Battletech flashpoint starleague griffin
Given weapon and vision range, this was just a waste of a slot that could be used to deal and soak more damage. Light spotter mech: I built a Stalker with 4x LRM-20s, extra ammo, heat sinks, and no armor, then paired it with a spotter mech.And with how close you have to get to use flamers, your uber-Firestarter is going to get torn up. Doesn't work because the flamers don't cause enough heat to instantly shut down a mech so the enemy always gets at least one round to fight back. I was hoping that every round I could keep one enemy assault mech shut down. Flamers: I packed as many Flamer++s as I could onto a Banshee.It takes a couple of hits and then you have to pull back. But the jumping mech just doesn't have enough survivability to stay in the fight. It saved my bacon a time or two, like during my first playthrough when I was stealing the Argo or escaping from the Star League castle. Medium with jump jets: For getting behind an enemy just like Olinser says.And you can't even target the center torso, so those big hits usually just take off an arm or a leg. They would get in one or two good hits, and then they'd get totally torn apart by enemy fire. Even with 100 bonus melee damage, they weren't worth it.
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I gave them whatever Arm Mods I had available at the time.
The issue with this game is the main functions of lighter mechs are either useless, or cannot override the negative that you can only take 4 mechs to begin with, replacing one with a significantly weaker combat light model is not worth scouting or speed. Lighter mechs are much more mobile/agile, and can bring things like spotting and scouting to the part.
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That's true of the series since it started and never going to change. Heavier mechs have much heavier weapons and armor. The problem is the gameplay is so limited that you simply can't improve most of the lighter mechs. In any case, I would think a Mercenaries game would place a larger emphasis on the economic aspect. I think the original Mercenaries had something like this in the form of tonnage limits. The implication is that heavier mechs are not necessarily the best for every mission, so that 85-100 tonners aren't eventually the only mechs you'll ever need, but that having a diversity of options to choose from will enable you to optimize your overhead depending on the mission. An imposed tonnage limit is the inferred consequence of this fact.Įmployers post contracts and the reward for them should correlate with the equipment necessary to complete the mission, and it should be up to the player to gauge whether they would rather field heavier mechs in order to make things safer, or run with decreased costs in order to maximize profits. You don't field 3 Atlas to go take down a handful of light mechs, not because it would be overkill but because it'd be too expensive and would directly cut into your profits.
M&B did good, but in a Mercenaries game you can (should) afford for a little more complexity.