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Deimos-D 03.10.19 01:23 am

Useful tips (BattleTech)

collect useful tips and features on the game...
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Deimos-D 03.10.19

As with the Bank to be that gives the minimum and maximum payment?
Payout options - this reputation of your team. Pay more the growth of turnips, less - on the contrary. The reputation of the loyalty of the team depends on.

Just with the improvements of the ship, the hangar will be 3 to 6 mechs each, for a total of 18 mechs. Unfortunately, deployment on the battlefield subject to only one Lance of 4 mechs.

The salary of a pilot depends on the pumping. You can pay attention every winutil square SN grows

Points of medicine and of fixation affect the number of tasks in the repair and treatment of the task queue.

Move your units to the max, if not from a GUTS - Bulwark, then your fighters will be harder to get because of the bonuses to Evasion move (Evasive charge). Especially a light mech don't forget to move, they have a bonus due to small size. Well as jumping using Jumpjet also give bonus Evasion - this will give two stripes.

Unique bunch of light Mechs in the beginning of the round it is necessary to reserve a course, at the end of the round he will get the opportunity to go and shoot, and the next round, he again goes first and will be able to escape...

Sprint (Sprint)- increases the bonus to Evasion when driving(Evasive charge), but you can't shoot this turn.

Brake(Brace)- uses Phase Action to increase protection and stability. Includes a Protective Stance (Guarded)- 50% less damage and Fixed (Entrenched) -50% less damage to the stability of the fur.

A plus sign indicates the purpose of the assignment, are left on the screen written. Different pluses represent different tasks. That is, the main task is denoted just by plus and additional a little bit another plus sign, and so on. There's even when you're on a unit move with such plus corresponding task left a slight indentation in the list.

Enemies Shine at exactly the same mechanics (visually and sensorlock). Stand it next machine - turret to your course smoke...

In the Quest about the game of poker, the game to victory as a reward we get +1 morale ! In the Quest distress ship, the organization of the rescue team also received Morality. In the Quest, with a Cup of coffee if you take it the pilots, it will reduce both Morality.Spoiled meat can give back to the dealer consistently gets 10K, or recycle and get +2 to morale.

If the cockpit is destroyed, the pilot will be incapacitated (incapacition) and may die Lethal Death Chance (140% - 5% * Guts). So he may die if he receives more wounds than its maximum health. Incapacitated Death Chance (90% - 5%*Guts).

Not standing behind the enemy to do an aimed shot in the legs, back, give a shoot just in case

There is a global difficulty, it depends on the promotion and added to the complexity of the contracts.

My advice to you - learn as ARGO, then immediately place the module into + experience, it will drip by itself with time in flight . The sooner you deliver, the greater will be the exhaust in the end.

GG can't KILL, but can injure and be treated with full damage will have 110 days.

Damage goes hand/foot side of the torso center torso.With being quite possible to take out the side torso with the arm.And with a good kick in the leg attack can easily tear easy targets CENTER torso.

Parameter AttackRecoil is greater than 0 even the majority of lasers, not to mention RRS.

Contracts are updated every 30 days, with a modifier (ContractRenewalPerWeek : 0.5).

A list of products in the store is updated every 14 days.

On the last mission require to have in addition the 3 pilots, in addition to the basic structure of the Lance 4 mehmonov and therefore have a further 3 working zapisannyh and furs.

Victoria can't be killed until the end of sujecki, it is scripted. And done so soon due to technical problems. I mean it would be possible to make a cutscene, but then it would require to finish the fight, but Vic is not always dies last.

I always aim for the shoulder when a good shot off from 2 legs and arm and shoulder, and protection there is often not much more than on the arm (and the arms in the shoulders of the strong)

If you go through the entire campaign, it will open Turianska mission, you can continue to play.

Under enemy mech is a circle divided into 4 parts and the part that is highlighted indicates which projection you get;

To quickly review the shops you need to choose a route through several systems and browse the store while Argo is still in the system, if there is something you need, then you can stop the route and go into orbit of the desired planet.

As I understand it, the enemy reinforcements are tied to the tonnage of the player. If you go without assalto, it kind of comes later. Otherwise, it appears immediately. Yesterday I met both of lens of the enemy at one point and 8 Chepikov beat me heartily.

At the end of the mission to capture the allied dropship arrives and lands near the base. The point is always fixed, if you put the bellows on it - crushed to hell. Usually, these points are illuminated and prevent the tooltips.
If you hold down Alt or to be within reach (in terms of the ability to walk) this place, then when you hover of the warning. Well, hexes are there glowing triangle with ! in the center, red such.

The guns of the third level or grades a rarity - 5, the Gauss and dkhs - 20. Flag for purchase is prohibited in Louth outof their missions to impossible, since these components are not kit your opponents. Stores Minute. League sell guns and grades mostly 2-3 levels. In shop Star. The League is not sold on the bellows need Highlander/Griffin/etc. the Only thing you can get ammo for Gauss in 2 packs, with the chance of about 1-5%, and that is a rarity and they have 20.

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saa0891 03.10.19

Cool painted directly wanted to play when you have time definitely try. look and fan-translation can gash.

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1Archangel1 03.10.19

The most important advice...
Consider every move for at least five forward. Otherwise you'll have to restart in some cases I get a LOT of damage and broken bottles in the trash.

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Deimos-D 03.10.19

links on the game:
The main Battletech community Vkontakte vk.com/battletech_russia
BATTLETECH Paradox Interactive Forums https://forum.paradoxplaza.com/forum/index.php?forums/battletech.994/
Mechwarrior skills and classes
https://steamcommunity.com/sharedfiles/filedetails/?id=1370696872
BattleTech Often Overlooked Tips and Information
https://steamcommunity.com/sharedfiles/filedetails/?id=1369436683
Eck's BattleTech Tactical Combat Guide
https://steamcommunity.com/sharedfiles/filedetails/?id=1365402907
Tips to think about:
https://forum.paradoxplaza.com/forum/index.php?threads/tips-to-think-about.1087389/
Wikipedia in English
https://battletech.gamepedia.com/
http://www.sarna.net/wiki/
https://mwo.gamepedia.com/
Vehicles
https://battletech.gamepedia.com/Vehicles

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b.o.t.inok 03.10.19

Thank you, very useful.

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SS44 03.10.19

Deimos-D Thank you very much))) Very reluctant to break the brain to translate into English(((
Please tell me , and in battle the entire game and only 4 fur will participate? I do not understand how and where and whether to increase their number...

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xoen 03.10.19

I should add that the game, in fact, is a good designer that just has to create mods (ingots for mods already present).
But this separate post is necessary to issue

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Deimos-D 03.10.19

Trophies(Salvag).

The shop sells parts bellows (kind of like on the periphery of the production there and because no one in their right mind would sell a working car). Young collects furs already on Board and he needs three broken. Well razbitye pieces you can collect, but again it is pieces.

Extraction of parts from enemy mechs depends on their integrity, after the fight.
Killed the pilot wounds (Churning of the legs, damage to the head, shooting protorov, the removal of the cab ) - 3 piece, i.e. a fur.
Left the fur on both legs - 2 piece.
Destroyed the Central Torso - 1 piece.

On the first mission there is a sense to drag the slider in the direction of the money, donating stuff, it is still not worth it, but in suretka Vice versa.

Suggest to always take part of the bellows in salvage, you can gather and sell furs, it is much more profitable than taking in salvage conventional weapons, even despite the fact that you sell them for 10 percent of the market value (for which you can buy them in theory), get a lot of money.

Need to shovel all that is available on the current planet, and only then to take out a contract with the flights, he's a free transfer. And on a simple job to Unscrew the trophies to zero and take a turnip, or at least loot. Otherwise two missions per month and that is not a fact. Although there is as lucky, always trying to deliver there where more shards and enemies fatter. We have then for their money back in places easier to cut.

Fur entirely possible to buy only in the Capital Sector, and for big money.

In Mech Bay when cleaning robot into Storage (this storage is the second tab), all weapons and components are automatically removed (very comfortable!) and become available in the Components (the third tab, where weapons, etc.)

It's better to farm Mechs on the contracts to kill the VIP-a. Support light mechs and technology, himself a VIP on the fur approximately your level or more.

If part of the fur is destroyed, it is destroyed and all the equipment. But in the analysis of the trophies You will not get destroyed equipment.

So to have a whole fur killing the pilot, it's mostly on luck.
But to break off the legs for two pieces it's real. But keep in mind that:
1) when the enemy is on the ground and you tell the pilot to break the other leg precisely, not the fact that he gets it in the second leg and not DH.
2) Even if your pilot is still hit in the leg and tore it off, a piece of excess damage is transferred to CT. so if the enemy was on the last nozzle, then the DH that excessive damage will not transfer and burst.

That gets in Mysia is random, which allows you to use the game mechanics and to have the honor of furs that you need
Preserved before planting and see what will put vrazhiny.
will save before the end of the job and see what randomness gives you. This allows you to get what they need ,not choosing at the beginning of the mission to award the trophy .

Developed warned that not all contracts are workable and all that. For these cases, at the top right of the screen in the landing mode is a button Withdraw. From time to time there are all sorts of bases - flew on one mission difficulty, arrived above, a difficult mission is not always well paid, etc.

where to buy mechs?
https://battletech.gamepedia.com/Battlemech_shop_locations

For more heavy/advanced mechs are advised to choose a mission with the worst combination of reward/difficulty.
Tested on the job for 2.5 skull:
1. max award ~800 or 5/22 and collided with a light/medium mechs. The result was collected on two Commando
2. ~400-500 or 3/14 and get against heavy mechs/tanks.

Immobilize fur 2 ways:
1) run up to the mech with 6+ flamethrowers and turn it off due to overheating. This is only possible light mech class FireStarter.
2) take him down. You need to either cut his leg with aimed shot or cause enough damage stability, to begin to destabilize, and the next blow up. If the fur was stable, that he does not fill damage stability, he will not fall, but only destabilizing.
Total obtain the following tactics: 1 your fur destabilizie, 1 your fur is overpowering, and the two remaining free make aimed shots to the center to be finished off. A team of bellows for this purpose I described above.

made salwag is generated this way: the enemy mechs always go in the drain(if it is not spelled out manually something positive, but it's just 3.5 fur like starikovsky) after the completion of the mission, each component with a slight chance of upgrade. here is the tick and disables this upgrade. but also do not see much point - zero components make a noticeable diversity.

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Deimos-D 03.10.19

Equipment options and use the Bellows:

Lance 300+ tons: 4 Assault fur 80-90 tons each. Light mechs useless. Car crush fun, but a pilot with a perk for the shots to different targets and guns(any, the main thing is not missiles or lasers) can move to demolish 2 cars, if at all armored and 1.5 for sure.

The perk - ability Tactics level 2 steers. Comes to all. Go sooner than your opponents of the same class.
the targeting can take 1 pilot that would rocket fur fire intermittently at tavern or in the missions lacked receding targets. Useful skill of shooting at several targets, rocket and sniper fits. Everything else is optional and is not particularly impressive.

For people who do not understand how is the calculation of hits - rockets fall anywhere usually, but adjusted for, as is the fur to you. That is, if the side that can shoot in the leg and body and head and hand. To calculate the damage by selecting the enemy to attack and pointing to his picture at the top centered(hands and feet, orange body, white armor), and then figuring in the bottom right corner damage and chance to hit. In this respect, lasers and cannons are more profitable as a sniper weapon for a point of contact for certain parts. Although if you use aimed shot, the missile is also effective and can shoot in one piece. Shots from the height add a bit to accuracy.

Frustrating to the point that only 4 furs in the team. Due to this, it makes no sense to use smaller mechs. It would be cool if there were some slots on the severity. Let's say 6 slots - 2 heavy 2 small 1 medium 1 siege, etc., the Search for weapons in stores real strained, it is not clear where to go and where that is.

In General, the lighter mechs are needed for certain missions. For example, the main mission there is a moment where a cord just physically not time to reach, that would fulfill an additional condition. The same is written in the tooltips when loading missions. In the battle of the bands is definitely better here even say nothing. Tired light on the head of the tension bar to jump and after the first missile volley of fur will fall. In General, the only purpose for certain missions. Support, recovery and like that.

The game steers ballistics, but need puhi with a bonus to hit, without it АС20 just garbage. And with the accuracy from the fluff and the target computer is just IMBA, two АС20 of vancott any havika, instant kill.

2 cord, the more the better, in the end, 2 king crab LRM 35-40 + 2 dalnoboynie art.gun AC5 or Gauss each. Began with 1 art platform and the 1st missile.
2 medium 55тонных , these 10 pieces of SRM and 3 medium laser, now all the weapons ++, lasers for 35, SRM 10x12, Griffin, perfect.
makashi with mehvoda. the bonus to initiative and risk evasion bonus when moving, the bands a bonus to defense if not moving, the rest of the drum)
2 ronaele and 2 vypilivaya) all 4 champakali to the maximum.

The problem with light mech (35 tons) is not even in its fragility (it solves boarding him macvoices with the pumped piloting), but the fact that it is not enough weapon slots. two skulls will be sorely missed the firepower. In other, if possible as quickly as possible to get some heavy, some light mechs still can be used. So, basically, the meaning is in the missile Locust and Jenner as the scouts (locust with tactician works fine as a spotter RDD and any PPC, and

Jenner is a pilot great for flanking movements, the 4 slots of lasers). As well as light snipers with Gunnar/tactician (there is a perk to reduce the penalty of the fire on someone else's tip) could work Commando with a heavy laser and a standard Panther with a PPC, but I remove them from the rest of the weapons in order to push bigger jump engines and coolers. From the Spider need to get rid of as quickly as possible, my opinion about the two medium lasers has not changed - it is shit, because cricuit very sluggish and the damage does not.

If you plan to use RDD (LRM), only in large packs, from a single installation reserve for 5 missiles no good there. Better to cram another weapon, strengthen armor, or add again the jump engines or coolers. As an option on the free tonnage, you can fit light weapons (light laser, machine gun with ammo or a flamethrower) to increase efficiency in the melee. But RBD (SRM) is a good option for Bolero sort of under-barrel shotgun that perfectly knocks down the armor. If I dig up a block with bonus on damage stability (it just contributes to Romania foe) - bet without thinking for RBD is the best bonus. But again, less than 4 missiles (2x2 or just 4) it is meaningless. Of course, you say but it is as much as 20 (4x5 for LRM) and 16 (8x2 SRM) damage!, but the problem is that the damage this is not concentrated, i.e., not one detail, it is distributed fairly evenly across the enemy machine, and therefore making a very small contribution to the victory.

It is not necessary to buy into primal instinct gather around a 50-ton crane around one powerful broads, heavy guns are very bad option damage to ground, besides the energy - damage heating, and the ballistic firing range and low units with ammunition contain little shells. The result is a very situational mech without armor (super-Elda weighs like KAMAZ, it is necessary to unload), which in addition also little shoots (either due to overheating or due to a cartridge of hunger). More autocannons/5 on them to bet.

Well, advice that is still valid with Minecraft is not populistic with a gun! Ideally, all guns must shoot at one distance. otherwise, for the near and far distance will be a problem with firepower.
To fitit one fur and lozovoe, and langovoi weapon - a hopeless undertaking, inefficient and just stupid. The best way to salutati fur - to knock out the pilot, constantly dropping the enemy machine and kritya cabin. To do this, the LRM bundle++ bonus on damage stability best suited. Take brawler that kicks the enemy LRM boat and overturns it. Total for 2 moves enemy mech is on the ground.

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KoKTeJIb 03.10.19

Deimos-D
Where you do these mechs come from?I have probably 30 hours of online time and the heavy fur I have encountered is the thunderbolt(sort of) (65t),sales saw part Asselta for 1.5 million,and heavy mech dragon for 7.5 million and all.

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Grok Tang 03.10.19

It's a shame that the Marauder didn't get into the game. Its an earlier version of the chronology would fit.

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Volk-Naemnik 03.10.19

In addition to heat Sinks and other modules to combat heat there? For example radiators or other garbage that would cut gain heat from the shots in the shot skip shot.

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Folko-ven 03.10.19

Summary table of characteristics of the bellows.
https://docs.google.com/spreadsheets/d/1H3V0E8NEUExbA0qanThw2uCrEaoeN3siK6NSZpGkmPA/htmlview#gid=0

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Deimos-D 03.10.19

The Wolf Mercenary
There are heat sinks menshausen heat from weapons and uvelichivshie the verge of Overheating...

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Deimos-D 03.10.19

The list of Mechs https://battletech.gamepedia.com/Battlemechs
Light Mechs:
Locust, Commando, Spider, Firestarter, Jenner, Panther, Urbanmech.
Medium Mechs:
Cicada, Blackjack, Vindicator, Centurion, Enforcer, Hunchback, Trebuchet, Griffin, Kintaro, Shadowhawk , Wolverine, Dragon, Quickdraw, Catapult, JagerMech, Thunderbolt , Cataphract, Grasshopper, Orion, Black Knight.
Assault Mechs:
Awesome, Victor, BattleMaster, Stalker, Highlander, Banshee, King Crab, Atlas.

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shova42 03.10.19

Where The Madcat?

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Deimos-D 03.10.19

shova42
Timber Wolf (Mad Cat) http://www.sarna.net/wiki/Timber_Wolf_(Mad_Cat)
This Fur Clans and the start of production from 2945 years, and at least in our yard and goes 3025 year, but before the Invasion of the Clans in the Inner Sphere, another 24 years before the first collision in the 3049 year!

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proconsul 03.10.19

Use Vindicator as fur-scout (the game in it with pumping piloting tactics). In my opinion, was a success Assembly 1 СРМ6 and five M lasers with full frontal armor and 4 Jumpgate. Prone to rear attacks (bore with 1 aimed shot back in ST Chancaca), with classmates is harsh (also demolished with one shot of Blackjack in CT). With jump gaining at least 5 evasion > > > > > that allows you to ride at the flanks and behind enemy lines, distracting him and almost without receiving damage.
Haven't met in battle with the assault mechs, in General, jobs are more than 2.5 skull did not. Further, such a scout mech will be viable or should I think about replacing?

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shova42 03.10.19

Deimos-D, thank you)

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Deimos-D 03.10.19

1. Mechlab in games of this universe is a kind of game requiring you to solve puzzles from the series itani Neupokoeva. Tactics vary considerably if any trebuchets to replace the LRM for SRM. Was support was Skirmisher.
2. There are training, tooltip, poking his nose periodically, the weak enemies first(quarter/half armor). Shelter, relief plays a significant role, but implemented differently. If you can not see (the fur behind the rock/in the ravine/building/etc) and shoot at you, no one can. You are above the enemy - get bonuses to hit you right enemy bonuses turned to the side of the fur, large buildings in the destruction give additional defence bonus fur etc. In the water the fur cools faster, but slower moving and more. The biome of the planet and weather, for example, directly affects the effectiveness of some weapons and the visibility/detection. The forest is about bezrybe cancer - a fish.
3. It is possible to put mechs so that they fired at the oncoming enemies, it requires all of these phases of the initiative with rezervirovaniya on the trail. phase, strengthening and so on. Different weight mechs and equipment go in different phases - this gives you the opportunity to lure the enemy into traps (heavy yet not like, and the light is already got). Active abilities Overa no, Yes.
4. Multi-target is really needed either for LRM supports either heavy furs where lots of different guns. The exploration of better evasion to pump and sensor lock. A branch of tactics, for example, increases the accuracy of aimed shot ability reduces the penalties for using weapons after movement. Chemi how to play - and more profitable to pump.
5. Mechs, depending on weight and weapons have a role, talking about it in tutorial, poked his nose in meheba in two places. It all comes down to skirmishes on the ground and stupidly variations where to go and the next move - and this is a good tactic, what else is necessary.
6. Missiles to shoot down enemy evasion bellows, drop them, giving the shot aiming at the right part of the fur and good Crete structure.
7. Need to scout out the fur which then can escape. Initially, this good Panther or Jenner, and by the middle of the game this role play already madaki type of a Griffin.
8. To enter after the jump to the ridge in the head of the mission objectives and get their first havika - priceless.