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Battletech urban warfare prototype decisions
Battletech urban warfare prototype decisions










battletech urban warfare prototype decisions

I should have let them go at it a bit and then mopped up, but I advanced too far forward and was between them when the Canopians dropped in. So, Capellans had this Banshee and a couple of spiders/locusts as an escort, Canopians dropped in a Shrek PPC Carrier and an Urbie and a Panther. The mission wrinkle (implied in the description) was that there is another force after that mech too, and that I should let them soften each other up first. It was a fucking Banshee, fully armed and armored. I like it a lot.Īlso, I got a new mission type - 1.5 skulls - where I was to take out an enemy ASSAULT mech. I haven't really felt out how I should be using it tactically, but I like it. It can drastically change how I play the game. And then reinforcement appear right behind the evac area. The Blackjack shoots, hits the Catapult with one AC/2, destroys its leg. The rest of my lance demolished every mech on the opfor but a Blackjack, so I tried to rush the poor mech to the evac zone. Mech faceplants, and proceeds to be pummeled to death by absolutely everything in the map. Stray shots mostly hit the building, not my Catapult, and of course, the building went down. My reaction was "oh well, this is my best pilot, after jumping, first shot. Unfortunately, the one vehicle that I did not see happened to be an SRM carrier. I parked my 2xSRM6, 4xML, JJ, max armor, MGs Catapult on top of a building to rain death on the convoy vehicles. I got my ass kicked yesterday in a convoy ambush mission in a city map, however. The AI seems to have some trouble navigating the maps in some cases, so it seems that they solved the problem by giving Opfors a ton of mechs with jump jets.

#Battletech urban warfare prototype decisions Pc

The new urban maps are VERY fun, but they really are much harder on my PC than the rest. I got my first piece of Large Laser Blackjack salvage out of the mission.

battletech urban warfare prototype decisions

Sometimes it's hard to tell exactly which mech an enemy targeted thanks to the stray shots. Be especially careful if anything on the OpFor is packing an AC/20, since buildings frequently have 100HP.ġ0. The AI doesn't appear to target buildings on purpose, but it's a bad shot and will still damage buildings by accident. Destroying the 20 story building out from under a heavily damaged Quickdraw does less damage than I was expecting, but it does knock them over.ĩ. After the mission is over your guys can remind the ally pilots about their jump jets.Ĩ. The mission thankfully ends when you destroy the reinforcements. At this point you can draw aggro by shooting the reinforcements.ħ. They will not jump off of the building to get to their extraction zone.Ħ. The only action they will take a the run action. This includes the allies that used their jump jets to get on top of a building. After you destroy the target lance all of your allies go into bug out mode where they attempt to run into their escape zone and take no other actions.ĥ. It's still stupidly easy, especially when you've dropped with an all assault lance because the mission was 4.5 skulls.Ĥ. Your allies LOOOVE to use sensor lock instead of being useful.ģ. The enemy lance seems to prefer shooting your allies, especially the ones driving Jagermechs.Ģ. At least one mech from each of the ally lances has to survive. Objective is to destroy the target lance and then provide cover while the other two lances get to an escape zone.

battletech urban warfare prototype decisions

The OpFor gets a reinforcement lance after 3 or so rounds, but you get a turn of warning before they arrive (by drop pod!). The objective is to destroy one lance of medium and heavy mechs. In the battle I had two ally lances of medium and heavy mechs.

battletech urban warfare prototype decisions

Tried out a mission just to see some new stuff.












Battletech urban warfare prototype decisions