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Deimos-D 05.02.20 07:15 pm

Game mechanics (BattleTech)

Transfers on the game mechanics of BattleTech
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Deimos-D 05.02.20

Multi-Target

Fire several (not более3) purposes weenie Multi-Target work Include the ability to Multi-Target ,choose multiple targets, asking them different letters-A,B and C, then choose the desired weapon and allocate them to groups A,B,C. the first target shoots group And, second, on the third C.
I use fire for different targets when there is a near and far target, and you have a gun mainly in the middle and one or two weapons and long-range. And it turns out that if you only shoot near goal, it will give the drawdown of long-range weapons of precision, then I choose to fire at several targets and work out long-range weapons at distant targets.
Another Multi-Target is good for knocking down multiple targets with bonuses for Uchenie in motion and for a bunch with a knack for Breaching Shot and long-range heavy weapons.

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Deimos-D 05.02.20

Stability(Stability).

Damage stability(Stability with Damage) is a measure of how the attack will knock the target off balance. Melee attack, and most weapons able to damage the stability of the fur. You have 5 Points on your Scale Stability and an indicator to show the threshold, how much Stability you can take before your mech will become Unstable(Unsteady). Neostoicism(Unsteady fur is unable to sprint. Piloting skills (Рiloting) will increase this threshold.

If Scale Stability will be filled completely when your mech is Unstable(Unsteady), he will fall and the pilot is injured. Your mech may not move from a Stable(steady) to a Recumbent(prone), even if your bar is filled after one massive attack of the enemy. In this situation your now Unstable mech to be hit by the next attack that causes any loss of Stability.

Damage stability is reduced in the following ways:
* Activation of your fur will remove one point of Stability.
• Getting up(Standing) to remove one point of Stability.
* Brake(Brace) removes all Instability.
* If your pilot is a Master tactician, the backup speed will remove 1 point on a Scale Stability.

If the Fur from the damage of losing one of the feet, it automatically crashes, regardless of how stable he was before the attack. In addition, one of the items on Scale Stability will become red and will remain filled until the end of the match.
Leg Fur lost due to Overheating does not cause his fall, but only greatly reduces its maximum speed.
With the loss of both legs, the mech and its pilot are considered incapacitated.

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Deimos-D 05.02.20

Heat(Heat)

When Sprint fur generates 5 points of Heat. After the end of the course, each fur throws heat in an amount that depends on its characteristics-fur, and installed the heat Sinks (sinks Нeat).

When firing a weapon generates a certain amount of Heat, depending on its characteristics, Energy weapons and firearms less. You can reduce the Heat generation of the weapon when firing, setting on Fur Gun Coolers (Thermal Exchanger ), they reduce the overall heat generation of weapons (Heat Weapon) when fired at:10,15 and 20%.

Fur becomes warm when you use the Jump engines: 5 points heat + 5 for every Hex from the start to the landing place.
All ' mechs dissipate 30 points of Heat per turn by default, but can be more if they have the additionally installed heat Sinks(Heat Sinks). Standard heat Sinks (Heat Sink) heat -3\move and double heat Sinks (Double Heat Sink) heat -6\move, but they are bigger in size. You can increase the maximum level of Warmth of the Fur and the threshold of the Overheating by installing a Bank of Heat (Heat Bank) +10,20 and 30 Max Heat + 5,10 and 15 Overheat Threshold.

The efficiency of the heat Sinks may depend on the current location and Biome(biome) in the current map, so be sure to carefully watch your Heat sensor in the Desert and Lunar worlds. The Heat Indicator is a restrictive label, after which you will reach critical levels of Heat - Overheating. This value can be increased if the pilot has a high Guts skill (threshold is 50% + 5% per point of Guts). Overheating causes each round a small amount of damage to the Internal structure of Your mech(for 5НР).

If the Heat Indicator is completely filled, the Fur will Emergency Off(shutdown) and left to stand still until the next round, allowing the enemy to target specific places of the fur using Aimed Fire(Called Shots). In the next round, your mech cannot do anything except power up(power up).

GhostHeat
There are penalties for an alpha strike on the heat: GhostHeat. How to understand when GhostHeat work? Take, for example, Hanbei 4P with a bunch of madcow and when aiming turn off all madaki and in turn turn. At some point a leap on the scale of heat (etc. with different energy). In addition, where it saw additional penalties per class fur, like all assaults hotter and colder light furs.

In case of Overheating and injury to the structure of Fur, if you pass the critical damage can detonate located in the damaged parts of the body weapons-missiles and autocannons shells. The shells from the gun Gause did not detonate since it is just metal bars.

https://battletech.gamepedia.com/Heat_sinks
https://battletech.gamepedia.com/Heat

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Deimos-D 05.02.20

The Moral(Morale).

The single player campaign uses a blue Indicator of Morale(Morale Bar), who at the beginning of each battle are already filled to the level of morality in Your Company, from zero to 50 points. During the battle, you'll get extra morale, completing missions, destroying enemy units and even getting a small amount for each round. The increase in wages may be slow to boost morale over time, there is also improvement in Argo that can constantly boost the morale.

Morale can be spent in combat to two special abilities: Precise Strike(Precision Strike) and Alertness (Vigilance).

Accurate Strike(Precision Strike) gives you a + 4 bonus to accuracy. In addition, it will throw the target back in a later Phase of the Initiative for its next activation. Let's say you use this ability to aim and blow up the middle leg fur. If he's already acted this round, he will not get one more activation before the attack phase of the next round (moving back two phases, one for knocking down(Knock Down) and second to use Accurate Strike(Precision Strike).

Alertness (Vigilance) removes the Instability(Stability Damage), gives the Guard (Guarded) and Digging(Entrenched) and speeds up Phase of the Initiative in the next round.

In the Solo campaign, morale is restored fairly quickly, while the destruction of enemies. I recommend to spend it when he is close to max, unless you have specific plans for specific abilities.

50 morale gives +1 hit for all pilots, so don't lose the fighting spirit in vain.

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Deimos-D 05.02.20

The Effects Of Biome(Biome Effects).

There are several different Biomes(Biome) and many of them affect the performance of heat Sinks (Heat Sinks) of your mech. You don't need to remember these details, just hover your cursor on the icons or the point of movement, to obtain information in the tooltip.

Lunar Biome(Lunar)-the Sinks are much less effective(65%).
A barren Biome(Badlands) - heat Sinks less effective.
Desert Biome(Desert)-heat Sinks less effective.
Martian(Martian)-the radiators less effective.
Green / Lowland / Alpine Biomes(Verdant/Lowlands/Highlands)-no effect.
Tundra(Tundra)-heat Sinks more effective.
Polar Biome(Polar)-the heat Sinks are much more effective.

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Deimos-D 05.02.20

The Effects Of Terrain(Terrain Effects).

These effects are applied when standing peremeschenii in different types of terrain.

Clarity(Clear)-no effect

Destroyed building(Destroyed Building)- movement reduced by 50%, received damage reduced by 25%. Available in any Biome with buildings. Please note that this is only for large target buildings. If you let your mech through the farmhouse, You will not be slowed down slightly or get some cover. Despite the fact that You can see through the destroyed buildings, it really reduces your range of vision.

Forest(Forest) - 25% reduction in movement speed, 50% vision reduction, 25% reduction in damage. Available in every biome except the Moon. Biomes - the Martian dust storms, which effectively do the same thing. Despite the fact that You can see through the forest, this reduces the range of vision.

Ice surface(Ice) Cooling of the fur increased by 50% and movement decreased by 50%, the stability of the damage received increased by 20%. Available in cold Biomes, or Biomes with no atmosphere.

Swamp(Marshland) - reduces the damage stability has received by 50% while standing in it. Available in Green/Alpine / Lowland Biomes.

Fields of Minerals(Mineral Field) - decrease movement by 10%. You will receive 2 penalty to hit when making attacks of crystal 4 and the penalty to precision when targeting someone within the mineral field. Available in Badlands and desert Biomes.

Zone of radioactive(Radioactive Zone) -10% reduction in movement, you will receive 4 penalty to hit when targeting someone inside a radioactive zone and you get +10 heat/round for 2 rounds. Available in Lunar and Martian Biomes.

Road(Road) available in each biome. 5% increase in traffic.

Potholes(Rough) - 4 defence bonus in melee, 25% reduced movement and damage Stability(Stability Damage) increased by 50%. This effect is maintained until the next activation. The debuff from bumps also applies if you go cross country. Rugged terrain exists in each Biome.

Emissions of steam / Geothermal emissions(Steam Vents/Geothermal)-decrease of 10%, cooling is reduced by 50% for 1 activation. Available in the Tundra and Polar Biomes.

Water(Water) cooling is increased by 50% (regardless if the heat Sinks are located at the feet of the Mech or not), the movement umaniste 50%. Available in Warm biomes with an Atmosphere.

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Deimos-D 05.02.20

The Effects Of Status (Unit Status Effects).

These effects can be obtained lost in the fighting.

Prioritie(Cover) -25% damage reduction. Attack, striking the back field will ignore Prioritie(Cover) and apply full damage. Given forests and dust storms.

Entrenched(Entrenched)-take 50% less damage Stability. Given action: Brake(Bracing) and uses the Phase of Firing.

Ohrannaya Stand(Guarded) - get 50% less damage. Attack, striking the rear arc, will ignore Ohrannaya Stand(Guarded) and deal full damage. To activate uses the Phase of Firing.

Fallen(Prone)- fur lying on the ground. In the fall of the fur loses the Initiative and the pilot poluchat Wound. In addition, when the fur Fell enemy units may target a specific location. Standing from the supine position, the fur also has a penalty to hit the target.

Damaged sensors( Sensors Impaired)-when the Fur was damaged from PPC it gets a penalty to accuracy on targets until its next activation.

Shutdown(Shutdown)- Mech Overheated and shutdown automatically. Enemy units may target specific locations and get a bonus to accuracy and Sighting the shot . The only thing you can do after activation is to restart the reactor.

Neustoichivye (Unsteady)- when the Fur gets a lot of damage Stability, it becomes Unstable(Unsteady). When the fur Neustoichivye, he can't go to Sprint, but if a bar of damage Stability is filled in by a subsequent attack of the enemy, he is knocked to the ground(Prone).

Transport (Vehicle) - vehicles have some special rules. First, they have no bar stability, because they can not overturn. They also do not produce Heat. However, they receive double damage from melee attacks.
Another thing to know about the vehicles, they have a much smaller number of locations hit, so they are much easier to take down than Fur. Media SRM(SRM Carrier) has ten SRM6. Demolisher(demolisher) is a tank that has two AC / 20!

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Deimos-D 05.02.20

Types of tasks in missions:

Ambush Convoy
Your goal is to attack and destroy the convoy before it can reach the zone exit. A convoy with military protection, and he tries to evade attacks. The destruction of any units escort is not required for completion of the contract.
Assassinate
Your task - to destroy a specific target. For performance of the contract does not require the destruction of any other enemy units. The basic strategy is to destroy the target and go into the evacuation zone.
Capture Base
Your goal is to capture the target, to suppress any resistance of the enemy and to defend the requested number of rounds. The base may be protected by fortifications, and a possible attack by enemy groups to retake control over the object.
Escort
Your goal is to reach the point of meeting, then protect and escort convoy to the gate area. The convoy will move quickly and could overtake the slow car. He will probably be attacked by enemy units. The destruction of any of the attacking units are not required to complete the contract.
Defend Base
Your goal is to keep control of the object, to repel the attacks of the enemy and prevent the destruction of the target buildings during certain rounds.
Destroy Base
Your goal - to destroy all the target buildings of the enemy base. The destruction of any units and objects outposts is not required for completion of the contract. It is assumed that the base may be protected by fortifications.
Priority Mission
The priority story missions.
This mission is part of the Game Story, its implementation will advance the storyline and open up additional game content.
Recovery
Your goal is to achieve a given square, to take on Board the target, and transported to the exit point. The unit, which took on Board the goal will be attacked by enemy forces, thus to ensure the safety and protection of the transported object. Transportation to the exit point is a priority, the destruction of attacking enemy units not required for completion of the contract.
Restoration Mission
This mission is crucial for the passage of Arano Restoration, its implementation will advance the storyline and unlocks additional game content.
Battle
Your goal is to find and destroy the enemy division. The active form of the fighting military units.
Story Mission
This mission is part of the Game Story, its implementation will advance the storyline and open up additional game content.
Unavailable
This contract is not available, because your reputation with this faction or Mercenary Review Board as too low.

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Deimos-D 05.02.20

The title of pilots

• Recruit - no
• Gunner - Multi-Target (Gunnery Lvl 5)
• Pilot - Evasive Movement (Piloting Lvl 5)
• Defender - Bulwark (Guts Lvl 5)
• Tactician - Sensor Lock (Tactics Lvl 5)
• Lancer - Bulwark, Multi-Target and Breaching Shot (Guts Lvl 5 / Gunnery Lvl 8)
• Scout - Evasive Movement, Sensor Lock and Master Tactician (Lvl 5 Piloting / Tactics Lvl 8)
• Skirmisher - Multi-Target, Breaching Shot and Evasive Movement (Lvl 8 Gunnery / Piloting Lvl 5)
• Recon - Evasive Movement, Ace Pilot, and Sensor Lock (Piloting Lvl 8 / Lvl 5 Tactics)
• Vanguard - Bulwark, Sensor Lock and Master Tactician (Guts Lvl 5 / Lvl 8 Tactics)
• Brawler - Evasive Movement, Bulwark and Juggernaut (Piloting Lvl 5 / Guts Lvl 8)
• Gladiator - Multi-Target, Bulwark, and Juggernaut (Lvl 5 Gunnery / Guts (Lvl 8)
• Outrider - Bulwark, Evasive Movement and Ace Pilot (Guts Lvl 5 / Piloting Lvl 8)
• Sharpshooter - Lock Sensor, Multi-Target, and Breaching Shot (Lvl 5 Piloting / Gunnery Lvl 8)
• Sentinel - Sensor Lock, Bulwark and Juggernaut (Lvl 5 Tactics / Gunnery Lvl 8)
• Brawler - Evasive Movement, Bulwark and Juggernaut (Piloting Lvl 5 / Guts Lvl 8)
• Flanker - Multi-Target, Evasive Movement, and Ace Pilot (Lvl 5 Gunnery / Piloting Lvl 8)
• Striker - Multi-Target, Sensor Lock, and Master Tactician (Lvl 5 Gunnery / Tactics Lvl 8)

MechWarriors battletech.gamepedia.com/MechWarriors

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Deimos-D 05.02.20

Faction Of Battletech:

Syndicate Dragon = House Kurita.
https://mwomercs.net/topic/4284-sindikat-drakona/

The Federation Of Suns,Federated Suns,The Solar Federation= House Davion.
https://mwomercs.net/topic/4301-federativnye-solnca/

Chaplain Confederation,The Confederation Of Capella = House Liao.
https://mwomercs.net/topic/4309-konfederaciya-kapelly/

The League Of Free Worlds = House Marik.
https://mwomercs.net/topic/4307-liga-svobodnyh-mirov/

Lerinskoe The Commonwealth, The Commonwealth Of The Lira, Lasansky Alliance = House Steiner.
https://mwomercs.net/topic/4261-liranskiy-alyans/

Turianski The Concordat = The House Of Calderon.
https://mwomercs.net/forum/156-taurianskiy-konkordat/

The magistrate of Canopus = the house of Centrella.
https://mwomercs.net/topic/4826-magistrat-kanopusa/

The Marian Hegemony
https://mwomercs.net/topic/4236-marianskaya-gegemoniya/

Comstar
https://mwomercs.net/topic/5238-komstar/

The Word Of Blake
https://mwomercs.net/topic/5240-slovo-bleyka/

The Free Republic Of Rasalhague
https://mwomercs.net/topic/4285-svobodnaya-respublika-rasalhag/

Tikhon's Free Republic
https://mwomercs.net/topic/4475-tihonovskaya-svobodnaya-respublika/

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Deimos-D 05.02.20

Phase Of The Initiative(Initiative Phase System).

It's a game mechanic that decides whose turn it is and what units are in what phase. Each unit is assigned to the action phase based on their weight category and unit type.

Light Mechs acts in phase 4. Medium Mechs are in Phase 3, Heavy Mechs in the 2nd Phase and Assault Mechs in step 1. The vehicle (Vehicles) is less mobile than Mechs, so operate on one phase later than Mechs of the same weight category. When a round starts we begin in the initiative phase 5 and counted from there.

The game always tries to alternate which team plays. For example, if both teams have units in the current Phase, and you were the last person to act in the previous Phase, it will turn your opponent to move, or to reserve your unit in this phase. The same is true in the fight against AI.

Other things that can affect Your Phase of the Initiative: the shooting down of down - moves down one Phase of the Initiative. Abilities morale / Rage can increase Your Initiative or lower Phase of the Initiative targets at 1. Master of tactics is a skill which allows you to act on the stage of the Initiative before. To give the average fur the opportunity to act in the light phase or to allow the heavy to act in the Middle phase can be a powerful advantage. Many of these modifiers initiatives develop, whether positively or negatively.

Backup speed(Reserving)

The booking(Reserving) of Course you can do for all of your units that has not yet started in this phase to delay their actions to the next stage.
Backup speed, puts all units with the current initiative to the next. That is, for example, my standard start of the battle is to reservices, to force the enemy to shoot at targets who have evasion with sprint and then spend your four activate in a row.

At first it may not seem very useful, but consider the following example. You have light Fur, which acts in phase 4, but reserve it to act in the last phase of the attack. If the Board has no other light units, you actually get two consecutive moves, because he will act in phase 1 in this round but next round it returns to phase 4.

The manipulation of the system Phases of the Initiative to your advantage is key to victory. With the right tactical actions you can down an already activated block in this round and finish them in the next round before they get a chance to act again.

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Deimos-D 05.02.20

Types of weapons:

Energy weapons (Energy):

Lasers the average and large - Large Laser and Medium Laser and Proton-Ion Emitters(Particle Projection Cannon-PPC). PPC have a minimum range-90M. Produce a lot of heat when firing, but do not require ammunition. Laser weapon gains bonus accuracy, but doesn't deal damage Stability(Stability) of the fur. PPC deals decent damage Stability paragina the target takes a penalty to shooting in the next round from Interference. The more powerful the energy weapon, the greater the Range, higher the damage and the more heat it generates.
battletech.gamepedia.com/Energy_weapons

Ballistic weapons (Ballistic):

Automatic cannons (Autocannons)-AC20,AC10, AC5, AC2 and Gause cannon. Excellent reduce Resistance and bring down mechs with c foot, generate little heat when firing. The larger the number, the shorter the range the firing range, heavier ammo, but more damage dealt. Some Autocannons minimum firing range, a cannon gausa-180m, AC2 - 120m , AC5 - 90M.
battletech.gamepedia.com/Ballistic_weapons

Rakete weapons (Missiles):

Long-range missiles - LRM, Missiles, short-malnati-SRM. The number after the name indicates the number of missiles in a salvo. LRM - the minimum shooting distance:180m. LRM fired at a ballistic trajectory only when the target is out of sight of the shooter, in the presence of line of sight to the target they shoot point blank as the rest of the weapons. deals indirect damage(indirect fire) goals and can bend around obstacles, rockets fall from above and have a great chance to hit the cab of pilot. Short-range missiles - SRM do more damage, but have much less range and is not able to conduct indirect fire(indirect fire). All the missiles cause damage to the stability of the fur.
battletech.gamepedia.com/Missile_weapons

The support weapons(Support Weapons):

Flamer(Flamers), small laser (Small Lasers) and machine Gun (Machine Guns-MG). have a minimum firing range and weight. All support weapon not only ignores enemy bonuses from Evasion, but is the only weapon that can shoot during melee attacks. Small lasers (Small Lasers) cause decent damage for its weight and does not require ammunition, are not strongly heated. Flamer(Flamers) have a limited number of charges, deals not bad damage and strongly heat the target, which can cause Overheating. Machine gun (Machine Guns-MG)- shoot a burst of several charges, each of which can hit a target separately and have bonus Critical damage on the structure, but a small amount of damage, good strike not protected by armor location.
battletech.gamepedia.com/Support_weapons

Gause cannon , Lasers, and EPP with an extended range, pulsed laser: they are in the game files, but they cannot be bought, without editing files.

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xoen 05.02.20

It would be better in the Wiki IMHO
http://www.playground.ru/wiki/battletech/

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Shershn 05.02.20

People, Izv maybe I'm being obtuse.
1. Can not seem to figure out how to change the place of fur, fur Bay. Opened all 3, a lot of fur already confused! (
2. It can is possible to rename them? And then the base one, but sets of different weapons and armor and constantly have to watch what is installed... especially when leaving on a mission! (

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Deimos-D 05.02.20

Bonus to protect from the hits of the size of the Mecha: +2 light and 1 medium.

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Deimos-D 05.02.20

The reputation and the complexity of the contracts.

I've noticed about only one thing, shards it's all conditional, because I can say two crock in the same star system not that far away two crock to another. In some systems, a set of simpler robots, other robots are more cool, shards impact except on the principle of mission type number of enemies. Because I flew in one system a new look two skull-a-half it seems simple, but then this mission I walked all night, and loaded again 10 such smart AI, I've never seen before. There pilots with perks and mechs are kind of like mine but more of them and they are cheeky take to the ring, jumping from repossession finish off the one who is weak, well, just played on the edge, each step as in chess it was necessary to consider. And in other star systems such fights in the two skulls just to easy passed.

On the skull is affected by your General reputation squad reputation faction, the higher it is, the steeper the contract you are offered.The reputation is likely all difficulties are available to choose from. That is, works as unlocking, but not replacement. If necessary, if to remove on the minimum payment and trophies for the contract, you can quickly gain reputation with the right faction for growth as usual.

The complexity of the missions randomly, within certain limits, the relevant shards, but there are the extremes of the upper and lower. It was intended, warned themselves developed. Ie this model simulates a rough estimate of the complexity of the mission customer, according to his reconnaissance. data , taking into account your reputation to it(like, the employer may, depending on their relationship to you, to understate or overstate the value of your order, or even send you to the slaughter).

The complexity of the missions randomly, within certain limits, the relevant shards, but there are the extremes of the upper and lower. It was intended, warned themselves developed. Ie this model simulates a rough estimate of the complexity of the mission customer, according to his reconnaissance. data , taking into account your reputation to it(like, the employer may, depending on their relationship to you, to understate or overstate the value of your order, or even send you to the slaughter).

The complexity of contracts, it depends on the number of skulls, that is, if you land a contract in 3 and a half skull weighing in at three and a half stars, then naturally it will not be an easy mission, because your tonnage corresponds to the number of skulls, and of course if you are on the job in three and a half skulls will be landed by tonnage in 4 or 5 stars, then this mission will be easy for you, because your lens of assaults these chivikov scattered with alphastrike.

About the contract:
2 skull type Assasinat-elimination, likely to be more difficult than the 3 skulls, the type of battle. I make it a rule, on all kinds of convoys, to destroy or to accompany, protecting bases, capturing bases, destroying bases to take the loot. And the battles and killings from 3 skulls - salvag because the most delicious bottles, usually on these types of contracts. Reputation towards the faction increases for what you do their contracts, and the choice settled there just bonuses that reputation, there are you choose there how many you'll get a bonus to reputation, but minimal turnips you get in any case...

Stubborn Surrender is a very good type of mission in terms of the possibility to obtain pieces of good furs, they were not so much usually, they have a high level and not so much armor. And about reputation - if you do a lot of tasks will do, particularly difficult - it just so you will give, it is not necessary to make it specially reducing the award for contracts, if you will, of course, is in no particular hurry.

600 the reputation of the mercenary began to give contracts for 5 and 4.5 from other Houses

After performing 3 ordinary fractional jobs, not to be confused with random assignments from the planetary governments, there is the story.

Icon the weight of the lens should align with the value of the skulls of complexity and the result is a perfect balance of forces on any contract. 1 skull = 100 tons.
Contract mission work balancing - there is the enemy adapts to the weight of your lance. But on sajedah not, and if you tightened the passage and outgrew the level of plot, then pass them becomes easy.

The light contracts the convoy or attack the base there's even the maximum complexity to master and really ( getting there bands the simplest), the most difficult is the Battle at max difficulty, there is still 4-5 robots a couple of moves

Are the contracts or missions of fur with almost no armor and sniper mode for a sweet soul to tear them limb a couple of times Atlases was found written on the package.

There are more stars out of a mercenary, and still do not know how it may affect the complexity of tasks. I pumped the reputation with the sun to 130 it seems, was a marker that the Alliance relationship is like, but got a few jobs with 5 skulls, which was still blocked me and it was written that do not have any reputation or ranking of a mercenary. However, other tasks with 5 skulls in this same fraction was available to me.

Mission murder almost always 9 mechs - two full lance and purpose.

sometimes come across a mission which is talking about aspiring skvad furs pirates, and there are usually 2 very heavy fur with a minimum of armor, 1-1.5 the shard, still in the very beginning I of the mission met 85 ton mechs. and there is a mission for the destruction of a single super heavy tank, the king crab for example.

When you select a planet also show the skull, is the average level of contracts that is on it. Ie if it says three skulls, and there contracts from two and a half to three and a half, or 2-4.

By the way, all the missions as long as the fraction is not reached 100-120 turnips don't take the money and the trophy ,but work for free. In my opinion then a high reputation gives you a much greater reward, so that the loss penny of income early in the game easily pays for itself on the contracts in 5 skulls.

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Ex_Vandal 05.02.20

Today I experienced an incredible feeling. My quick drow (almost funny, but almost overheated) jumped in to finish off crippled enemy Vindicator with unity maja. Quick drow missed.... but that's half woes.... upon landing he broke BOTH legs! and went to the hangar. A sea of emotions. Here's the mechanics, when you attack and jump with both feet to break.

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Deimos-D 05.02.20

Hopping accelerators (JampJet).

https://battletech.gamepedia.com/Jump_jets
Hopping accelerators can be installed on each mech, but the maximum number depends on its characteristics. All of the Jump accelerators (JampJet) takes 1 slot. Base Jump boosters (JampJet) ustanavlivaetsya on Light and medium Mechs, from 10 to 55 tons and weighs 0.5 tons.
Heavy Jump boosters (JampJet) ostanavlivajutsja some Middle and Heavy mechs from 60 to 85 tons and weigh 1 ton.
Assault Jump boosters (JampJet) ustanavlivaetsya on Assault Mechs from 90 to 100 tons and weigh 2 tons.

Hopping accelerators (JampJet) give two possibilities - first of all mechs start then to run or walk, that is get more Chevrons Dodge every move and second, the jump spends the course of the walking movement, the distance you walk as when you run, at least when running without piloting skills, which in turn gives practically the maximum number of chevrons evasion. Hereinafter, successfully jumping, especially in a mountainous area, will be able to use bonus protection and shooting from a hill that also gives your team bonuses.

After the jump you can shoot!

Only by Hopping accelerators (JampJet) you can climb to the selected altitude and the mountains and descend them without spending the time to bypass obstacles and even Mechs can sarasparilla so that no jump out will not work(a BUG).

Hopping accelerators (JampJet). give a comfortable mobility - it is possible to jump back to Dodge and not suffer with the problem of complete rotation of the body, as after the jump the 360 that there is a problem with a simple rush, especially in Medium and Heavy Mechs.

No jumps on Nestorovich fur can not even try to play. You will not be able to resist the strategies with the flame thrower, or by jumping back. In this case, you become more vulnerable to strategies with LRM, and that is unlikely, because the jump like one bar instability removes and allows you just to jump back, away from the scout, to stand in defense, and remove all instability. Also can be sure, opponents also have jumps to their LRM boats are burned.

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Deimos-D 05.02.20

The Equipment Cabin.

Strengthening Of Cabin (Cockpit Mod).
Increases resistance to injury (Injury Resist), i.e. the maximum number of wounds of machoine, prior to its decommissioning, for 1,2 and 3 points. If you are wounded pilot taken away in the beginning paragraphs of the obtained mod - Strengthening of Cabin (Cockpit Mod), and when they run out, then there are real injuries with the appropriate treatment after the fight. Installs in the slot of the Cabin(Cockpit) and has no weight.

Improvement review (Rangefinder).
Increases the distance of the review of Fur in 25, 50 and 100 meters. Installs in the slot of the Cabin(Cockpit) and has no weight.

The communication system(Comms System).
Increases the Morale of machoine for 1,2 and 3 points. Installs in the slot of the Cabin(Cockpit) and has no weight.
https://battletech.gamepedia.com/Cockpits

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Deimos-D 05.02.20

Targeting system(Target tracking systems)

Targeting system(Target tracking systems, TTS) increases the Precision of all installed on mecha, zavisimosti from the selected module: Energy, Ballisticheskih or Missile weapons by 1, 2 and 3 units. Each System increases the Accuracy of only one weapon system, but you can set several.
All guidance Systems (Target tracking systems) take up 2 slots and weigh : + 1 Accuracy= 1 ton, + 2 to Accuracy= 2 ton, + 3 Accuracy = 3 tons.
https://battletech.gamepedia.com/Target_tracking_systems