Being able to be flexible early on is important, and fielding ‘Mechs with a wide range of weapons will help out a lot in the beginning missions. More like this: Read our Battletech guideīigger ‘Mechs usually mean more hardpoints for weapons, and that means you can afford to equip them as generalists for early missions. There are certainly roles for lighter, faster ‘Mechs, like the Jenner and Firestarter, but when you’ve only got a few key MechWarriors available, you can’t afford the risk of putting them in something that can’t be armored as heavily as possible. Particularly in the early stages of the base campaign, you’re generally going to want to field the heaviest BattleMechs you have available. We’ve taken all this as well as where the free-patches have taken the meta and put together a guide to help you create the perfect Lance. The Flashpoint expansion also added the Hatchetman, Crab, and Cyclops ‘Mechs to the mix. There are also new weapons and specialised hardware, so the design space for lances is now officially huge. The previous DLC was Urban Warfare which not only added the new Raven and Javelin mechs, but also changed the game’s balance by weaving ‘electronic warfare’ in the form of interesting, battlefield-changing equipment. Speaking of Heavy Metal, BattleTech’s latest and final expansion added a total of ten new battlemech chassis to customize to your hearts’ content (not to mention two free ones with the accompanying patch). We’ll continue to update this guide as we learn more about BattleTech, but the rules below should apply to BattleTech as of the Heavy Metal expansion and the 1.9 Patch. Feel free to tweak at your leisure, though. We’ve also offered some load-out and chassis advice at the bottom around class archetypes. We’ll go over a few general principles to bear in mind, but it’s important to remember that these can always be superseded in certain circumstances. There aren’t any real hard and fast rules when creating your lance because everything in BattleTech is situational. These mech building tips should provide you with plenty of guidance for crafting your ideal mech. But building your lance the right way and picking the missions best suited to your lance is just as important – if not more so – than proper positioning and timing in a fight. There are interesting tactical decisions to be made certainly and BattleTech packs a lot of detail into its combat encounters. (I know which one I prefer and it's the funny one.If you’ve spent any significant time with Harebrained Schemes’ BattleTech you’ve undoubtedly had a sense that just as much of the game takes place in the MechLab as on the field. The range on the Flamers is a little low and the damage that the Warhammer's guns deal is actually sometimes respectable, so I don't know which I prefer yet. So I'm trialling a second GRF-2N with TAGs and a NARC and backing those up with Infernos and Flamers. The big problem I'm running into is that this 70 tonner is a little slow for it's purpose, especially considering the Marauder is removing a head as soon as it acquires line of sight, and the Pheonix Hawk is off pirouetting through the OpFor's backline the instant we drop in. I should probably try a cluster of MLAS instead of the large laser as I bring the thing in close for tagging anyway. I think the Warhammer has a Snub PPC and a large pulse laser to deter infantry. With the marking, all three of those mechs will chew down meals twice their size with little effort. With Cookies (who has the nerd voice) piloting, I'm using it to provide targetting support to three other SLDF mechs: a Marauder, a Griffin, and a Phoenix Hawk. Now though, I'm happily wasting its potential by packing it with jumpjets, most of the armour, and then a NARC and two TAGs. What am I doing with my SLDF Warhammer? Nothing right and nothing good.Įarly on, I loaded it with ERPPCs and some MLAS and used it how you'd imagine.
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