I can't wait until i can get into a black market. Ive been building ups standing with the pirates when i can, thanks to your advice. Those are some scary Griffins! I think the DPS firestarters from your small class video are still more terrifying though.
The Griffons are actually slightly better, as they can take more damage, but you are right, the DPS output is similar. The Firestarter just shows how disgusting a lot of hardpoints are.
These videos are great and have changed how I build for this game, my only problem is why didn't you show the mech in the refit screen? It seems like it would be easier to get an idea of the mech that way
I did that in the campaign that I played, the first two missions are me literally explaining the basics, how to start, what to look out for and pointing out into references of my guides. Each of the detailed guides goes over basic weapons and armor, nothing of which is ‚+‘ ‚++‘ or ‚+++‘
Hi David, next one is going to be a light Mech lance, I do have a mixed one as well (with a little twist). The mission was very hard to be honest, because we needed to fight against 3 lances at the same time.
A few things, I hope constructive for the most part: - Again, Comms don't stack, so having one in the lance is optimal, four of them is a waste. - Stability Gyro: Gyro++ def are way way better. They work against everything, including missiles, and stability is a non issue because it can be mitigated by Vigilance, Terrain, Sure Footing, reserving and by bracing. A non removable -3 accuracy to attack you is extremely good, specially (but not exclusively) when you stack evasion, because over certain point (which depends on your evasion and the Gunnery stat of the enemy) only one weapon will be fired at you (which can miss). That may not work against all foes if one of your mechs is being focused but it can against the first few attacking you, and you still have that -3 accuracy against all of them. - It is misleading to include NARC into damage during the description of the mechs when the mech using it cannot directly benefit from it, as it always is the last weapon to fire in each salvo. You only can take advantage from the NARC fired by other mech against one specific target, and only if the NARC lands. So if the NARC misses or you fire a different target there is no bonus to damage. Also if you do that, if you're assuming other of your mechs has fired at the target previously, then why not add that other alpha damage into the current attack as well?. For example, if you have two 500 damage setups it's like saying the second does 1000 damage, when that's not the case. - Also NARC doesn't add +20% damage but +75% damage, again, only for a single target. The fact that you need to fire previously with the NARC beacon imposes constraints on the target selection. After finishing a NARCed foe your next one in the same turn won't have any bonus. - Each consecutive shot from non-LRM weapons gets lower bonus from Precision Shot, so if you have enough hardpoints a 2×SRM4 1×SRM6 is better with PS than a 1×SRM2 2×SRM6, and it takes less crit slots too. - No TTS+++, so you won't always have maxed chance to hit, even with the +4 acc from Precision Shot. Meaning lower alpha setups can potentially do deal more damage in practice and be more consistent. Having TTS+++ can make your lance more flexible by allowing you to fight more efficiently from close to maximum range without having to fully commit into optimal range or close range weapons. You still can but you're not forced to in order to secure max base chance to hit. - Banks are very bad in high end setups. They might be useful in very niche scenarios but 99.999% of the time two DHS are way way better even in very hot biomes. - Why using a GRF-2N when the PHX1B exists?. That's a far better mech, far more survivable due to being way more mobile, way more efficient with the bonus after jumping and way better hardpoints due to more energy and support ones, which are a lot better with Precision Shot. - Arm mods: each time you melee the dps is going to drop dramatically. So if contemplate that possibility then it's not as "strong" as the title says. Extra cooling would be a far better imo. - In fact all four mechs run very hot for being non jumping mechs. Heat management is not terrible but still pretty bad, with a maximum of two alphas in Desert, which could be fine for some high damage high evasion kind of loadouts, as they have it easy for getting in & out. Not for non JJs setups which are essentially sitting ducks. - Basically, instead of playing taking advantage from the strengths of a lostech medium, same as with the other guides it just adds weapons without much concern for heat, avoiding damage by positioning or good flexibility, relying completely in the ECM to save the day. To me that's a very low survivability one-trick-pony lance with very little flexibility. If you can't make your ECM to carry you through the mission the whole lance will crumble, and that's what happened. Mechs loadouts run very hot and don't have the mobility to prevent damage by LoS blocking or evasion. A single PHX-1B can take on 1 vs 9 foes at the same time easily, and struggling but it can do 1 vs 12 in very hard missions like a Lunar Ambush Convoy (much harder than this one imo).
I've never seen PHX1B... I dislike static gameplay so use JJ Griffin 2 Ns as my favourite end game Lance. Glad you confirmed the one weapon thing, I thought I had seen that. It does make lights/mediums pretty strong Vs AI. The Griffins core everything from behind so don't really need NARCs.
@@jonathanpickles2946 The PXH-1B is the SLDF variant of the PXH-1, both requiring the Heavy Metal dlc. It has 4 less available tons of weight than the 2N but it is faster and up to six JJs. Then a +20% bonus to jump distance and a +20% bonus to damage after jumping. That makes a lot easier to backstab and the hardpoints are better too, with five energy and four support, although two of the support slots is in the CT so you probably will use three of them (so you can put in there a Gyro++ def), still fairly good. So for example if you want to play safe you may want to do a 2×SNPPC with a rangefinder for the 2N, but because you have more energy hardpoints you can go 5×ML 3×ERSL or even 5×ERML 5×ERSL, which runs fairly hot (+9 alpha heat) but it has a 97% to oneshot an Atlas from behind with a Precision Shot. Or you can just go 5×ERML and attack every single time from the front in a very safe way, almost unkillable even against overwhelming odds.
Thanks for the feedback Elric, much appreciated. I realize that you and I have very different definitions of "strong" and that is totally fine. Personally, I was never a fan of using long range weapons, staying at the edge of enemies vision and jumping in and out with ACE pilot to wiggle down the enemies. Whilst that is entirely possible, it plays a bit too much on the inability of the enemies to engage properly and also falls flat as a strategy when you need to defend, defend & attack or have any other kind of time restricted mission. What I was trying to showcase in each of the "strongest" X videos was how to go toe-to-toe with the strongest lances and come up ahead - with and without ECM technology. That being said, I like your suggestions and will potentially release a few more videos with similar optimized builds that you have suggested, to present that play style as a valid alternative. So stay tuned, I will be working on some of those :) Take care
@syken4games I think it is very much the opposite. Long range makes way way easier missions like Defend and Attack & Defend. You can attack sooner and you have a much easier time switching targets because of the reach and mobility. LRM boats are superb in those missions as support, as they can seamlessly switch between helping mechs in opposite sides of a base thanks to Indirect Fire. It's not just about kiting but also having an easier time finding suitable targets in a vulnerable positions that would be impossible to reach in time otherwise, and being able to attack more often while safe. It's just about the enemies unable to engage you properly but also about you engaging them from your desired range all the time thanks to the JJs, and that's applicable to close range as well. With them you can avoid engaging until you're in reach, you have a way easier time to backstab or to block LoS when you want to break contact. I can beat any mission besides A&D or Defend with a single mech, and those two I can beat them with a couple high-end mechs. Ace Pilot also helps, because depending on the result of an attack you can choose to move one way or another, often saving you one turn of movement-only while going for the next target, or backing down if you were unsuccessful in order to finish your current target next round. Master Tactician also can be of great help for obvious reasons, as you'll be able to often attack before your target fires at a building. The loadouts I use for "serious" play tend to excel in time limited missions, because they have long range, they're very mobile, relatively high damage for the size of the mech and excellent damage sustainability, as they're built for high pressure over long periods of time. It is armor what is sacrificed in return, and that is even less needed in BD/A&D missions. It is easy to go for the kill, support other mechs thanks to range and mobility, move to the other side of the base... while an ECM is basically dead weight there. They're not one trick-ponies put very flexible loadouts that can do very well in a very wide array of scenarios. In contrast, very high damage, low mobility, very hot and with much of the damage at close range I'd say it is particularly bad for defend-type missions. You showed your results not just as how to go toe-to-toe but as proof of being the best, both in the video title and as commentary within the video, while I think it is not good, at all. Not the worst but not good either. And not just compared to what I do but to what I've seen many other experienced players do as well. The loadouts in the video are tremendously unoptimized in my opinion, relying almost completely on the ECM gimmick for survival. It's very similar to many builds I've seen newbies building: lots of damage but very hot and only at close range, no JJs because they're "very heavy", ECM because it seems very cool (and it was actually OP but it was nerfed)... The game has four years, many people have played it for a long time and the inner workings are known, maybe not mainstream but it is there. For example the comms not stacking, the Banks++ being bad compared to DHS, TAG/NARC not applying to the other weapons of the mech firing it, the ANH in the assault video having lower chance to headcap than a Marauder albeit being said the contrary (plus the ANH being slower, running a lot hotter and with worse initiative), ... It seems to me these are lance setups that can work, and because of that they must be the best, but there are many other setups and tactics (not just mine) that work a lot better and without relying on one single trick to carry you through. Also I don't have anything particular against the ECM per se, but as I mentioned the over reliance on it is a big weakness imo. It would be different if for example all your mechs had it, or just one but the advantage were so great that all your mechs came up unscathed in the hardest missions. But it's not the case. And what I mean is that if a trick is a really good trick then that's okay, but I don't think is that good of a trick, just a decent trick. And that it is masking not only the mechs themselves but also their individual deficiencies. Regarding long range, as an anecdote I was told long time ago in the Steam forum that the mentioned Lunar Ambush Mission (here is when I became aware of that mission) was impossible with assaults for sure, and probably impossible with heavies, until I told him how having AC20s and other medium/close range weapons in the assaults he had was not a good idea and I demonstrated how easily it could be done with LLs and AC2-5s in the main damage dealers and LRMs in the support mechs. No medium range setup in the lance, all of them long or very long range assaults. And that was very soon after HM, my current loadouts are way more optimized.
I've just done for the first time a Target Acquisition mission and it was harder than I think it would be, but not harder than the Ambush Convoy mission imo. I took some internal damage (which I didn't expect to) but like I've said that was the first time, while the five skull Lunar Ambush Convoy I'm very familiarized with, because I've used it as a benchmark, and even then it feels a lot harder, because you have to take a lot more risks (Lunar Ambush Convoy), while this time (Target Acquisition) you only may have to take some risks if you're underwhelmed but it's not for certain you'll be in that position (with a single mech). And I made quite a few minor mistakes handling the enemy vehicles, which I shouldn't, but it is what it is. By my recollection the above mission took 42' 35" from the second turn up to just before capturing the objectives (which spawns more enemies). Mine took 42' 47" from start to finish, so I was probably 5-10 minutes faster. Also the mission was in a hot biome, same as the title video. I'm pretty confident that if I tried again there is a good chance I won't take any internal damage, just by being less impatient (more cautious at some points) and knowing how the mission goes. In short not terrible not great, I guess just okay. But with other three mechs at the side or behind? for sure I would have crushed the mission. I don't think I'd be taking any damage with four PXH-1B. So I took less damage using just one mech, to me that is a testament to how much can be improved over the lance of this guide, both regarding loadouts and tactics. But if I try again it will be with a different mech i.imgur.com/zzm6MOh.png
I am not sure about that to be honest. The Ambush convoy missions are hard because they are on a timer, but the Target Acquisition mission on 5skulls are typically against 3-4 lances + towers, which I personally found to be much more challenging. Similar to the attack & defend missions, they require a good sustainability of the Mechs and almost continuous fights.
@syken4games But in the Lunar Ambush you're forced to expose yourself to some extent due to the time limit, while you don't necessarily in TA. Besides fighting against being overwhelmed you can take as much time as you need and I have a somewhat easier time soloing TA than AC missions. Anyhow, to be fair I've found TA to be harder than I thought before trying for the first time due to combat mode not being reset after getting out of sensor range. If it weren't for that it would be pretty easy to cheese that mission with a single mech due to the map being fairly big. Still is very doable with a single mech, doing a lot better than the lance in the guide. And recently I tried a TA Badlands mission with a PXH-1B plus three Centurions (which are not exactly the best companion mechs) and I managed to do this. To me it's obvious how superior are mobile long range loadouts over short range ones, even when they include ECMs. I think some other combinations would have been better but I wanted to try with non-SLDF mechs besides my main: i.imgur.com/fSv3s5t.png
@@SykenPlays This is my sixth time in that map, after PXH-1B, WHM-7A, A-II, M2R, PXH-1B + 3×Centurion. This time was a lot easier, and much faster too (around 29 mins 30 secs) as I knew the foes close to the beacons don't stop spawning until after the artillery is discharged, something as I wasn't aware the first two games and I spent a lot of time killing them, specially the second game with the wammy (I think I killed like 15 vehicles in that place), trying to see how many would come out. I just cannot do close to this in the Lunar Ambush with this mech no matter what, even knowing that map very well. Still this is interesting as a benchmark and now I have it as a named save. Definitely is harder than the usual nine foes Assassination mission. i.imgur.com/QwoQDxn.png
I can't wait until i can get into a black market. Ive been building ups standing with the pirates when i can, thanks to your advice. Those are some scary Griffins! I think the DPS firestarters from your small class video are still more terrifying though.
The Griffons are actually slightly better, as they can take more damage, but you are right, the DPS output is similar. The Firestarter just shows how disgusting a lot of hardpoints are.
These videos are great and have changed how I build for this game, my only problem is why didn't you show the mech in the refit screen? It seems like it would be easier to get an idea of the mech that way
Good point, I should have done that - thanks for the feedback
A tutorial for how to start would be more helpful than all this end game +++ gear stuff.
I did that in the campaign that I played, the first two missions are me literally explaining the basics, how to start, what to look out for and pointing out into references of my guides.
Each of the detailed guides goes over basic weapons and armor, nothing of which is ‚+‘ ‚++‘ or ‚+++‘
Ouch. Those Griffins are chewed up. Now I'm worried for the Light Lance.
Are you going to do a mixed lance?
Hi David,
next one is going to be a light Mech lance, I do have a mixed one as well (with a little twist).
The mission was very hard to be honest, because we needed to fight against 3 lances at the same time.
A few things, I hope constructive for the most part:
- Again, Comms don't stack, so having one in the lance is optimal, four of them is a waste.
- Stability Gyro: Gyro++ def are way way better. They work against everything, including missiles, and stability is a non issue because it can be mitigated by Vigilance, Terrain, Sure Footing, reserving and by bracing. A non removable -3 accuracy to attack you is extremely good, specially (but not exclusively) when you stack evasion, because over certain point (which depends on your evasion and the Gunnery stat of the enemy) only one weapon will be fired at you (which can miss). That may not work against all foes if one of your mechs is being focused but it can against the first few attacking you, and you still have that -3 accuracy against all of them.
- It is misleading to include NARC into damage during the description of the mechs when the mech using it cannot directly benefit from it, as it always is the last weapon to fire in each salvo. You only can take advantage from the NARC fired by other mech against one specific target, and only if the NARC lands. So if the NARC misses or you fire a different target there is no bonus to damage. Also if you do that, if you're assuming other of your mechs has fired at the target previously, then why not add that other alpha damage into the current attack as well?. For example, if you have two 500 damage setups it's like saying the second does 1000 damage, when that's not the case.
- Also NARC doesn't add +20% damage but +75% damage, again, only for a single target. The fact that you need to fire previously with the NARC beacon imposes constraints on the target selection. After finishing a NARCed foe your next one in the same turn won't have any bonus.
- Each consecutive shot from non-LRM weapons gets lower bonus from Precision Shot, so if you have enough hardpoints a 2×SRM4 1×SRM6 is better with PS than a 1×SRM2 2×SRM6, and it takes less crit slots too.
- No TTS+++, so you won't always have maxed chance to hit, even with the +4 acc from Precision Shot. Meaning lower alpha setups can potentially do deal more damage in practice and be more consistent. Having TTS+++ can make your lance more flexible by allowing you to fight more efficiently from close to maximum range without having to fully commit into optimal range or close range weapons. You still can but you're not forced to in order to secure max base chance to hit.
- Banks are very bad in high end setups. They might be useful in very niche scenarios but 99.999% of the time two DHS are way way better even in very hot biomes.
- Why using a GRF-2N when the PHX1B exists?. That's a far better mech, far more survivable due to being way more mobile, way more efficient with the bonus after jumping and way better hardpoints due to more energy and support ones, which are a lot better with Precision Shot.
- Arm mods: each time you melee the dps is going to drop dramatically. So if contemplate that possibility then it's not as "strong" as the title says. Extra cooling would be a far better imo.
- In fact all four mechs run very hot for being non jumping mechs. Heat management is not terrible but still pretty bad, with a maximum of two alphas in Desert, which could be fine for some high damage high evasion kind of loadouts, as they have it easy for getting in & out. Not for non JJs setups which are essentially sitting ducks.
- Basically, instead of playing taking advantage from the strengths of a lostech medium, same as with the other guides it just adds weapons without much concern for heat, avoiding damage by positioning or good flexibility, relying completely in the ECM to save the day.
To me that's a very low survivability one-trick-pony lance with very little flexibility. If you can't make your ECM to carry you through the mission the whole lance will crumble, and that's what happened. Mechs loadouts run very hot and don't have the mobility to prevent damage by LoS blocking or evasion. A single PHX-1B can take on 1 vs 9 foes at the same time easily, and struggling but it can do 1 vs 12 in very hard missions like a Lunar Ambush Convoy (much harder than this one imo).
I've never seen PHX1B...
I dislike static gameplay so use JJ Griffin 2 Ns as my favourite end game Lance. Glad you confirmed the one weapon thing, I thought I had seen that. It does make lights/mediums pretty strong Vs AI.
The Griffins core everything from behind so don't really need NARCs.
@@jonathanpickles2946
The PXH-1B is the SLDF variant of the PXH-1, both requiring the Heavy Metal dlc. It has 4 less available tons of weight than the 2N but it is faster and up to six JJs. Then a +20% bonus to jump distance and a +20% bonus to damage after jumping. That makes a lot easier to backstab and the hardpoints are better too, with five energy and four support, although two of the support slots is in the CT so you probably will use three of them (so you can put in there a Gyro++ def), still fairly good.
So for example if you want to play safe you may want to do a 2×SNPPC with a rangefinder for the 2N, but because you have more energy hardpoints you can go 5×ML 3×ERSL or even 5×ERML 5×ERSL, which runs fairly hot (+9 alpha heat) but it has a 97% to oneshot an Atlas from behind with a Precision Shot. Or you can just go 5×ERML and attack every single time from the front in a very safe way, almost unkillable even against overwhelming odds.
Thanks for the feedback Elric, much appreciated. I realize that you and I have very different definitions of "strong" and that is totally fine. Personally, I was never a fan of using long range weapons, staying at the edge of enemies vision and jumping in and out with ACE pilot to wiggle down the enemies. Whilst that is entirely possible, it plays a bit too much on the inability of the enemies to engage properly and also falls flat as a strategy when you need to defend, defend & attack or have any other kind of time restricted mission. What I was trying to showcase in each of the "strongest" X videos was how to go toe-to-toe with the strongest lances and come up ahead - with and without ECM technology.
That being said, I like your suggestions and will potentially release a few more videos with similar optimized builds that you have suggested, to present that play style as a valid alternative. So stay tuned, I will be working on some of those :)
Take care
@syken4games
I think it is very much the opposite. Long range makes way way easier missions like Defend and Attack & Defend. You can attack sooner and you have a much easier time switching targets because of the reach and mobility. LRM boats are superb in those missions as support, as they can seamlessly switch between helping mechs in opposite sides of a base thanks to Indirect Fire. It's not just about kiting but also having an easier time finding suitable targets in a vulnerable positions that would be impossible to reach in time otherwise, and being able to attack more often while safe.
It's just about the enemies unable to engage you properly but also about you engaging them from your desired range all the time thanks to the JJs, and that's applicable to close range as well. With them you can avoid engaging until you're in reach, you have a way easier time to backstab or to block LoS when you want to break contact. I can beat any mission besides A&D or Defend with a single mech, and those two I can beat them with a couple high-end mechs.
Ace Pilot also helps, because depending on the result of an attack you can choose to move one way or another, often saving you one turn of movement-only while going for the next target, or backing down if you were unsuccessful in order to finish your current target next round. Master Tactician also can be of great help for obvious reasons, as you'll be able to often attack before your target fires at a building.
The loadouts I use for "serious" play tend to excel in time limited missions, because they have long range, they're very mobile, relatively high damage for the size of the mech and excellent damage sustainability, as they're built for high pressure over long periods of time. It is armor what is sacrificed in return, and that is even less needed in BD/A&D missions. It is easy to go for the kill, support other mechs thanks to range and mobility, move to the other side of the base... while an ECM is basically dead weight there. They're not one trick-ponies put very flexible loadouts that can do very well in a very wide array of scenarios.
In contrast, very high damage, low mobility, very hot and with much of the damage at close range I'd say it is particularly bad for defend-type missions.
You showed your results not just as how to go toe-to-toe but as proof of being the best, both in the video title and as commentary within the video, while I think it is not good, at all. Not the worst but not good either. And not just compared to what I do but to what I've seen many other experienced players do as well. The loadouts in the video are tremendously unoptimized in my opinion, relying almost completely on the ECM gimmick for survival. It's very similar to many builds I've seen newbies building: lots of damage but very hot and only at close range, no JJs because they're "very heavy", ECM because it seems very cool (and it was actually OP but it was nerfed)...
The game has four years, many people have played it for a long time and the inner workings are known, maybe not mainstream but it is there. For example the comms not stacking, the Banks++ being bad compared to DHS, TAG/NARC not applying to the other weapons of the mech firing it, the ANH in the assault video having lower chance to headcap than a Marauder albeit being said the contrary (plus the ANH being slower, running a lot hotter and with worse initiative), ...
It seems to me these are lance setups that can work, and because of that they must be the best, but there are many other setups and tactics (not just mine) that work a lot better and without relying on one single trick to carry you through.
Also I don't have anything particular against the ECM per se, but as I mentioned the over reliance on it is a big weakness imo. It would be different if for example all your mechs had it, or just one but the advantage were so great that all your mechs came up unscathed in the hardest missions. But it's not the case. And what I mean is that if a trick is a really good trick then that's okay, but I don't think is that good of a trick, just a decent trick. And that it is masking not only the mechs themselves but also their individual deficiencies.
Regarding long range, as an anecdote I was told long time ago in the Steam forum that the mentioned Lunar Ambush Mission (here is when I became aware of that mission) was impossible with assaults for sure, and probably impossible with heavies, until I told him how having AC20s and other medium/close range weapons in the assaults he had was not a good idea and I demonstrated how easily it could be done with LLs and AC2-5s in the main damage dealers and LRMs in the support mechs. No medium range setup in the lance, all of them long or very long range assaults. And that was very soon after HM, my current loadouts are way more optimized.
I've just done for the first time a Target Acquisition mission and it was harder than I think it would be, but not harder than the Ambush Convoy mission imo. I took some internal damage (which I didn't expect to) but like I've said that was the first time, while the five skull Lunar Ambush Convoy I'm very familiarized with, because I've used it as a benchmark, and even then it feels a lot harder, because you have to take a lot more risks (Lunar Ambush Convoy), while this time (Target Acquisition) you only may have to take some risks if you're underwhelmed but it's not for certain you'll be in that position (with a single mech). And I made quite a few minor mistakes handling the enemy vehicles, which I shouldn't, but it is what it is.
By my recollection the above mission took 42' 35" from the second turn up to just before capturing the objectives (which spawns more enemies). Mine took 42' 47" from start to finish, so I was probably 5-10 minutes faster. Also the mission was in a hot biome, same as the title video.
I'm pretty confident that if I tried again there is a good chance I won't take any internal damage, just by being less impatient (more cautious at some points) and knowing how the mission goes. In short not terrible not great, I guess just okay. But with other three mechs at the side or behind? for sure I would have crushed the mission. I don't think I'd be taking any damage with four PXH-1B.
So I took less damage using just one mech, to me that is a testament to how much can be improved over the lance of this guide, both regarding loadouts and tactics. But if I try again it will be with a different mech
i.imgur.com/zzm6MOh.png
I am not sure about that to be honest.
The Ambush convoy missions are hard because they are on a timer, but the Target Acquisition mission on 5skulls are typically against 3-4 lances + towers, which I personally found to be much more challenging. Similar to the attack & defend missions, they require a good sustainability of the Mechs and almost continuous fights.
@syken4games But in the Lunar Ambush you're forced to expose yourself to some extent due to the time limit, while you don't necessarily in TA. Besides fighting against being overwhelmed you can take as much time as you need and I have a somewhat easier time soloing TA than AC missions. Anyhow, to be fair I've found TA to be harder than I thought before trying for the first time due to combat mode not being reset after getting out of sensor range. If it weren't for that it would be pretty easy to cheese that mission with a single mech due to the map being fairly big. Still is very doable with a single mech, doing a lot better than the lance in the guide.
And recently I tried a TA Badlands mission with a PXH-1B plus three Centurions (which are not exactly the best companion mechs) and I managed to do this. To me it's obvious how superior are mobile long range loadouts over short range ones, even when they include ECMs. I think some other combinations would have been better but I wanted to try with non-SLDF mechs besides my main:
i.imgur.com/fSv3s5t.png
@@SykenPlays
This is my sixth time in that map, after PXH-1B, WHM-7A, A-II, M2R, PXH-1B + 3×Centurion. This time was a lot easier, and much faster too (around 29 mins 30 secs) as I knew the foes close to the beacons don't stop spawning until after the artillery is discharged, something as I wasn't aware the first two games and I spent a lot of time killing them, specially the second game with the wammy (I think I killed like 15 vehicles in that place), trying to see how many would come out.
I just cannot do close to this in the Lunar Ambush with this mech no matter what, even knowing that map very well. Still this is interesting as a benchmark and now I have it as a named save. Definitely is harder than the usual nine foes Assassination mission.
i.imgur.com/QwoQDxn.png
You can see enemy load out by right clicking on it.
Good tip!
RUclips stuff 👍
:)