![]() A CT called shot with a PPC will usually drop a light mech in the beginning. Med mech is to act as a replacement in case any is in repair and you don't lose time.Įnemies will focus fire, move the damaged mech to the back and change his facing so they can't directly shoot at it again.Ĭalled shots are huge. Unless you feel lucky, I'd always take a scout unit, at least until late-game. Have a second medium+ mech in your mechbay and a second scout if you can afford it. You never know when a twin PPC or focus fire will rip up a pilot's CT, you want replacements. Hire 2-3 more pilots when you have resources and spread out the exp. You can opt not to take it on your scout and take Piloting + Tactics instead, that's also doable, albeit risky. Get GUTS Passive 1 on EVERYONE, it's that huge for surviving and mitigating damage. Light mechs will close down on you occasionally, if you do a lot of LRM/PPC like me, you need something up-close and personal to deal with them. ![]() Have 1 pilot capable of melee or good short range weapons. You can then do free called shots at the head/CT. If you have 2 mechs with stacked LRMs, you can likely destabilize and knockdown most Medium mechs fast (light mechs will outright die). Just have something for med range like 1-2 Med Lasers. Generally, LRM are really good if you stack them. Refit all the starter mechs after a few missions and specialize them. This will make them useful and usually keeps them outside focus range. I usually have my scout with LRM and a few med lasers. Put either SRM, LRM or Med Lasers on your scout. You should be able to find a few during the early missions, just focus the CT/Head and you should get some salvage. Get a Jenner ASAP as your scout and dump the Spider as soon as possible. The mobility you get out of jump-jets for a few tonnage is worth it. Trust me, this will save your Dekker or it will save you from focus fire. Max or 90% your armor on everything except the rear, rear can be 40-50%. About to do the story mission post the Argo, most I've lost is 20-30k to repair a mech, a heat sink and 1 injury on some pilots. It's an aspect of the setting which I think goes horribly underutilized.Not sure if such a post has been made, but seeing how people are losing their mechs and pilots left and right, figured this might help. I eagerly await any successes you may find in that respect. I've not looked at it, but I know there has been a bunch of speculation in that direction and even some discussion (though none official that I'm aware of) that CGL could themselves make an official ruleset based of that other IP of theirs.īest of luck bringing your warships to bear. As someone else said, you could also try adapting CGL's other product, Leviathans for aerospace. Though, easy to learn is not something anyone has accused any of those games of being. ![]() I've been considering adapting one of Ad Astra's systems for BT Aerospace combat. ![]() And it very much feels like BT BUT IN SPACE!!! I would highly recommend demo-ing it in Megamek both to see if you like its feel, and because I've found knowing how it should play makes learning the rules way easier.Īfter that there are a couple things you can try. Lacking a lot of the support network classic does, it is harder to learn, but not by too much and once you pick it up it's about as hard as classic BT. It is definitely daunting and a little hard to learn, but it's not as hard to pick up as it looks. You can always give classic aerotech a try as layed out in Strategic operations. ![]()
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