Setup the debug mode to move 5x faster.

Huh… I dig the ponderous nature of the game. I aint in no hurry. These things go clump…clump…clump…whirrrrrrr…aim…aim…kerBOOM!..miss.

Waiting for travel is not as fun tho, and I just had a go at increasing the number of contracts per planet because having to travel a month per contract is making progress… slow.

Nope, no lights. Just mediums and a heavy or two. Invariably, every battle it seems, first couple of shots injure one of my pilots. Like clockwork.

So, my full armor, full firepower Jagermech, with over 1000 armor, and maxed out firepower bar (AC20++ and 8 lasers) is now my glass cannon.

The game is throwing a lot of stuff at me, but most of it does not have a full armor bar. Not sure if because of balancing or because of mech build. But it makes even heavies vulnerable to a single torso called shot.

Yeah for me it’s my main character and Glitch have like giant magnets in the head of their mechs.

Every time someone fires missiles in their direction they’ll take a head hit. So they’re usually in the Med bay after any given mission for a while.

Hah, thanks for this, I had not noticed this. I wonder what other secrets lay hidden in plain sight.

After the Argo mission, I was able to Savage all three parts of the quickdraw. I think that was pretty lucky. I took a real beating though.

That’s really early to get a heavy!

In other news, the king crab apparently is in the game. The one I saw had little armor, so didn’t survive long. But that’s a weird looking mech.

I was with you on the death thing until last night. Then we got into a brutal battle on a 2.5 skull mission that turned out to be me being jumped by 2 squads simultaneously at almost exactly double my total tonnage. The squad on a cliff proceeded to rain hell down on my team while I tried to duck around very small hills in the basin of a desert where there is almost no cover and engage with their main squad.

A brutal firefight commenced with my squad taking extra LRM and indirect fire from the cliff every turn while their heavies started to pound on me. The desert didn’t let me use all my weapons so the fight in the basin quickly devolved into a melee slugfest where heavy mechs would shoot whatever weapons that would not overheat their mechs. Between the LRMs and the melee damage, mechs on both sides were being toppled and accumulating pilot injuries.

I had just beaten down the last heavy in the basin when it happened. Both my heavies were missing arms and part of their primary weaponry. My Trebuchet just had run out of missiles. My Wolverine’s autocannon arm was hanging on by a thread when I turned to deal with the medium lance on the ridge. Then they lit up my T-Bolt and got a center torso crit. My mech blew and the pilot died.

We were in dire straits. I managed to take out the Enforcer but that left their own Trebuchet (out of missiles also), a Centuriion and worst of all, an undamaged Griffin. I looked over my Wolvie and realized that I had not taken any leg damage. It was all upper torso. In an act of sheer desperation, I performed a DFA - actually in this case a Death From Below - hoping to do something, anything to the Griffin. What happened next was the luck I needed. I came down squarely on the Griffin’s head. The untouched Griffin pilot died instantly and it toppled over.

My Orion was put out of commission by the Centurion but the tide had turned as my Treb and Wolverine proceeded to beat the other mechs to pieces. Thus the battle was won by the slimmest of margins but we mourn the loss of one of my greatest mech pilots.

I somehow missed all the hype on this game but watching some videos on Youtube I’m really impressed.

Just watching the videos is enough to bring back memories of Mechwarrior 2 and 3 :)

I’m in the same boat on both counts. As I recall, Glitch got the kill on the Quickdraw by headbutting it, because she had, at that point, run out of arms.

I just did my third reload. I’m up to a point where losing my top pilot to a random roll felt too harsh.

Ironman would be fun, but I fear the game is not designed for it. Too many traps in too long and drawn out a campaign. It would require a serious rebalance. Like a “the short war” mod or something.

Currently, all my best mechs are in repair, so I’ve got a centurian with an AC 5, the Quickdraw, a locust and my Vigilant (with only Medium lasers, since I lost my PPC).

I had to reload the last mission because I forgot to train my team, but having a heavy took some getting used to. It’s annoying that it acts last.

I really want my Shadow Hawk back.

image

I love commanding a lance of shit mechs in a desperate situation. I’m actually not looking forward to having a bunch of invincible customized heavies.

All in all, though, great damn game, one of my best Kickstarter investments. For all my griping, it is in fact BattleTech, which itself, shall we say, is not an exemplar of finesse and balance in game design theory.

They are not invincible, believe me =)

I got around to playing my first post-tutorial mission. An escort mission that wasn’t terrible! And the employer was super-generous with the salvage.

My commander is still out for 30+ days after beating he got in the tutorial. I wish it was a bit easier to parse damage status at a glance (but to be fair I haven’t put much effort into learning the UI yet).

Seems like everything is brown and yellow, like people have said.

The only thing terrible about escort missions is how long it takes those stupid things to move.

Here are 4 vehicles that animate really slowly and don’t move all that far. Enjoy spending 10 minutes waiting for them to drive to the extraction point.