Build An Early LRM Boat - A Battletch Guide (2018)

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  • Опубликовано: 3 дек 2024

Комментарии • 28

  • @joaogaldao9040
    @joaogaldao9040 6 лет назад +5

    I'm new to this game and I'm loving the game and the series! I guess now I'm gonna have another series to watch while I wait for Thursday

  • @HeadHunterSix
    @HeadHunterSix Год назад +5

    I think it might be more efficient to use a pair of LRM-15s if you can get them. I think it saves you a ton, that could be used for another jump jet or more armor.
    Remember that hiding in the back is only _usually_ safe. You can't always tell where reinforcements are going to come in from, and there have been times that my rear-echelon missile boat suddenly found itself on a new front line.

    • @HeadHunterSix
      @HeadHunterSix Год назад

      Also, I'm not sure 4 tons of ammo is necessary - you're unlikely to go through 16 rounds of fire in a mission. Three tons is usually fine for 10 rounds of fire. Better to invest that in more armor.

  • @HalIOfFamer
    @HalIOfFamer 2 года назад +1

    I used this as an in your face brawler with shotgun ac5 2medium lasers and 2 srm 6, it had max front armor and a lot of back armor and the guy who was piloting it had a callsign slaughter. I used it to the very end of the campaign before moving to rougetech and experimenting more. this is definetly one of the strongest chasis in the base game.

  • @mbchudno
    @mbchudno 3 года назад +5

    arms dont have any equipment, probably good idea to move armor around to reinforce RT and legs to esure you dont loose lots of launchers or legs. Also, i am not 100% sure indirect mech needs jump jets. It will spend most of its time sitting in cover in some forest or entrenched far from everyone dumping loads of missles all over the map. If you remove them you can beef its armor or maybe even throw in more ammo. Besides that its an awesome build.

    • @ricks4348
      @ricks4348 Год назад

      Probably because the union is wonky and often times will spawn you in places that you cannot get out of without jump Jets. I usually just restart the mission with the logic being at the leopard would never drop you off in such a terrible place where you can't even move.

  • @knightowltoo9616
    @knightowltoo9616 6 лет назад +2

    Nice mini-guide Mal!
    I too make that first free Centurion a missile boat. Since in my lance compositions the artillery mech (LRM missile boat) is the only truly long range mech I have, and my short range mechs will generally draw all the enemy fire, I get by with a lot less armor than you used. And I generally add a medium laser or two just in case I goof and let someone get close too, but then my LRM boat is standing alone away from my other mechs, where yours would have the company of two other mechs.
    I'd also like to mention to newer players what I think is the ideal pilot build for the LRM boat... the Lancer. (see my reply to Edgar Robinson's comment in yesterday's Part III episode for a full list of pilot builds) The Lancer has Multi-Target, Breaching Shot, and Bulwark for talents. The key talent here is Breaching Shot -- it will bypass cover, entrenchment, and guarded on an enemy mech as long as you target it with only one weapon. For example, if you have 3 LRM 10 missile launchers as Mal's Centurion build does, you could actually target 3 guarded mechs with one launcher each, and do full damage instead of half damage (or 3/4 damage if they're only in cover) on each. Bulwark isn't really as important as Breaching Shot is, but I find it nice when I'm standing behind some solitary piece of cover and don't want to move out from behind it, thus giving me guarded.

    • @rGNMal
      @rGNMal  6 лет назад

      Responded on your other comment Knight... the LRM Boat MW build suggestion is simply brilliant. Thanks!

  • @macdallanzero2145
    @macdallanzero2145 Год назад

    If you can find an Assassin you can make a pretty decent, and fairly early, missile boat. The trade off is that you have to give it zero armour to maximize damage output while keeping jump jets for mobility.
    Strip all the armour and load up as many jump jets as it will handle, top up your tonnage with LRM launchers and make sure you have at least a couple tons of ammo for them and... that's basically it.
    Keep it away from enemies - and it's not that hard since it's fast, has jump jets, and it can indirect fire at a decent range. The fact that it ignores 3 evasion makes it viable for quite a while as a LRM boat, and it's great if your pilot has multi-target because they can reliably land hits on fast mechs with 3+ evasion and also remove one evasion on each target. That's why you want multiple LRM launchers instead of just one LRM-15 and some armour. I went with four LRM-5 launchers so if I was heating up I could shut one or two off and still dish out some damage - and strip evasion from enemies.

  • @antonskor8127
    @antonskor8127 4 месяца назад

    Thank you bro

  • @knightowltoo9616
    @knightowltoo9616 6 лет назад +5

    OH, Mal, just wanted to be sure you knew that with the 1.1 patch you can now customize mech pilots as long as they aren't ronin or patreon backers of BattleTech, you can even choose their voices! If you want to get a few of your key supporters in the game as pilots, you probably want to hire some non-ronin pilots and rename and customize them as early as possible so you don't waste XP on the generic guys you start with. (they're all ronin unfortunately)

    • @rGNMal
      @rGNMal  6 лет назад +1

      Yup, that's the only reason I haven't booted them, they already have some XP. I will hire some more however and slowly move the Roini pilots out. I REALLY like the idea for the LRM Pilot you suggested... obviously go heavy tactics but the whole Gunnery line to breaching shot is brilliant. It frankly had not occurred to me, it would affect multishot targets, which is why I never thought it would be worth it for an LRM boat pilot. I figured getting tactics to Master Tactician would be more worthwhile, I stand corrected sir! o7

    • @knightowltoo9616
      @knightowltoo9616 6 лет назад

      Another advantage to the Lancer for LRMboats: did you notice a LRM 15 plus a LRM 5 is actually *lighter* than a strait up LRM 20? If you have the hard points to spare to do it you can save the larger LRM launchers for the breaching shots and the LRM 5's for knocking off a evasion chevron on another enemy. :-D

  • @wandererdragon
    @wandererdragon 6 лет назад +5

    I guess several people might have already mentioned that, but killing mechs by firing into center torso (CT) might not be a great idea from a credits perspective (at least in vanilla game). If you keep CT intact and destroy mech by damaging left/right torso, or knocking it down several times you'll get 3/3 mech parts, while destroying CT will give you only one mech part.

    • @rGNMal
      @rGNMal  6 лет назад +2

      You are correct, in terms of C-bills but there are so many opportunities to get said C-bills, I often do not worry. Now if it's a Mech I personally want, that's a different story (especially if I negotiated for multiple priority salvage picks). Cheers!

  • @macross3730
    @macross3730 Год назад

    i use a 1 lrm boat allmoust allways in a lance, great for knocking down mechs and taking off turrets in a base just sensorlock and boom 1shot. for med i use trebucket-n, heavys catapult-c4, assault stalker..allways use a multishot pilot in it...

  • @Wolfenacht
    @Wolfenacht 6 лет назад +2

    Is there a reason to not have the ammo in the torso? I'm still new at this, so this may be completely wrong, but I like to store the ammo with the weapons. This is the reasoning. If you lose a leg, you lose half your ammo. Where as if you lose your shoulder, all your weapons are gone and your ammo is useless. This is the reason why I put them together, as one without the other is useless. Again, I could be wrong with that assessment, but that's what I currently do with my Mechs. Also, the LRM boats are really good at setting Mechs as "unbalanced" or just straight up knock them down. This is amazing for fighting!

    • @RetroMaticGamer
      @RetroMaticGamer 4 года назад +6

      Once your armor’s gone, critical hits can cause ammo explosions, which will do even more internal damage to that location as well as the pilot. Legs are hit less often, and won’t cause the pilot to suffer injury. Better to lose a leg than a side torso, arm, and pilot at the same time.

    • @executive
      @executive 4 года назад

      @@RetroMaticGamer no. if you lose an arm then nothing happens. if an ammo explosion blows your leg off then you're crippled.

  • @timothyhansen6581
    @timothyhansen6581 Год назад +1

    Huh. Thought this was going to be about Mechwarrior 5, not BattleTech.
    Well, this is awkward, as I don't have BattleTech. If this had been about MW5, I'd have said a good EARLY LRM boat (Provided you have YAML going & use the cheat that has all of the equipment available from day one.) would be a Locust 1M. Sure, it's only a 20-tonner, but give it an XL engine, some Structural Endo (C), a Small Cockpit, & a Stabilized UL Gyro, & you have enough space to put an ECM (C) in there on top of a pair of LRM-5's, which means you can equip it with an Armor Stealth or Armor NSS. Do that, give it a TAG rather than an energy weapon, & have it run the Missile Boat Role, & you've got a little dude that'll be running around the map shooting things with its missiles & being unable to be targeted by Mechs that aren't in Melee range.
    Especially if you also throw an Advanced UAV Drone in there, as well, so the Mech itself can stay out of range of return fire.

    • @timothyhansen6581
      @timothyhansen6581 Год назад

      Oh. And if you're not hung up on ONLY using LRM's, you could always put a pair of MML5's or ATM(6)'s on it, instead, so you'd also get short-range coverage without needing more than two missile hardpoints or extra weight.

  • @AzureFayt
    @AzureFayt 6 лет назад +1

    is there a roguelike campaign to the game? While i like "story mode" its not really what i want to play with this game...

    • @rGNMal
      @rGNMal  6 лет назад +1

      Story missions simply refers to special missions that move the campaign forward. I myself am playing in Ironman mode and thus, if I lose a mech or pilot in the campaign it is permanent. Cheers

    • @AzureFayt
      @AzureFayt 6 лет назад +2

      Thanks for the amazingly fast response! I have been on the fence with this game for quite some time since i had been hearing and reading some bad reviews on it...but if it has an ironman mode and random missions ala xcom...then im sold! thanks mal :D

    • @rGNMal
      @rGNMal  6 лет назад

      Yu bet, let us know if you have any questions! Good luck!

    • @knightowltoo9616
      @knightowltoo9616 6 лет назад +3

      @AzureFayt The truth is, the story line missions even in vanilla can be skipped for a long time before you need to do them to open up the rest of the map. Personally, I like play "gotta catch them all" and do a half dozen random missions between story line missions to try to find one of each of all the different mech versions. Or unless I need a cash windfall--story line missions pay *very* well. And if you want to go ahead and use mods www.nexusmods.com/battletech you can bypass them completely if you want to. They even have mods to make the game more like tabletop with later era equipment. (such as RogueTech) From what I've seen, a lot of the earliest reviews were bad more because the review authors weren't already familiar with battletech and there is a steep learning curve for the newbie. I've seen quite a few reviewers change their minds once they've figured out the mechanics/strategy better, but of course everyone's tastes are different and you will have to decide yourself. :-D
      EDIT: fixed link, sigh

    • @AzureFayt
      @AzureFayt 6 лет назад

      thanks a lot :D

  • @Sgt_Colt
    @Sgt_Colt 4 года назад +1

    You could also whack an LRM20/15/5 on instead of LRM 10/10/10. Just have to sacrifice a bit of armour to do it