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multi-target is mostly only good when you are playing base defense missions or attack and defend missions. there, you can have an LRM boat "tag" 3 mechs with one turn, and this will cause those 3 mechs to shoot at turrets, allied mechs, or your mechs instead of shooting at the objective buildings you have to defend. in other mission types, it is almost never good to multishoot.
Even when you have a terrible % chance to hit the exact part you're aiming at, it still:
1) gives you a bonus to your overall chance to hit in the first place. (i.e, your Medium Laser goes from 65% to hit to 85%. Something like that, don't remember if it's a 10, 15 or 20% boost)
2) knocks the enemy mech one phase slower in Initiative. So if you have three Medium mechs, and you Precision Shot the enemy Medium, it'll now be going in the Heavy phase. And all three of your Mediums can shoot it before it gets to shoot back.
Multi-target I don't find useful outside of really niche situations of firing it at multiple targets to reduce the evasion of each by 1 tick with some LRM spam while also having breaching shot so it ignores cover and all. However that's less optimal than focus firing on a single target to take its firepower off the field entirely then moving onto the next one so it all falls apart there.
For Multi-Target, it's only ever situationally useful. In addition to the aforementioned cases (Defend Base missions, multiple badly damaged enemies, Breaching Shot) late-game LRM boats can split fire and max out stability damage on 2-3 enemies. You'd still need to tip over those unstable targets with additional attacks, so a stability damage strategy isn't the most efficient approach in terms of just winning. If you're trying to maximize salvage, though, it'll help considerably.
Still a bit situational. But I usually have a Multi/Breach pilot in my lance, alongside the two Master Tacticians and the Ace Pilot. (everyone with Bulwark)
Called shots do not affect the chance that your weapon will hit. Called shots only reassign the probabilities that a successful shot will hit a particular part of the mech. There is no downside to a Called Shot, except spending Resolve if you are using Precision Strike. Even early in the game, you can go after already exposed parts of a mech, taking out legs or hitting ammo stores (which explode).
This part gets underestimated by so many people, but it's so useful.
Until you get a Marauder and can start head-hunting everything, Called Shot's best use is to move other mechs around in the initiative phase.
Same goes with Vigilance. Being able to act one initiative spot earlier in the next round is sometimes a critically important move.
Called shots absolutely do increase the overall chance of a hit, in addition to changing the hit location probabilities.
But even going alone with your idea, unless you're fighting very weak foes while packing very powerful weapons still is not very good. Let's say a foe has only 30 internal+armor left in the CT from a previous failed core attempt with another mech using Precision Shot (so other locations are going to be mostly intact). If you fire one or two weapons at him there is no guarantee you'll be able to finish him out. With only around an unaimed 20% to hit the CT from the front the shots could land in a side torso or a limb.
And if you have multiple foes around with only the CT and one leg then you're doing something very wrong.
Apart from LRM boats playing an attrition playstyle, for aggro in defense missions Multishot is a for-the-show skill, a fun skill, something you use when you know you're going to win for sure. It won't help you to win if you're under pressure, while other skills might.
Also, my feeling is that Multi-Target is only ever useful in combination with Breaching Shot, and taking it on any pilot who won't get Breaching is a waste. I'd rather have either of the defensive options. Am I wrong?
Multi-Target is generally useful when combined with Breaching Shot. If an enemy is going to reduce 60% of their incoming damage due to cover/entrenched/brace (or whatever they're using) then it's entirely possible that you might decide to do full damage to two or three enemies instead. If you have your entire squad target enemies that have such high defenses normally, then your squad will do 60% reduced damage that turn. If your entire squad each targets a three enemies with a single weapon each, then you may end up doing 100% of your normal damage instead thanks to breaching shot.
And it'd be great if they'd also just blow up when you look at them but that's not how it works out most of the time. You can "try" to control the range you fight at but the enemy doesn't always comply.
I'm not saying it's not a situational use skill but dismissing it like it's totally useless is going too far the other way.
I would disagree that totally dismissing it is not going too far. It is such a situational skill that it does not deserve to be a major skill. It should just be something everyone picks up at a certain level of Gunnery.