MadMaxHellfire
Arcane
rifles are for lighter mechs, when you want to pack some punch but lack the space.
I misread your message. They should work the same as if you using it as long as you are in range. I usually keep ECM with my lancemate unless I get ECMed by enemy.Use the Function keys where you order your lancemate to tell the mech to change to disrupt.
My understanding is, when you switch to disrupt you are reducing enemy ECM, while normal operation is ECM on an area around the carrying 'mech. You should get notifications under your minimap to tell you in which mode you're in.
You mean this Heavy Rifle?Heavy Rifles do more damage per shot than Gauss, good projectile speed of 1500 and since it is med size you can have multiple rifles for sniper headshots but they are hot.
Get another look at mechs, combat, and more in this latest trailer for MechWarrior 5: Mercenaries ahead of its appearance at the PC Gaming Show on June 13, 2021.
Did they fix the issue of it outright damaging mechsCold storage removes mech upgrades, didn't notice for awhile.
Cold storage removes mech upgrades, didn't notice for awhile.
PGI has no fucking idea how to design a campaign/mission/scenario. You're talking about a dev whose past bodies of work include such smash hits as the console version of Duke Nukem Forever, Die Hard: Nakatomi Plaza, some fishing game they got sued over, and Ekman/Bullock have excreted a number of shovelware FPS milsim garbage games before some absolute shitheel kicked them the MechWarrior license.Cold storage removes mech upgrades, didn't notice for awhile.
Ah, sorry to hear that man, it must suck! I did notice it, fortunately for me. Ths game could definitely use an increase in the number of active 'mechs, the limit of 12 is what canonically a Leopard can carry around iirc but I wouldn't mind a bit of lore-unfriendliness here.
I finished the campaign and I'm simply flabbergasted by how bad some of the later missions are. "Black Harvest" in particular, the one in which after taking 50 steps in any direction you get insta-swarmed (and I really mean insta) by 50+ mixed Vtol/Igors/Crawlers. In the end I did it solo with a firestarter by ingoring everything and everyone and simply trying to cause as much damage as I could to the base. Which was... surprisingly easy... once I tested that strategy. The amount of enemy fire you receive adds nicely to the damage you must inflict and FS is small and fast enough to shield itself between building and run away from everything the game fields.
Still one of the shittiest game design I've ever seen, the kind of work you'd expect from a deranged modder.
A standard Leopard is 4 'mechs and 2 aerospace fighters. Leopard CV is 6 fighters.Cold storage removes mech upgrades, didn't notice for awhile.
Ah, sorry to hear that man, it must suck! I did notice it, fortunately for me. Ths game could definitely use an increase in the number of active 'mechs, the limit of 12 is what canonically a Leopard can carry around iirc but I wouldn't mind a bit of lore-unfriendliness here.
I finished the campaign and I'm simply flabbergasted by how bad some of the later missions are. "Black Harvest" in particular, the one in which after taking 50 steps in any direction you get insta-swarmed (and I really mean insta) by 50+ mixed Vtol/Igors/Crawlers. In the end I did it solo with a firestarter by ingoring everything and everyone and simply trying to cause as much damage as I could to the base. Which was... surprisingly easy... once I tested that strategy. The amount of enemy fire you receive adds nicely to the damage you must inflict and FS is small and fast enough to shield itself between building and run away from everything the game fields.
Still one of the shittiest game design I've ever seen, the kind of work you'd expect from a deranged modder.
Read why faction mission reputation gain drops to +2 later, apparently when you take missions below your merc rank.
Yes and it sucks a lot, since you're pretty much forced to either go back to previous zones, halting rep progress, or take work against faction you wish to befriend.
The game reduces the faction reputation gains when you complete low-difficulty contracts, but does not change the reputation loss. This punishes the player for taking contracts in lower-level zones.
This mod can resolve the issue in one of three ways, by preference:
- Loss Clamp: Reputation losses are reduced alongside the gains. Low level contracts will consistently award negligible reputation changes with both factions.
- No Squish: Reputation gains and losses are not modified by difficulty and use the default values (8-12).
- By Contract Type: Reputation gains and losses are not modified by difficulty, but depend on the contract type. Raids make low reputation shifts and Beachheads have high ones. Factions hate being targeted by Assassination and Demolition contracts but don't begrudge Defense missions as much.
blows away some side torsos in 1 salvo
Nah, I brought 6.5 tons of rifle ammo, leaving only 3 double heatsinks and occasionally shutting down after blowing away a mech. I even strip the small energy slot for 0.5ton of ammo.blows away some side torsos in 1 salvo
With an average of 3 full salvoes per mission, I suppose!
The Reloaded mod drastically improves this imo by forcing you to work around crits more than Vanilla and imposing some sort of penalty for a ST loss with XL (reduced speed, cooling and 2 lost STs is a dead mech). It also lets you do engine and component upgrade swaps.Now you give this game too much credit... In vanilla you can't swap engines or armor, you find "hero" 'mechs with pre-installed FF armour, engine heatsink and/or XL engine. Do note that, in case of XL Engine and FF armour, it only means the chassis gets free tonnage. Iirc XL engine needs crit slots in one of the side torsoes, right? No such thing here, just free tons.
On a sidenote, I tried installing the Scary Tanks mod and my Assassin was de-legged by an Alacorn during the introductory cutscene. Noice!