![]() LT SRM6 and LRM20 (1SRM ammo, 2 LRM ammo) Tannhauser42 wrote: I'm toying around with making the Orion into dual PPCs for funsies.The Oriion is a stock favorite of mine and I "think" I found a great combo (K version I think): Any thoughts? I've mounted a pair of AC/20++ onto it that I've had lying around (both are the same with damage and stability damage bonuses) Now I'm just trying to figure out the best loadout for it. So, after some very quick death and destruction visited upon the other enemy mechs (a grasshopper unloading everything into the CT will core out even a heavy mech right quick), I then focused on knocking down and causing enough injuries to score myself one very pretty King Crab. I visually check each blip, and.no tanks. One of them is in the last spot on initiative, so I figure they one of them slow tanks. Made my way towards the center of the map where they're supposed to be, and then all 4 blips pop up, and the little initiative tracker appears at the top of the screen. Nothing too bad, because they're usually in mechs with less than half the normal armor and normally no reinforcements. Just had a 3-skull mission to hunt down a lance of "old-timers" from a previous war. Then I did and got through with only a couple of mechs losing armour on any location at all. I think this might be why those last two mechs never contributed - they seemed to have some AI instruction not to enter the blast zones, which stopped the AI pathfinding from letting them find a way forward at all.Īnyhow, just funny because I put that mission off for ages, and did a bunch of random missions that I struggled with, all while dreading that ammo mission. Thing is, I know other players said they took out some enemy units by hitting the ammo bins, but in my game the enemy never went inside the blast area. They stuck at the back of map firing some LRMs and not doing much damage, which allowed me to rip apart the lights one at a time. ![]() ![]() What makes me wonder if I just got it easy was the last two enemy mechs, a Thunderbolt and a Wolverine, didn't really do much to support the mosquito swarm of light mechs. A Firestarter lasted a stupidly long time, but given six of the eight mechs were light or on the light end of medium (Cicadas), it wasn't hard to kill them. Instead I just used the Centurion to blow up one turret each turn, while the other three mechs turned to nuking a mech or two each turn. Having read it about it here I was already prepped to let the ammo trucks go, and I saw pretty quickly there was no way I was going to catch them with my force. I took a Grasshopper, modded to drop the LRM and add more heatsinks, a Dragon modded for skirmishing support with AC5, LRM and ML, a Centurion with twin LRM20, and a Wolverine with three SRM6. I'm not a great player by any means, and I've loaded over a few times after missions went really badly, but I did the ammo mission first time without any real hassle. ![]() It only took five tries, though two of those were reloading after my commander dying to random headshots / DFA's when things seemed under control. The key for me was to head off to the ridge on the right before engaging, which mades it a lot easier to control how many dudes were shooting at me while my Dragon, Jagermech and Centurion sat there with defensive stance and gunlined like champs. Elemental wrote: Got through the ammo dump mission, and yeah, I see why everyone hates this one. ![]()
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