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Anyone playing Harebrained Schemes Battletech?
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<blockquote data-quote="Blue" data-source="post: 7415092" data-attributes="member: 20564"><p>I'm only part way through the campaign, still working on getting heavier mechs so my roster is about 2 heavies, 10 mediums and some lights in storage. My "usual lance" that goes down are my heaviest mediums, 50-55 ton range, and I've got a few replacements so I'm not delayed in doing more missions if they are down for repairs - the monthly financials are always ticking closer.</p><p></p><p>Unlike mechs, I don't have a roster of the usual suspects for mechwarriors, I try to rotate them all through because you will have some out in medbay after pilot damage. Your in-game alter ego can't be killed, but I've lost several other mechwarriors, and I took enough damage to kill my main and he was in medbay for months of game time.</p><p></p><p>My "heavy" mechs are both 60 tons - just barely into "heavy", and because the initiative system makes them go after all mediums (unless you have an exceptional pilot), I usually leave those in my mechbay and field four 50-55 ton mediums. Up until now I've usually been fighting medium & light mechs (which i why I have few salvaged heavy mechs), and I have a decent lance setup for dealing with them but it's having problems with missions with many heavy mechs:</p><p></p><p>1x "breacher" - fast & jump, lots of medium lasers. Designed to poke holes in armor. This is where switching to something with bigger weapons to slam the same hit location harder might be better vs. the larger mechs. Overloaded with weapons, I usually get two alpha strikes and then a round of melee (plus support weapons) to cool down some.</p><p></p><p>1x knockdown/crit seeker - fast/jump with a lot of SRMs. If a foe is knocked down, they get close enough to alpha strike using the free called shot from knockdown, trying for the center torso unless the foe is already missing a leg. If there's no foe down but one that's unstable, they get to it to try to knock down with those SRMs. Finally, they go after mechs with holes in their armor because the missiles each have their own hit location (though grouped around the first I've read) so more chances for internals or blowing off a limb/torso. Also runs hot, ready for occasional melee to cool down.</p><p></p><p>2x LRM boats - about 25/30 LRMs, and 2-3 medium lasers. Designed to lag behind and pound - usually looking for armor breeches or trying for stability damage to knock someone down. Though if I use morale to make a called shot a load of LRMs focused on CT can make quite the mess. They can deal with heat for an extended battle if just using LRMs, they will overheat if they use their medium lasers too much at the same time, but having the short/long range mix of weapon works, plus I may be firing LRMs at one opponent and multifire a ML at a close one just to use up a pip of evasion.</p></blockquote><p></p>
[QUOTE="Blue, post: 7415092, member: 20564"] I'm only part way through the campaign, still working on getting heavier mechs so my roster is about 2 heavies, 10 mediums and some lights in storage. My "usual lance" that goes down are my heaviest mediums, 50-55 ton range, and I've got a few replacements so I'm not delayed in doing more missions if they are down for repairs - the monthly financials are always ticking closer. Unlike mechs, I don't have a roster of the usual suspects for mechwarriors, I try to rotate them all through because you will have some out in medbay after pilot damage. Your in-game alter ego can't be killed, but I've lost several other mechwarriors, and I took enough damage to kill my main and he was in medbay for months of game time. My "heavy" mechs are both 60 tons - just barely into "heavy", and because the initiative system makes them go after all mediums (unless you have an exceptional pilot), I usually leave those in my mechbay and field four 50-55 ton mediums. Up until now I've usually been fighting medium & light mechs (which i why I have few salvaged heavy mechs), and I have a decent lance setup for dealing with them but it's having problems with missions with many heavy mechs: 1x "breacher" - fast & jump, lots of medium lasers. Designed to poke holes in armor. This is where switching to something with bigger weapons to slam the same hit location harder might be better vs. the larger mechs. Overloaded with weapons, I usually get two alpha strikes and then a round of melee (plus support weapons) to cool down some. 1x knockdown/crit seeker - fast/jump with a lot of SRMs. If a foe is knocked down, they get close enough to alpha strike using the free called shot from knockdown, trying for the center torso unless the foe is already missing a leg. If there's no foe down but one that's unstable, they get to it to try to knock down with those SRMs. Finally, they go after mechs with holes in their armor because the missiles each have their own hit location (though grouped around the first I've read) so more chances for internals or blowing off a limb/torso. Also runs hot, ready for occasional melee to cool down. 2x LRM boats - about 25/30 LRMs, and 2-3 medium lasers. Designed to lag behind and pound - usually looking for armor breeches or trying for stability damage to knock someone down. Though if I use morale to make a called shot a load of LRMs focused on CT can make quite the mess. They can deal with heat for an extended battle if just using LRMs, they will overheat if they use their medium lasers too much at the same time, but having the short/long range mix of weapon works, plus I may be firing LRMs at one opponent and multifire a ML at a close one just to use up a pip of evasion. [/QUOTE]
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