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* Pilot incapacitation does not necessarily mean death. They may survive the fight with heavy injuries. | * Pilot incapacitation does not necessarily mean death. They may survive the fight with heavy injuries. | ||
* Hit locations are heavily dependent on facing. Rotate your torso to expose heavily armored or lesser damaged sides. A valid tactic is to heavily armor one side of your mech to use a "shield". | * Hit locations are heavily dependent on facing. Rotate your torso to expose heavily armored or lesser damaged sides. | ||
A valid tactic is to heavily armor one side of your mech to use a "shield". | |||
* Melee attacks and Death from Above (DoA) will fire all of your support weapons as well as causing heavy damage to a single hit location. | * Melee attacks and Death from Above (DoA) will fire all of your support weapons as well as causing heavy damage to a single hit location. | ||
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* The morale skill Vigilance can be used before moving, and does not take up an action for a mech's turn. | * The morale skill Vigilance can be used before moving, and does not take up an action for a mech's turn. | ||
* Do not be afraid to withdraw from a tough fight that isn't worth the losses you'll take. If you can manage to accomplish one goal of the mission before withdrawing, the client will count it as "in good faith", and award you partial pay. | * Do not be afraid to withdraw from a tough fight that isn't worth the losses you'll take. If you can manage to accomplish | ||
one goal of the mission before withdrawing, the client will count it as "in good faith", and award you partial pay. | |||
* Destroyed mechs leave salvage for you to collect after the mission; it takes 3 pieces to build a full mech. Destroying the head or killing the pilot will leave 3 parts. Destroying both legs will leave 2, and coring a mech (destroying the center torso) leaves 1. Be sure to negotiate for enough salvage if you are trying to obtain full mechs from a mission. | * Destroyed mechs leave salvage for you to collect after the mission; it takes 3 pieces to build a full mech. Destroying the head or | ||
killing the pilot will leave 3 parts. Destroying both legs will leave 2, and coring a mech (destroying the center torso) leaves 1. | |||
Be sure to negotiate for enough salvage if you are trying to obtain full mechs from a mission. | |||
* Brace a mech that is at high stability! Enemies will relentlessly called shot your knocked down mechs. | * Brace a mech that is at high stability! Enemies will relentlessly called shot your knocked down mechs. | ||
* It may be better to eject a pilot and be down a man than lose the pilot permanently. The eject button is a small red square on the bottom left of the screen, in the mech readout window. | * It may be better to eject a pilot and be down a man than lose the pilot permanently. The eject button is a small red square | ||
on the bottom left of the screen, in the mech readout window. | |||
* When refitting mechs, Yang will perform every action you take, including shifting things around to make them fit. For instance, if you click "max armor" to see how much you can fit, then strip it to keep fitting things, he will apply all the armor and then remove it all when you finalize. This sucks up money and time; be careful with your loadouts! | * When refitting mechs, Yang will perform every action you take, including shifting things around to make them fit. | ||
For instance, if you click "max armor" to see how much you can fit, then strip it to keep fitting things, he will apply all | |||
the armor and then remove it all when you finalize. This sucks up money and time; be careful with your loadouts! | |||
* Components will not appear as salvage if they are destroyed during the fight. If you want the AC/20 on that Hunchback, but he is doing work on you with it, blow out his ammo rather than the gun itself. | * Components will not appear as salvage if they are destroyed during the fight. If you want the AC/20 on that Hunchback, | ||
but he is doing work on you with it, blow out his ammo rather than the gun itself. | |||
* Enemy targets will focus fire on whatever attacked them for 2 turns after the fact. Use this to protect priority targets and attract fire to your heavier armored units. | * Enemy targets will focus fire on whatever attacked them for 2 turns after the fact. Use this to protect priority targets | ||
and attract fire to your heavier armored units. | |||
* The game suffers from extended pauses during all attacks, which can severely drag out the already slower paced combat. These pauses are in place to make sure audio clips play properly ("I'm hit!", "Enemy mech down!"), but there is a way to eliminate these pauses and smooth combat out. This change is HIGHLY RECOMMENDED: | * The game suffers from extended pauses during all attacks, which can severely drag out the already slower paced combat. These pauses are in | ||
place to make sure audio clips play properly ("I'm hit!", "Enemy mech down!"), but there is a way to eliminate these pauses and smooth combat out. | |||
This change is HIGHLY RECOMMENDED: | |||
– Go to: | – Go to: |
Revision as of 15:38, 7 May 2018
- Pilot incapacitation does not necessarily mean death. They may survive the fight with heavy injuries.
- Hit locations are heavily dependent on facing. Rotate your torso to expose heavily armored or lesser damaged sides.
A valid tactic is to heavily armor one side of your mech to use a "shield".
- Melee attacks and Death from Above (DoA) will fire all of your support weapons as well as causing heavy damage to a single hit location.
- Vehicles take double damage from melee and DoA. Stomp those tanks!
- Autocannons suffer recoil penalties to their hit rolls if fired in consecutive turns.
- The morale skill Vigilance can be used before moving, and does not take up an action for a mech's turn.
- Do not be afraid to withdraw from a tough fight that isn't worth the losses you'll take. If you can manage to accomplish
one goal of the mission before withdrawing, the client will count it as "in good faith", and award you partial pay.
- Destroyed mechs leave salvage for you to collect after the mission; it takes 3 pieces to build a full mech. Destroying the head or
killing the pilot will leave 3 parts. Destroying both legs will leave 2, and coring a mech (destroying the center torso) leaves 1. Be sure to negotiate for enough salvage if you are trying to obtain full mechs from a mission.
- Brace a mech that is at high stability! Enemies will relentlessly called shot your knocked down mechs.
- It may be better to eject a pilot and be down a man than lose the pilot permanently. The eject button is a small red square
on the bottom left of the screen, in the mech readout window.
- When refitting mechs, Yang will perform every action you take, including shifting things around to make them fit.
For instance, if you click "max armor" to see how much you can fit, then strip it to keep fitting things, he will apply all the armor and then remove it all when you finalize. This sucks up money and time; be careful with your loadouts!
- Components will not appear as salvage if they are destroyed during the fight. If you want the AC/20 on that Hunchback,
but he is doing work on you with it, blow out his ammo rather than the gun itself.
- Enemy targets will focus fire on whatever attacked them for 2 turns after the fact. Use this to protect priority targets
and attract fire to your heavier armored units.
- The game suffers from extended pauses during all attacks, which can severely drag out the already slower paced combat. These pauses are in
place to make sure audio clips play properly ("I'm hit!", "Enemy mech down!"), but there is a way to eliminate these pauses and smooth combat out. This change is HIGHLY RECOMMENDED: – Go to: Steam folder\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\data\constants
– Change the following lines in “audioconstants.json” so that they look like this:
“AttackPreFireDuration” : 0, “AttackAfterFireDelay” : 0, “AttackAfterFireDuration” : 0, “AttackAfterCompletionDuration” : 0 “audioFadeDuration” : 0,