Personal computing discussed
Neutronbeam wrote:Hey Ben! How's school!?
Neutronbeam wrote:After that one go-back to an earlier load I made some better financial decisions--I'm now $9.5 million in the black while keeping six mediums in play with their attendant costs, along with 4 MechWarriors who are well advanced in their skill trees. So doing well, which is surprising since my strategy skills peaked at tic-tac-toe. Just picked up my first variant of a Trebuchet last night, which is the first one I've seen.
derFunkenstein wrote:.I'm gonna have to enroll in your school of financial management. I keep running right up on "almost out of cash" and then finish a story mission to survive a few more months. I might be upgrading the Argos too fast.
Sargent Duck wrote:I just did one mission (I have 3 75ton Orions and 1 90ton Hunchback) where there were 2 Shrek PPC vehicles, 2 75ton Orions and 3 Assault Mech's. I died so I reloaded and there were 2 PPC vehicles, 1 Orion and 4 65ton Mech's this time. I cleaned that up. The randomness certainly adds to the challenge.
Waco wrote:It keeps it interesting, though. Scoring headshots on those surprise heavy/assault mechs is worth it!
Hawkwing74 wrote:I had a dropship fall on my 75 ton Black Knight...
Had to redo an entire mission. *sigh* I don't think I was even on the red marks but maybe I was on the edge.
It's fun to acquire the new and bigger 'Mechs. I'm wondering if 4 Assault is the "best" lance or they would just be too slow. Some of the heavies like the grasshopper are actually quite mobile with jump jets.
Hawkwing74 wrote:
I have one LRM mech (currently a Thunderbolt with LRM-15 and LRM-20). I heard there is a King Crab in the game where you can mount up to 4 LRM-20's. That could be one-shotting heavies or even assaults perhaps, with Precision Strike.
Hawkwing74 wrote:I've got Dekker (the scout) in a 55-ton Shadowhawk with: LRM15++ & LRM5+ that both feature +1 stability damage, 2xLRM ammo (240 rounds = 12 shots, total), MLaser++, Rangefinder++ (+50m view), 4x jump jets (S), and near-maximum armor. This medium mech has 7 movement pips and 1120 total armor. With the pilot's Master Tactician skill, it moves in initiative phase 4.I have one LRM mech (currently a Thunderbolt with LRM-15 and LRM-20).
Hawkwing74 wrote:I am enjoying using the Highlander 'Mech.
It seems like the mission where you get this 'Mech, there was a bug. The story mission made me play through 2 fights and I could not save in the middle. It made for a late Saturday night.
I have one LRM mech (currently a Thunderbolt with LRM-15 and LRM-20). I heard there is a King Crab in the game where you can mount up to 4 LRM-20's. That could be one-shotting heavies or even assaults perhaps, with Precision Strike.
derFunkenstein wrote:Looks like I'm only about half-way through.
I would definitely be interested in buying more single-player content. Maybe put it in a different timeline so we can get more mechs.
With priority missions that take me sometimes upwards of an hour or more to complete and side-quests that aren't that long but still take me a while, I really can't complain. I backed it for $25 way back in 2015, and I'm well on my way towards getting what I paid out of it.
JustAnEngineer wrote:What pushes the scaling up of contract challenge levels? Is it based on the passing of time, progress in the story, mercenary hall ranking, or some other arcane method of ensuring that each time that I start believing that the latest upgrades to my lance will make things easier, the OpFor scales up to match?
Browsing the star map under navigation, you see that each system has a base challenge level. With three priority contracts remaining in the campaign, the backwater of Weldry is up to 3½ skulls challenge level.
JustAnEngineer wrote:I honestly didn't find the Liberation: Smithon mission as hard as some others. I believe that my lance for that mission had a light Jenner, a medium Wolverine and two Shadowhawks. I had moved a medium mech armed with MLasers and an autocannon up above the point where the trucks spawn. The ammo trucks seemed to blow up quite readily when struck with the autocannon from above. For the rest of the fight, I kept half of my lance around the pond to help shed the heat from non-stop energy weapons fire.
P.S.: I just thought that the Highlander was slow. I salvaged a Stalker. Without jump jets it has one movement pip. You have to install its maximum of three jump jets (A) to get to the same three movement pips that you can manage with just two jump jets on the Highlander.
derFunkenstein wrote:This time I hit a bug and I'm pretty sure it's a bug.
derFunkenstein wrote:I've had similar hangs a couple of times. Alt-Tabbing to the desktop and then back to the game got it working both times.I moved a mech and the game got stuck. It zoomed in to follow me walking and then just stopped. I couldn't move the screen, couldn't click on anything, just stood there. Not sure where the auto-save is. I let it sit like that for 20 minutes and then just quit, since I couldn't save. I was technically in the middle of my turn.
Sargent Duck wrote:I've completed Liberation: Tyrlon and Coromodir is on my contract list. I have only 5 million C-bills, but my Argo has every single upgrade possible except Med Bay 3 and the Hospital Bay. The cost of these two upgrades would exceed my available funds, even without the monthly bills coming in.I'm at the last mission in the story mode and have $32,000,000 C-bills. I guess I have enough to get the 2nd Mech Bay in the Argo...
JustAnEngineer wrote:derFunkenstein wrote:I've had similar hangs a couple of times. Alt-Tabbing to the desktop and then back to the game got it working both times.I moved a mech and the game got stuck. It zoomed in to follow me walking and then just stopped. I couldn't move the screen, couldn't click on anything, just stood there. Not sure where the auto-save is. I let it sit like that for 20 minutes and then just quit, since I couldn't save. I was technically in the middle of my turn.