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Difficulty in BEX seems to work on a "0-5 skulls, then 0-5 Clan skulls" scale. You need to have established mechs that can clear IS 5 skulls missions to start doing low-skull Clan. Because they're just that OP.
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I'm still running old BEX (never updated from the version I downloaded years ago), so they've likely made changes since then, but I remember not using stuff like ECM or TTS. Just lots of big long-range guns on high-end lostech mechs. AMS on some mechs, not all.
Unfortunately, it was an Ironman Career run, so I can't load an older save to see what my mechs were like at the start of the Clan phase. The few non-Clan chassis I still have readied (Marauder, Crusader, Griffin, Phoenix Hawk, all lostech; both Bull Sharks) are stacked with Clan gear, so I don't know what their old builds are.
I know it was probably after the 1200 days was over, and all the pilots had been all-10's for months/years. And I didn't care about the $$$ because I had 100mil+ c-bills.
(I found one of my old posts from then, bemoaning the bad luck of my one mech that kept getting breaching-shot-headshot by huge guns from faaaaar away. That mech was a 90ton Mauler, with UAC5++, 2x ERLL++, 2x LRM15+2dmg.)
And most importantly: learn to adapt. Clan mechs are more maneuverable, outrange you and have 5 mechs per clan star. The worst you could do is take clan mechs on head-on. Instead, focus on their scouts first, which may need multiple sensor locks to become easier targets. have a max evasion scout dart in and out of range to spot enemies, while always keeping your heavy hitters fortified and as much out of enemy sight as possible. You can offset being outgunned a bit by using the Bigger Drops patch, but remember that one also throws in extra stars/lances of opponents (and sometimes support) at times. You don't want to trigger 2 or more clan stars simultaneously.
Oh, and as to the potential rewards: I recently had a mission that yielded more than 144.000.000 C-bills. Clan mission average salvage value is easily 10 times higher than with regular missions.
However, at one point, I bought a new PC, and couldn't find anywhere to download the current version of BEX once I got Steam up and running again. So, I tried out BTA instead, and never looked back.
In BTA, (and probably Roguetech) they re-balanced the Clan weapons to fit the flavor of the Clans. Now their weapons still hit harder, and re lighter and smaller, but they also run hotter than their IS equivalents, while not necessarily having a significant range advantage. They are great for short duels and fights, but not always great in large, or long engagements. All Clan mechs get substantial penalties to melee as well, which you can take great advantage of when fighting them.
I like that in that mod, the Clan tech is no longer strictly better, and forces you to make more choices in how you use their gear.
Myself or others commenting haven't found it quite so easy, although I am experienced enough to know not to go toe to toe shoot out with AI mech lances in any capacity and knocking out enemy scout/sensor lock mechs is standard tactics for me so nothing new there.
The current mix can take on 5 skull IS missions and usually win barring poor starting locale where I cannot manoeuvre, it could be my Assault mech squad is just not quite strong enough, and might need another 100 ton mech like King Crab or such.
I think you said it all when stating some clan mechs deal 600 damage in 1 round, buff Assault might survive 2, if lucky 3 hits at that damage level, after that it is all over. Only problem is there are FIVE clan mechs, even allowing for only 3 to get a shot in due to good manoeuvring, your still copping 1800 damage a turn across the board to the lance, not exactly sustainable. Tactical manoeuvring has it's limits, the AI will get clear shots at you at times regardless of what you do.
If you look at my Lance layout it is well suited to ranged combat, even so the clan AI closes range in a few rounds so fighting at distance too has its limits.
1) avoid getting hit (be evasive, use a scout to make them less evasive)
2) be protected when getting hit (stand on green/broken buildings and don't bunch up)
3) be armored enough to survive punishment (the AI CAN'T focus fire, unlike the player)
4) focus your own fire on their biggest threat (often their scout) before they get a chance to retaliate (hence the need for that nice Cyclops in your lance)
Couple the above with careful analysis of the enemy positioning and likely reinforcements and you'll start to do a lot better. Once you've leveled the playing field with clan mechs and clan weapons of your own, things become a whole lot easier.
Finally, using the bigger drops does give you the potential advantage of going 8 on 5 if you manage to not engage more than a single clan star at a time ;-)
Any 1/2 decent player does all of that, nah, lets admit it, clans are just OP.
Either way, nobody forces you to go fight them.