That is because HBS fucked it up again, as usual. AC10 has 10 shots per ton, and 66% more range than the AC20 (max range 15 vs 9). The downside is that it is harder to open holes in heavier 'mechs for crit seekers to exploit with an AC10 than an AC20.I'm trying to find a config for a Thunderbolt 5ss or a Grasshopper 5h. I filled the SS with lasers and a SRM 6, but even so it performs worse than the Thunderbolt 5SE which has an extra STM 6, 2 less M lasers and about 100 points more of armor. Same shit for the Grasshopper which only has hardpoints for lasers and support weapons, so I filled it with S and M lasers.
The problem is that, until now, can't find a use for L Lasers or PPCs. They weigh too much, damage output is nothing to write home about (1 L Laser for example weighs 5 tons and has 40 damage, for that I can fix 2 M lasers at a ton each with 25 damage per piece, same shit for the PPC with 50 damage but 7 fucking tons!), are extremely heat inefficient requiring metric fucktons of heat sinks and I still have to cool them down every 3rd turn and only have range on their side, but even so for long range I found a LRM boat with some ACCs to perform better. ACC 20 is another thing that I'm not sold on. It weighs just 2 tons more than the ACC 10 (and the ACC 10 weighs 12 tons on its own) for considerably more damage, but it has 3 less shots (5 to 8) for every ton of ammo, though I hope it gets useful later when I grab some more Assault Mechs so they don't have to be paper thin to accommodate the 20.
Whatever these weapons could win due to their long range I found so far to be unimpressive since the best tactic seems to run straight up to them and shoot them at point blank range until you overheat, then smash them in melee to cool down. With this config - 3 mechs specc'd for medium and close combat with support from an LRM boat for stability damage - I only reloaded twice in 50 + missions and I'm at the point where I'm getting 4 skull contracts.
I'm trying to find a config for a Thunderbolt 5ss or a Grasshopper 5h. I filled the SS with lasers and a SRM 6, but even so it performs worse than the Thunderbolt 5SE which has an extra STM 6, 2 less M lasers and about 100 points more of armor. Same shit for the Grasshopper which only has hardpoints for lasers and support weapons, so I filled it with S and M lasers.
The problem is that, until now, can't find a use for L Lasers or PPCs. They weigh too much, damage output is nothing to write home about (1 L Laser for example weighs 5 tons and has 40 damage, for that I can fix 2 M lasers at a ton each with 25 damage per piece, same shit for the PPC with 50 damage but 7 fucking tons!), are extremely heat inefficient requiring metric fucktons of heat sinks and I still have to cool them down every 3rd turn and only have range on their side, but even so for long range I found a LRM boat with some ACCs to perform better. ACC 20 is another thing that I'm not sold on. It weighs just 2 tons more than the ACC 10 (and the ACC 10 weighs 12 tons on its own) for considerably more damage, but it has 3 less shots (5 to 8) for every ton of ammo, though I hope it gets useful later when I grab some more Assault Mechs so they don't have to be paper thin to accommodate the 20.
Any talk about Linux version?
I remember the mission, someone said (in-game; in-mission) that you should shoot the enemies so they focus on you and not on the fuel tanks.D_X that mission was a huge disappointment for me as well. Even if the cadence of the dropships didn't change, it needed heavier mechs (at least some mediums with PPCs), AI that targets the (edit: fuel) tanks and you less than the turrets, and a rear flank contingent to attack the last dropship's position.
You've got to have rocks in your head to want to buy another game from HBS. It is like people who keep buying Bioware crap after DA2.People who want to play this -wait a year, bugs will be ironed, maybe even some dlc released. Or wait for BT2, because i can sense that this will be coming ASAP, if they dont plan to release DLCs. I hope this time the game will deliver a true mercenary band experience.
Thanks, sounds interesting so once I get another assault mech I'll give it a try. A sniper build was what I tried before with a heavy mech, but unfortunately it seemed to be less efficient for long range than a 2xLRM+ACC config. With this I can ditch all heat sinks, slap tons of armor and it gives me the advantage of being able to shot a guy without a direct line of sight and LRMs seem better at inflicting stability damage than PPCs.
Hahaha, what the hell? I'm not familiar with BT outside of this game, MechCommander and Mechwarrior 3 so I have no idea if they actually cheated with it but the damn thing does indeed feel extremely powerful. I left it with only the Gauss Rifle and slapped tons of lasers on it. I have it at 1720 total points of armor and I've seen it destroy the center torso of a Heavy in just one targeted hit.
Speaking of targeted hits, they seem to be quite OP. Once you slap upgrades on your ship, morale bonus starts coming out your ass without even needing to increase salaries. My current tactic is to get my heavy hitters with M lasers and SRMs into range and do a targeted shot on a leg. In about 8 out of 10 cases, it knocks the leg clear off, knocking down the opponent and letting you take more targeted shots at its other leg. Or simply go for center mass, even way earlier when I only had medium mechs, the Centurion that the game gives you with 2 M lasers and 3 SMRs 6 one shot things left and right.
No.In case anyone is curious, FF armor, XL Engines and Double Heat Sinks are all Star League-Era technologies that are lost during the time this game is set. Later in the BT Universe's timeline (3024?), a merc company will discover a sort of Rosetta Stone of Star League technology called a Memory Core. Decoding the core provides this tech to the Inner Sphere. The rundown is (Cael fact check please):
Double Heat Sink- double heat dissipation, but takes up two critical slots instead of one (maybe weighs an extra ton too?). The fantastic thing about Double Heat Sinks is you either have them or you don't... and that means that, when you switch over to them, you get the first ten for free! In terms of this game, all normal 'mechs can automatically dissipate 30 heat per round. Because the Highlander has DHS, it can instead automatically dissipate 60 heat, plus the additional 42 from the DHS on its frame, for a whopping 102 heat per round.
Ferro-Fibrous armor- provides 20% more armor per ton spent on armor points. I think it also takes up one critical slot in each 'mech location?
XL Engine- weighs 20% less than a normal engine of the same rating (speed), takes up 3 critical slots on each side torso, the engine can be destroyed from three hits in ANY of the engine locations. If you guys didn't know, the reason the CT seems so space-restricted is because several slots are automatically reserved for your engine and Gyro.
So basically I suspect we got all the bonuses associated with FF armor and an XL engine with none of the penalties. This is huge in particular for the engine if true, because that shaves off almost 10 tons of weight that would normally be devoted to the engine. It also explains why my Highlander has exactly the same amount of armor as my Atlas :D
Royal Highlander doesn't have an XL engine, so there's no lacking penalty there. You do get an extra 5 tons free compared to a normal Highlander though, which is weird. I'm fairly certain it has the same base heat dissipation as any other mech instead of having double like you'd expect from DHS, so it might just be to make up for that. Or maybe it's just meant to represent FF armour, though that'd be really stupid because it'd be impossible to repair and shouldn't be saving you 5 tons anyway. And they'd just be skipping the drawback too, like you said. Or probably they just gave you extra tonnage because they felt like it and I'm overthinking things. That's definitely what they did for the Atlas II.So basically I suspect we got all the bonuses associated with FF armor and an XL engine with none of the penalties. This is huge in particular for the engine if true, because that shaves off almost 10 tons of weight that would normally be devoted to the engine.
Royal unit Highlanders have DHS:Royal Highlander doesn't have an XL engine, so there's no lacking penalty there. You do get an extra 5 tons free compared to a normal Highlander though, which is weird. I'm fairly certain it has the same base heat dissipation as any other mech instead of having double like you'd expect from DHS, so it might just be to make up for that. Or maybe it's just meant to represent FF armour, though that'd be really stupid because it'd be impossible to repair and shouldn't be saving you 5 tons anyway. And they'd just be skipping the drawback too, like you said. Or probably they just gave you extra tonnage because they felt like it and I'm overthinking things. That's definitely what they did for the Atlas II.So basically I suspect we got all the bonuses associated with FF armor and an XL engine with none of the penalties. This is huge in particular for the engine if true, because that shaves off almost 10 tons of weight that would normally be devoted to the engine.
edit: As fate would have it, I also started replaying MechCommander after some 18 years. Just before I finished the above mission, I completed another defend the base in MC.
What MC does is that you have to defend 2 fucking barns. Yes, barns as in fucking wooden structures that a guy with a gasoline can and some matches can fuck up. And you have to do it against waves of vehicles including 2 SMR Launchers and 2 LRM Launchers, about 3 or 4 light mechs (I may have counted one of them twice) and a Hunchback. And what you have to do it with? Five or six light mechs piloted by guys who literally couldn't hit the broadside of a barn.
So recap. The enemy comes at you from several different directions, including from behind the base. You have 2 very vulnerable buildings to protect which are in quite distant positions from one another and are there, hopefully for you, for the entire missions not just appearing and disappearing. And you have no allies, no turrets, nothing.
The trick behind the whole mission is to lay out entire fields of mines to weaken the incoming AIs. But to do that you need to consider that 1) The mine layer eats up drop tonnage and requires a whole drop slot so one less mech for you. 2) It moves slow as shit when it lays mines so you can't just paint the map. 3) You need to scout the map to see from which direction the enemy is coming all while having to fend off the first assault which starts almost as soon as you load the mission.
And in MC, the enemy doesn't give a shit. It goes straight for the target, it doesn't waste time when it can attack and sure as hell doesn't turn around and let you take free shots at it.
So, if you don't scout the map you're fucked. If you don't properly lay the mines you're fucked. If you lose the mine layer you're fucked. If you fail to move fast enough at the start, you're fucked. And even if you do all this, God help you if you didn't bring something bigger than a light mech, preferably the extremely hard to get Mad Cat, because MC throws a goddamned 75 ton heavy mech at you in mission 3!
And all this not in some mid-to-end-game mission but in the 5th bloody mission of the game!
"...play with numbers more finely" is bad fanfic code for "I am going to make up shit that was never in the original in order to make my special snowflakes even moar spehsual".Then they fucked with its standard loadout, but I don't know exactly how. Maybe ES and XL without internal crit slots?
The DHS issue that you're talking about is a little off-base. In HBS' game, all heat generation and heat dissipation was tripled. They did that for the same stated reason that they quintupled both damage and armor... to give themselves room to play with the numbers more finely.
So 102 heat dissipated per round in this game would be equivalent to 34 heat dissipated in TT. Which sounds about right for what the Highlander should be doing with 7 DHS, no?
As to armor, I'm not saying it can max out with higher armor than an Atlas, I should have been more clear. I'm saying, right now my Highlander and my Atlas both have the same amount of armor points (after tweaking both of them in the 'mechlab). Even though I'm almost positive I poured more tonnage into the Atlas' armor than the Highlander's. Idk I'll do the math tonight when I get back from work. I realize this isn't really much of something to get worked up about but now I'm really curious what the numbers are on that thing.
The Mad Cat is indeed in the 3rd mission. The 2nd mission has another pain in the ass in the form of the Hollander with the Gauss Rifle which unfortunately I just busted to pieces and failed to salvage it.
Yes, it's quite necessary to have a fast mech in the 3rd lance slot, but it wasn't my intention to write a comprehensive guide just to try and draw a sort of comparisson between how MechCommander handled Defend missions and the way Battle Tech does it.
I kind of agree with your point about the Mad Cat, but remember that I'm not exactly a noob. I finished the damn thing 4 or 5 times so even though it was a long time ago, I tend to remember the missions as I go through them.
It took me 2 tries to finish this because I fucked up in the beginning and more mechs wouldn't have helped simply because I remembered wrong where the first wave goes and calmly waited for them near the other barn.
Otherwise, I used the Mad Cat, one mine layer and 5 light mechs, 4 in the 1st lance, one in the 3rd which I used to scout the 2 hilltops and grab the depots in the north then I packed all of them near the western barn, the one closer to the Hunchback's path, mined the shit out of every possible approach towards the eastern barn and used artillery strikes to soften up things before they even reached the base.
Of course, this tactic requires just a tiny bit of luck (especially to aim the damned artillery strikes) but fortune favors the bold.
I think 2 mine layers are required only if you're really struggling or if you have a hard time jumping in the middle of the battle from your mechs to your layer so you can fight and mine at the same time.
BattleTech’s DLC “will always involve story”
Jordan Weisman, Harebrained Schemes CEO and creator of BattleTech and Shadowrun, has laid out the team’s plans for the future of BattleTech. He told us that any DLC, expansions or sequels they do “will always involve story,” and may not follow Paradox Interactive’s traditional DLC route.
Weisman compared their previous Shadowrun games to how Paradox handles post-launch content. “The only way to do more Shadowrun is to do expensive hand-created content”, he says, whereas Paradox usually focuses on improving systems and gameplay, “which then generates a whole bunch of different kinds of gameplay.” He says that “BattleTech is this interesting hybrid between the two.”
“Shadowrun games, you play the story that we wrote. Paradox games, the game tells the story of your play. BattleTech is a mix of those two, it's our first stab at our mix between those two.”
The team have apparently not yet decided what the right release model is for BattleTech, “whether it's expansions, sequels, or some combination ‘thereof. That we haven't worked out yet but we've given ourselves the ability to approach this in a lot more ways than we did with Shadowrun."
No matter what DLC or sequels come to BattleTech, according to Weisman they will always be story-based. “They will always involve story because, for us, blowing shit up is fun but it's a lot more fun in the context of other story. Why are you doing this? What does it mean? What's the impact of it? What's the human conditions that surrounds it?”
He says the developers aim to “find the right alchemy that mixes high player agency and replayability with characters and story that have that emotional core”, and adds, “this is true of where we want to go overall as a studio, not just for BattleTech but our future games as well.”
Harebrained Schemes are planning a big update for BattleTech around June/July, although this will entirely consist of improvements to the current game and will not feature any new content, other than the option to customise MechWarriors. At the time the developers said that they were looking at releasing “a larger paid content expansion or two” - but going by what Weisman told us, they may not have fully decided yet.
We’ll have the full interview with HBS CEO and BattleTech creator Jordan Weisman up soon.