If you get the expansion, too, it pairs well with the flashpoint missions.Alongside the standard gigs where you’re just doing random odd jobs for pirates and noble houses, you’ll encounter special missions-sometimes bastard-hard-that come with all the conversation, plot and occasional choices that you might instead expect from the campaign. And without the story missions to work towards, you’re free to build your mercenary company the way you want, rather than just making a lance that’s tough enough to tackle the next part of the campaign.Since the campaign doles out free mechs, big chunks of cash and gives you a clear path to follow, the career mode feels more appropriate for a second playthrough. It’s BattleTech, but without the restrictions. The titular flashpoint missions and a new career mode (which everyone gets as part of a free update) loosen the reins.Career mode removes the story and the pressures that come with it, letting you go where you want and take on whatever missions tickle your fancy. You’ve got debts, responsibilities and allegiances all tied to the plot. as the initiative bonus is a big help but you obviously need to keep the Cyclops from falling in order to maximize use.With or without the expansion, you can flit around space, picking missions from a list of jobs-depending on your reputation and ability-while hiring new crew and building a whole host of mechanical monsters, but the story stops short of letting you be a proper free-wheeling mercenary. Similarly i would recommend droping the AC 20 from the 10-Z and either building it around large laser/PPC long range direct fire support, or LRM 20+5 or higher in yrou missil points with ML for long range Indrect fire support, and max out the armor and just sheer the off weight from the legs. My biggest issue with the 10-Q is it doesn't really stand out compared to other assault mech hard points like the banshee or the awesomes all energy and high support respectively, the stalkers LRM capacity or the King crabs default of two ac-20s. The 10-Q which lacks this hardware, is probably not as useful, as all of your pilots should have personal assault mechs or just a general build you prefer with the mechs you gain (such as highlander 732b and the atlas 2, king crabs nad stalkers ect) But could be good if you're starting from scratch in career mode. The 10-Z which has the battle computer is definitely worth it to bring to an end game lance and is probably an ideal mech for your personal character as they are the commander. I used all ML+++ and SRM to blow faces off, just dont send it out scouting or it draws aggro, have it jump Jet or sprint to flank then melt faces on called morale shots to the head. A few people have said they load it with SRM 6s and go bowling. The CP-10-Z model does not have the computer but also has 7 missile hardpoints (!!) to play around with. Right now I swapped in a PPC and AC/10 with the existing LRM 10 it's not a lot of arsenal but the unit can now support from the back and the lack of significant armor doesn't quite hurt it.Įdit: This is only, reportedly, the CP-10-Q model. It's a little difficult since you really don't want to use a 10Q on the frontline. I use one, still tinkering with a good loadout though. (First turn is still positioning and getting into target contact, for me.) It's so unfair to OpFors who are all Assaults, as you can often reduce one or more targets' battle effectiveness before they get an action on the second battle turn. It also stacks with Master Tactician and Vigilance. Originally posted by Kereminde:+1 Initiative to all units on your side.
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