desert/Badlands biome, where the convoy is basically at the same starting position as you, but they're on the road far on your left. It was a stressful rush, 'cause you either have to use sprint to keep up with them (and losing attack chance as a result), or you'll get demolished by the escort.
Which is what happened when I approached another Ambush mission, this time in Tundra biome - the enemies dropped 2 Wolverines, Vindicator, and a SRM Carrier as a part of convoy. Only Shadowhawk managed to survive, I believe (it's been a while, so my memory is kind of fuzzy). Needless to say, I avoided these missions like crazy until getting some significant upgrade in firepower.
But ever since, I never had an issue with Ambush Convoy missions, unless I forgot to change 'Mech from previous missions like a complete dumbass.
Now what's truly unfair is when you're dropped to fight against multiple lances at the same time (Liberation Smithon anyone?).
And since I started talking on the difficulty, let me tell you - somehow the prologue is easier with "Enemy Force Strength" set to Normal rather than Easy. Somehow, I've had Raju's Centurion limping early on and Dekker died in the next mission when played on Easy. This didn't happened whenever I played on Normal (even the first time, when I had no clue how to properly play this game). Go figure.
Alright, rant over.
Can't wait to put this mod on a Grasshopper...
It's the only Light worth keeping. 6mgs, max armor and jumpjets with whatever melee mods you can get wreck even heavies if used right. OP, if you have one of these, how are you having any trouble at all? Quickdraws do pretty well as heavy scouts too.
Funnily enough, I used to never use MGs at all, but when I loaded out this Firestarter I only had 3 small lasers so I used 3 MGs for the other slots. Now having tested it, I realize the MG's value in triggering ammunition explosions.
Modded Vulcan 2's come close, Assassins have that long range support weapon quirk. But no light mech says GTFO like a Firestarter. Looks like your original issue is resolved, have a blast!
Not all missions in Battletech can be completed by every lance loadout. Keep that in mind when accepting missions. Like, as a metaphor, don't take an RV to circuit race if you expect to beat all the Miatas. this has nothing to do with "fair".