My favorites are the Highlander-B (I use a Gauss Rifle, 2 SRM-6++, and a pair of Lg Laser ++), The Marauder Royal (with a pair of ER-PPCs and a UIAC-5++), and the Annihilator (especially with a trio of UAC-10++ and a pair of Large Pulse). The Cataphract-X and the Cyclops-Z are very useful. Black Market is essential if you really want to get a good assault lance and the weapons to make them effective.
Pilots I run either Gladiators of Vanguards, these are the only viable characters. Vanilla Atlas II x4, I call The Galvatron Build. 4x Snub PPC++, LXB10++, ECM. 660 Alpha-Strike. Injury Res Cockpit, Hit Defence Gyro, DHS / Exchanger where necessary. I think this should be 1800 armour or 1720 depending on memory. *I haven't played vanilla in a long time.* OR Firestarter x4, With M-Laser+++ x4, MG++ x5, 1 ton MG ammo. With INJ Res Cockpit and HD Gyro. Requires Mechwarrior to have Pilot 10. Skill Choices are optional. OR SLDF P-Hawk x4. 5x SLDF M-Pulse Laser++. I expect player to understand DHS, Exchanger use, Stacking Lostech TTS, and correct Armour allocation. 1st Scout Lance = I kill anything before I can even be hit. 2nd Light Lance = My effective HP is beyond your ability to harm me. 3rd Medium Lance = I can Jump and backstab any mech to death.
My end game lance would be Highlander, Battlemaster, Annihilator, and Atlas. I know this is not the best of the best, but I like the look of the Highlander and the lore and look of the Battlemaster to leave it. Finally, I really don’t like the idea of just taking the same mech. I prefer taking a lance with different mech in the mix. I know this is a me problem but, I still like the chart you made and hope this helps other players.
I really hope in battletech 2 if it’s made, they balance all the mechs better. A full team of Assault mechs is funny ha ha big robot go stomp, but if you look at the battletech roster there are 51 mechs in the game, variants not counted. End game means that of those 51, you are only left with 12 wow that’s sad. Assault are just hands down better, trying to limit your self does not feel like the answer ether. Last thing I hope that in battletech 2 they add Quirks, this would add so much life into the mech I think.
I think I have to disappoint you. I remember reading that the team does not have the IP anymore and that the BT game was a one-off, so BT2 is not planned :/
Splendid work :) I see in the comments that a particular point I was going to make about the Comms not stacking has already been dealt with so I shall move on to a question that might seem odd on a video about the most crushingest of Assault Lances but I sense that I amongst number crunchers here so thought I would chance my luck. I started playing BattleTech back in the 80's and one of the things that we used to do in my group was to work with tonnage/points systems so that the games were not just 24 Steiner Scout Mechs stomping around :chuckles:. And I have also been playing tabletop RPG's since the dawn of time (aka late 70's :)). So when HBS came out with what seemed a very good PC version of BattleTech I was most definitely 'in'. The most disappointing thing in the game for me is the lack of a mode wherein you can apply *limits* so that every play through does not end up with you having a 400 ton lance :D Is there a way to do this that I have not yet found or do I have to continue doing what I am doing presently which is build up my lance to match one of my 'real' ones and just use the Skull ratings as a filter to keep the opposition to a reasonable level? That obviously does not work for the Campaign, for it cares nothing for my roleplaying wishes but I can do that in Career mode even tho' it 'hurts' the end result. If there is a way to edit the game files to give less 'stompy' enemy forces I will be deeply happy :) EDIT: Had a search through some of my old notes and the rules of thumb we used to use, if we weren't using a BattleForce type points system, was taken from the NAIS 4th Succession War sourcebook: Light Lance: 80-130 tons Medium Lance: 135-200 Heavy Lance: 205-280 Assault Lance: 285-400 As you can see, the computer game thinks rather differently :lol:
I like the LB-2X++ Annihilator over the UAC-2. The benefits to heat, recoil, and ammo usage combined with the more consistent damage output is worth the greater damage spread. Also the only mech I use a rangefinder on.
From what everyone's saying, comms systems don't stack, so doing 4x comm system is fairly pointless. Is everyone else wrong, or they should be replaced by something else?
This has been tested and confirmed in the official forum very soon after the game was released, you can enable debug mode and check by yourself if you want. Also each pilot with two or more stats at level 10 grants you +1 resolve per turn, so +4 per turn for a lance with all pilots maxed.
Hi Tomasz, that is a fair point, I didn't know it in advance - taking in that info, I would have modified the lances a light bit. The ECM carrying Atlas2 would have remained with the +3 coms system, Rangefinder+++ on the Anhilator and the other two would likely go with +hp or rangefinder as well
Thanks for all your hard work. I’m in career mode at the moment and wondering where to get either the Atlas ECM or the ECM equipment as a standalone (if possible). I also haven’t come across the Atlas HT yet, despite multiple 5 star missions. I have all the DLC. Any help you could provide would be great.
Hi Tom, glad that you liked it and good luck on your run. The Mechs and Tech that you are looking for can best be found in systems with LostTech / High Tech rating or on the black market
What is the point of a TAG if its bonus is only applied to the next attack when the target is destroyed by the first attack? It would make sense to have a mech with two tags and a multi-shot (kills 1 opponent and tags two more). Also, comms don't stack, and the morale limit per turn is 43 (each pilot with skills pumped up to 10 brings an additional 2 morals per turn, which eventually gives 43, making the comms absolutely useless).
It is a fall-back mechanism for the very rare times when you do not destroy them on the first attack. In that case, you can always multistory and destroy the remaining hp of the injured target (the TAG ensures that you will hit) and use the remaining firepower to likely get another Mech down.
The savegame that you are seeing is around 600-700 hours in. You are getting these mainly from the pirate markets. One easy way of obtaining them is making credits, having low maintenance costs and then flying from one pirate market to the next.
I wonder how much time do I need to get into this point.. But my real question is, is it still fun to play the game if you have every strongest weapons in the strongest mechs that can almost always one shot anything on the map? anyway, nice video and thanks for the guide
It was a while, I think about 300 hours on that concrete savegame. Whether it is worth it for you, is totally up to you. I personally have enjoyed the deployments even after having all of the weapons and used the missions to try out new lances, tactics and used the game more as a sand-box approach to different tactics. I basically tried out each of the Mechs and also different styles of game-play to come to a vested opinion.
I think you have over-estimated how effective precision shot is against an evasion focused build. Precision shot adds 15% to hit chance. A gunnery 10 skill is 75% plus 2.5% for each skill point, and thus 100% to hit chance, combined with precision shot gives you 115%, using lasers is another 5%, so a laser focused 10 gunnery skilled pilot using precision shot essentially has 120% chance to hit. Obviously the game caps this at 95%. Now on the flip side. A medium mech: -5% to hit 3 hit defense gyro: -15% to hit 10 pilot skill: -15% to hit 6 evasion chevrons: -60% to hit This means you will only have 25% hit chance with precise shot (not 50). Without precise shot, it'll be 10%. If this was a light mech, then you can take a further 10% from those numbers. It is easy for a medium mech to get 6 evasion chevrons if you're running one of the medium jumper mechs (like an SDLC griffin or phoenix hawk). Dont forget that battletech uses a loaded dice system, whereby low to hit chances end up being lower than displayed. A medium jumper also has the ability to jump from cover to cover fairly easily, meaning that as long as the pilot is built correctly (ace pilot and bulwark) the mech will end up with a greater tanking potential than the atlas. Combine 2 of these with 2 headcapping marauders (66% chance for instapop), and there's an 88% chance that an atlas goes pop before it fires a single shot, and a 44% chance that two atlases pop before firing a single shot. Medium jumpers would be outfitted with ++ Snub PPCs for rear arc double alphas (ace pilot).
Thanks! Amazing to see how you have BT dialed in. I cannot figure out why game designers include less effective mechs, weapons, etc., as revealed by your analysis. Similar in Stellaris. Logically, a "bad" mech would work well in some specific situation. Rather, it seems game designers are content to hide the 'golden needles' in a haystack of excessive detail. I was able to dig up your spreadsheet from Reddit. I'm sure I'm not the only lazybones who would appreciate if you linked to it from here.
Hi Michael, glad that you liked it. I will update the description and pin the link once I have some more time, answering comments during business travel at the moment.
I firmly disagree. The Marauder has a 35% headshot chance. I ran many Marauder lances as heavy lances (another video that you can find) and the effective chance to kill an enemy with that is around 66% with an optimal load-out. The rest of the time, it is either just not enough to deal lethal damage. Additionally, even with max moral and coms +++, you can only afford 2x shots per round, in an extended firefight in some rounds even only 1 precise shot. The point that you seem to be missing with this lance is that all 4 of them can one-shot enemies regardless where they aim, simply due to massive damage overload. The precise shot kill ratio (even with bracing and forest terrain) is 90+% and they could even kill without precise shot. Additionally, they have 2x the armor and do not run as hot. There is not even a close contest between them and the Marauder.
@@SykenPlays Oh I dont mean you 4x Marauders are the best lance, I mean 3x Assault + 1 Marauder. The benefits of having just 1 marauder greatly outweigth the cons. It also brings something this lance is sorely lacking: range. Your lance basically fires wet noodles at visual range, since the bulk of the damage is done at close range. A marauder can kill at max view range, like 420 meters if properly set up (viewfinders OP).
@@Joker-kp7ss The Anhiliator is long range and can shoot almost across the map. If anything, I would switch out one of the AtlasII for another Anhil, but with the ECM it is simply not needed. I am seeing a lot of posts around ranged attacks being incredibly strong and one of the favorite tactics to „solo“ the game is JJ-ing out of LOS and effectively sniping the heads with a Marauder. Whilst that is definitely a valid tactic, a lance of 4x of these Mechs, would stand no chance against the lance displayed here. In my perspective, damage overload with ER Medium lasers is an incredibly strong approach. Nothing withstands 2000dmg. And given that you can do it every turn, that you are effectively invulnerable in between (because the Mechs are not targetable in the ECM) makes the tactic very difficult to counter. I have played through 5skull missions without a noticeable scratch, every biome, every type of mission.
@@Joker-kp7ss I am seeing your point though - my answer (although disagreeing with the argument), does not mean that you do not have a valid point for the marauder in general. For an assault lance, it just does not make the cut. For a heavy lance, different story :)
The builds that I am showing here can shoot 3 rounds in a row without overheating in the hottest climate, so it is really not a big problem, as fights typically do not last that long. On a general note, I am trying to keep the heat build-up to a sustainable level, where I can go 2-3 rounds without needing to take a break. I am also trying to stay in water if possible for more cooling.
They are very recent and no further updates have been released to the game as far as I know. I suggest you start with the basic guides as a new player, they will give you an info about the core mechanics, which will give you the best bang for your time.
It is an option, typically not necessary with this setup, as you are not even getting hit. It is a real alternative, if you are afraid of missles. In my experience, even when exposed, a braced + in forest + bullwalk stance Assault Mech takes almost no stability damage - even from the LRM 20+++ with extra stability damage. Had multiple situations, where a single Mech was hit about 5-10 times from different sources and was still standing.
Don‘t get me wrong, I love King Crabs (they are my favorite Mech), but the Atlas II, which is a pre SCR Mech from the black market is objectively better, which is why you find them here in the build.
Well, we are looking at the strongest end-game lance with literally 100 hours of investment to even get there. The road towards it takes time and can be difficult at times.
Why the lance should be able to deal with different ranges?. What matters are results. If you can easily deal with any type of mission and with any number of enemies then doesn't matter how you do it. If you play in a way you won't be hit much and never at close range then why you should be able to fight at that distance? You can cheese most missions with a single high-end mech, but not with any of those, which IMO are pretty dull (Atlas-II with close range weapons and no JJs?). With a top tier lance I'd expect to not get hit, even not being attacked. I can easily take less damage (even zero damage with a bit of luck) with a lone mech lance than that four mech lance. As I see it those builds are pretty bad IMO, when one single well optimized Atlas-II, Warhammer-7A or Marauder can beat on its own most five skull missions (including in Lunar) with minimal to no damage. Also, only one comms (the best one) has effect in the lance, and the Bank is bad, the heat bar in the Mech Bay counts the heat storage as cooling, when that's not correct because you have to get rid of that heat eventually.
Hi Elric, thanks for your input. I would respectfully disagree with your approach to the topic. The idea of the lance was to showcase the strongest fighting lance that you can field in the game. That means: - Ability to consitently deal damage in any biome - Ability to fight against any other combination of lances / setup of enemies - Maximum DPR in an ongoing fight You can certainly deal with enemies with a single Mech and enough range and time, but that is not the point of the video. Any single enemy would not be able to deal with the lance to begin with (as you would need to approach into close combat in order to deal damage). Th e point is not to showcase how to "cheese" anything, but to have the ability to deal enough damage to one-shot every Mech in the game, each round with almost each member of the lance. I have yet to see another lance that can accomplish that. As for Jump Jets, they are neat for movement, but not worth the heat / tonnage trade-off. You can play with them and rely on movement blips, but unfortunately that won't help you if you play against 12+ enemies at the same time (unless you take extensive time to kite them across the entire map).
@@SykenPlays If the lance is about those points you mention then ok, that's fair, but it has little to do with a "best lance". To me a best lance is one that would complete the missions with the least risk possible, ideally not being attacked at all. That's what you would want if there were real stakes. Like I said, doesn't matter what you do, what matters are the results. If a lance can accomplish more and safer with less resources then it is better. Now, if you're talking about the "strongest" then that's different to "best". They aren't synonymous.
My favorites are the Highlander-B (I use a Gauss Rifle, 2 SRM-6++, and a pair of Lg Laser ++), The Marauder Royal (with a pair of ER-PPCs and a UIAC-5++), and the Annihilator (especially with a trio of UAC-10++ and a pair of Large Pulse). The Cataphract-X and the Cyclops-Z are very useful.
Black Market is essential if you really want to get a good assault lance and the weapons to make them effective.
Thanks for sharing your lance.
Pilots I run either Gladiators of Vanguards, these are the only viable characters.
Vanilla Atlas II x4, I call The Galvatron Build. 4x Snub PPC++, LXB10++, ECM. 660 Alpha-Strike. Injury Res Cockpit, Hit Defence Gyro, DHS / Exchanger where necessary. I think this should be 1800 armour or 1720 depending on memory. *I haven't played vanilla in a long time.*
OR
Firestarter x4, With M-Laser+++ x4, MG++ x5, 1 ton MG ammo.
With INJ Res Cockpit and HD Gyro.
Requires Mechwarrior to have Pilot 10. Skill Choices are optional.
OR
SLDF P-Hawk x4.
5x SLDF M-Pulse Laser++.
I expect player to understand DHS, Exchanger use, Stacking Lostech TTS, and correct Armour allocation.
1st Scout Lance = I kill anything before I can even be hit.
2nd Light Lance = My effective HP is beyond your ability to harm me.
3rd Medium Lance = I can Jump and backstab any mech to death.
Sounds like an interesting lance.
My end game lance would be Highlander, Battlemaster, Annihilator, and Atlas. I know this is not the best of the best, but I like the look of the Highlander and the lore and look of the Battlemaster to leave it. Finally, I really don’t like the idea of just taking the same mech. I prefer taking a lance with different mech in the mix. I know this is a me problem but, I still like the chart you made and hope this helps other players.
Great lance as well. The game offers enough flexibility to accommodate many different lances.
I really hope in battletech 2 if it’s made, they balance all the mechs better. A full team of Assault mechs is funny ha ha big robot go stomp, but if you look at the battletech roster there are 51 mechs in the game, variants not counted. End game means that of those 51, you are only left with 12 wow that’s sad. Assault are just hands down better, trying to limit your self does not feel like the answer ether. Last thing I hope that in battletech 2 they add Quirks, this would add so much life into the mech I think.
I think I have to disappoint you. I remember reading that the team does not have the IP anymore and that the BT game was a one-off, so BT2 is not planned :/
Ooof BTA 2 would be amazing
Also I play BTA 3062 loads of mechs and vehicles.. I use BA with flying choppers a lot for scouting and hunting down big mechs
Splendid work :) I see in the comments that a particular point I was going to make about the Comms not stacking has already been dealt with so I shall move on to a question that might seem odd on a video about the most crushingest of Assault Lances but I sense that I amongst number crunchers here so thought I would chance my luck.
I started playing BattleTech back in the 80's and one of the things that we used to do in my group was to work with tonnage/points systems so that the games were not just 24 Steiner Scout Mechs stomping around :chuckles:. And I have also been playing tabletop RPG's since the dawn of time (aka late 70's :)). So when HBS came out with what seemed a very good PC version of BattleTech I was most definitely 'in'.
The most disappointing thing in the game for me is the lack of a mode wherein you can apply *limits* so that every play through does not end up with you having a 400 ton lance :D Is there a way to do this that I have not yet found or do I have to continue doing what I am doing presently which is build up my lance to match one of my 'real' ones and just use the Skull ratings as a filter to keep the opposition to a reasonable level? That obviously does not work for the Campaign, for it cares nothing for my roleplaying wishes but I can do that in Career mode even tho' it 'hurts' the end result. If there is a way to edit the game files to give less 'stompy' enemy forces I will be deeply happy :)
EDIT: Had a search through some of my old notes and the rules of thumb we used to use, if we weren't using a BattleForce type points system, was taken from the NAIS 4th Succession War sourcebook:
Light Lance: 80-130 tons
Medium Lance: 135-200
Heavy Lance: 205-280
Assault Lance: 285-400
As you can see, the computer game thinks rather differently :lol:
Yes, the two are quite different, I think they needed to dumb it down a bit for the actual PC game.
I like the LB-2X++ Annihilator over the UAC-2. The benefits to heat, recoil, and ammo usage combined with the more consistent damage output is worth the greater damage spread. Also the only mech I use a rangefinder on.
Very well done Syken.
Thanks mate.
From what everyone's saying, comms systems don't stack, so doing 4x comm system is fairly pointless.
Is everyone else wrong, or they should be replaced by something else?
This has been tested and confirmed in the official forum very soon after the game was released, you can enable debug mode and check by yourself if you want. Also each pilot with two or more stats at level 10 grants you +1 resolve per turn, so +4 per turn for a lance with all pilots maxed.
Hi Tomasz,
that is a fair point, I didn't know it in advance - taking in that info, I would have modified the lances a light bit. The ECM carrying Atlas2 would have remained with the +3 coms system, Rangefinder+++ on the Anhilator and the other two would likely go with +hp or rangefinder as well
Nothing can beat the Steiner Scout Squad
not really, this lance is eating them pretty much for breakfast. One-shot every single one of them.
@@SykenPlays There is nothing that can beat the Steiner Scout Squad
Thanks for all your hard work. I’m in career mode at the moment and wondering where to get either the Atlas ECM or the ECM equipment as a standalone (if possible). I also haven’t come across the Atlas HT yet, despite multiple 5 star missions. I have all the DLC. Any help you could provide would be great.
Hi Tom,
glad that you liked it and good luck on your run.
The Mechs and Tech that you are looking for can best be found in systems with LostTech / High Tech rating or on the black market
What is the point of a TAG if its bonus is only applied to the next attack when the target is destroyed by the first attack? It would make sense to have a mech with two tags and a multi-shot (kills 1 opponent and tags two more). Also, comms don't stack, and the morale limit per turn is 43 (each pilot with skills pumped up to 10 brings an additional 2 morals per turn, which eventually gives 43, making the comms absolutely useless).
It is a fall-back mechanism for the very rare times when you do not destroy them on the first attack. In that case, you can always multistory and destroy the remaining hp of the injured target (the TAG ensures that you will hit) and use the remaining firepower to likely get another Mech down.
Where do you get:
1) All the U/AC2s from?
2) Multiple Atlas IIs from? I've only got/seen the one awarded at the end of the original campaign.
The savegame that you are seeing is around 600-700 hours in. You are getting these mainly from the pirate markets. One easy way of obtaining them is making credits, having low maintenance costs and then flying from one pirate market to the next.
Did you ever publicly share these sheets? It would be cool!
I did not unfortunately.
I wonder how much time do I need to get into this point.. But my real question is, is it still fun to play the game if you have every strongest weapons in the strongest mechs that can almost always one shot anything on the map?
anyway, nice video and thanks for the guide
It was a while, I think about 300 hours on that concrete savegame. Whether it is worth it for you, is totally up to you. I personally have enjoyed the deployments even after having all of the weapons and used the missions to try out new lances, tactics and used the game more as a sand-box approach to different tactics.
I basically tried out each of the Mechs and also different styles of game-play to come to a vested opinion.
I think you have over-estimated how effective precision shot is against an evasion focused build. Precision shot adds 15% to hit chance. A gunnery 10 skill is 75% plus 2.5% for each skill point, and thus 100% to hit chance, combined with precision shot gives you 115%, using lasers is another 5%, so a laser focused 10 gunnery skilled pilot using precision shot essentially has 120% chance to hit. Obviously the game caps this at 95%. Now on the flip side.
A medium mech: -5% to hit
3 hit defense gyro: -15% to hit
10 pilot skill: -15% to hit
6 evasion chevrons: -60% to hit
This means you will only have 25% hit chance with precise shot (not 50). Without precise shot, it'll be 10%. If this was a light mech, then you can take a further 10% from those numbers. It is easy for a medium mech to get 6 evasion chevrons if you're running one of the medium jumper mechs (like an SDLC griffin or phoenix hawk). Dont forget that battletech uses a loaded dice system, whereby low to hit chances end up being lower than displayed. A medium jumper also has the ability to jump from cover to cover fairly easily, meaning that as long as the pilot is built correctly (ace pilot and bulwark) the mech will end up with a greater tanking potential than the atlas.
Combine 2 of these with 2 headcapping marauders (66% chance for instapop), and there's an 88% chance that an atlas goes pop before it fires a single shot, and a 44% chance that two atlases pop before firing a single shot.
Medium jumpers would be outfitted with ++ Snub PPCs for rear arc double alphas (ace pilot).
Thanks for sharing your perspective.
Excellent video... Now do it for RogueTech please.... How many years will you need?
I asked the channel if they‘d like to see more BattleTech (RogueTech in particular), unfortunately it did not find much support.
Thanks! Amazing to see how you have BT dialed in. I cannot figure out why game designers include less effective mechs, weapons, etc., as revealed by your analysis. Similar in Stellaris. Logically, a "bad" mech would work well in some specific situation. Rather, it seems game designers are content to hide the 'golden needles' in a haystack of excessive detail. I was able to dig up your spreadsheet from Reddit. I'm sure I'm not the only lazybones who would appreciate if you linked to it from here.
Hi Michael,
glad that you liked it. I will update the description and pin the link once I have some more time, answering comments during business travel at the moment.
Its a strong lance, but the best overall lance needs a Marauder, easily the most OP mech in the entire game, popping heads like candy.
I firmly disagree. The Marauder has a 35% headshot chance. I ran many Marauder lances as heavy lances (another video that you can find) and the effective chance to kill an enemy with that is around 66% with an optimal load-out. The rest of the time, it is either just not enough to deal lethal damage. Additionally, even with max moral and coms +++, you can only afford 2x shots per round, in an extended firefight in some rounds even only 1 precise shot.
The point that you seem to be missing with this lance is that all 4 of them can one-shot enemies regardless where they aim, simply due to massive damage overload. The precise shot kill ratio (even with bracing and forest terrain) is 90+% and they could even kill without precise shot. Additionally, they have 2x the armor and do not run as hot. There is not even a close contest between them and the Marauder.
@@SykenPlays Oh I dont mean you 4x Marauders are the best lance, I mean 3x Assault + 1 Marauder. The benefits of having just 1 marauder greatly outweigth the cons. It also brings something this lance is sorely lacking: range. Your lance basically fires wet noodles at visual range, since the bulk of the damage is done at close range. A marauder can kill at max view range, like 420 meters if properly set up (viewfinders OP).
@@Joker-kp7ss The Anhiliator is long range and can shoot almost across the map. If anything, I would switch out one of the AtlasII for another Anhil, but with the ECM it is simply not needed.
I am seeing a lot of posts around ranged attacks being incredibly strong and one of the favorite tactics to „solo“ the game is JJ-ing out of LOS and effectively sniping the heads with a Marauder.
Whilst that is definitely a valid tactic, a lance of 4x of these Mechs, would stand no chance against the lance displayed here. In my perspective, damage overload with ER Medium lasers is an incredibly strong approach. Nothing withstands 2000dmg. And given that you can do it every turn, that you are effectively invulnerable in between (because the Mechs are not targetable in the ECM) makes the tactic very difficult to counter. I have played through 5skull missions without a noticeable scratch, every biome, every type of mission.
@@Joker-kp7ss I am seeing your point though - my answer (although disagreeing with the argument), does not mean that you do not have a valid point for the marauder in general. For an assault lance, it just does not make the cut. For a heavy lance, different story :)
Hi, just wondering how do you deal with the heat build up? Do you take a turn to brace and cool down?
The builds that I am showing here can shoot 3 rounds in a row without overheating in the hottest climate, so it is really not a big problem, as fights typically do not last that long.
On a general note, I am trying to keep the heat build-up to a sustainable level, where I can go 2-3 rounds without needing to take a break. I am also trying to stay in water if possible for more cooling.
I'd like to see this lance do a 5 skull target acquisition
If I play it again, I can certainly pick it up again. Until then, this is as much BattleTech content as I have prepared :)
Are you running any game mods? or is this Battletech Vanilla with the DLC's?
Hi David,
that is just BattleTech Vanilla with all DLCs
Do these videos still hold water? New player and not sure if any new updates have impacted this series.
They are very recent and no further updates have been released to the game as far as I know.
I suggest you start with the basic guides as a new player, they will give you an info about the core mechanics, which will give you the best bang for your time.
I run atlas, king crab, highlander, and
Lrm missle boat
thanks for sharing your lance!
Why not run with GYRO++ -30% Stb DMG Taken
It is an option, typically not necessary with this setup, as you are not even getting hit.
It is a real alternative, if you are afraid of missles. In my experience, even when exposed, a braced + in forest + bullwalk stance Assault Mech takes almost no stability damage - even from the LRM 20+++ with extra stability damage. Had multiple situations, where a single Mech was hit about 5-10 times from different sources and was still standing.
4 king crabs
Don‘t get me wrong, I love King Crabs (they are my favorite Mech), but the Atlas II, which is a pre SCR Mech from the black market is objectively better, which is why you find them here in the build.
Interesting, but seems to make game boring if it’s that easy.
Well, we are looking at the strongest end-game lance with literally 100 hours of investment to even get there. The road towards it takes time and can be difficult at times.
Why the lance should be able to deal with different ranges?. What matters are results. If you can easily deal with any type of mission and with any number of enemies then doesn't matter how you do it.
If you play in a way you won't be hit much and never at close range then why you should be able to fight at that distance?
You can cheese most missions with a single high-end mech, but not with any of those, which IMO are pretty dull (Atlas-II with close range weapons and no JJs?). With a top tier lance I'd expect to not get hit, even not being attacked. I can easily take less damage (even zero damage with a bit of luck) with a lone mech lance than that four mech lance. As I see it those builds are pretty bad IMO, when one single well optimized Atlas-II, Warhammer-7A or Marauder can beat on its own most five skull missions (including in Lunar) with minimal to no damage.
Also, only one comms (the best one) has effect in the lance, and the Bank is bad, the heat bar in the Mech Bay counts the heat storage as cooling, when that's not correct because you have to get rid of that heat eventually.
Hi Elric,
thanks for your input. I would respectfully disagree with your approach to the topic. The idea of the lance was to showcase the strongest fighting lance that you can field in the game. That means:
- Ability to consitently deal damage in any biome
- Ability to fight against any other combination of lances / setup of enemies
- Maximum DPR in an ongoing fight
You can certainly deal with enemies with a single Mech and enough range and time, but that is not the point of the video. Any single enemy would not be able to deal with the lance to begin with (as you would need to approach into close combat in order to deal damage). Th e point is not to showcase how to "cheese" anything, but to have the ability to deal enough damage to one-shot every Mech in the game, each round with almost each member of the lance. I have yet to see another lance that can accomplish that.
As for Jump Jets, they are neat for movement, but not worth the heat / tonnage trade-off. You can play with them and rely on movement blips, but unfortunately that won't help you if you play against 12+ enemies at the same time (unless you take extensive time to kite them across the entire map).
@@SykenPlays
If the lance is about those points you mention then ok, that's fair, but it has little to do with a "best lance". To me a best lance is one that would complete the missions with the least risk possible, ideally not being attacked at all. That's what you would want if there were real stakes. Like I said, doesn't matter what you do, what matters are the results. If a lance can accomplish more and safer with less resources then it is better.
Now, if you're talking about the "strongest" then that's different to "best". They aren't synonymous.
@@EldritchElric alright master, you won the argument.. here, take my 100 million C-Bills :D