The aimed torso shots seem to be a bit better, just place your bets on which side has the ammo if any and if the torso blows off, remaining damage goes into CT while the arm flings off. that is awesome, not so with an enemy that can do it however. I am a big fan of the high piloting so being able to move again: unmask-move over a hill, unload, retreat behind cover.
Surprisingly LRM 20s seem to take out a turret or vehicle on their own if the percentage to hit is good. The trick is avoiding those couple turns of being bombarded. Stomping on vehicles is the #1 fast way to end their reign of terror. I find a PPC or big AC and LRM on a mech benefits greatly from breaching shot and becomes useful for splitting shots between targets.
The AI really likes to pick on them and may even give chase which may raise some opportunities. Most line of sight weapons mean death for a low armor mech. Where possible I get LRMs on mechs, if they become damaged, run away / jump and get out of line of sight, get evasion pips and cover, then "bomb" where you can (Breaching shot helps this. Stock mechs are more cost effective and tried but true designs that have been around a long time for a reason. If I must keep the weapon on an arm, then add more armor to the arm (take from maybe the other arm if no or little in weapons (keep ammo in arm as well not torso). I tend to keep the big guns in the torso where possible and like ammo with it so other weapons do not become inoperative if we get an ammo explosion (also take some armor from the arms and add to torso) Heat sinks in legs I "think" do the old trick of cooling better in water where the upper body ones do not. I am seeing a real difference with being careful with a few custom moving things around and things to keep in mind: Seeing what the "+" PPCs can do I may have to look at those a bit more, my leaning on missiles have been paying dividends though and even the lowly AC 2 (though 5s seem to be the norm) with a few bonuses have pulled a couple surprising headshots. I have this small problem that every time I see a Thunderbolt, I shoot the heck out of it so little is left to salvage: I really have to be smarter about these things, I still do not have one. Seeing a bit more "Mod" equipment lately, will have to research more what they can do, though anything to protect my delicate pilots is proving to be a godsend (I tend to get beat up a bit and missile headshots are irritating). I got a Catapult but the beam weapon type, sucker likes to heat up with those two PPCs despite the many heat sinks, got a guts/gunnery pilot so it can dig in and snipe pretty good. It would extend the game enormously and would feel like true Battletech. It would be an aquired taste but I would be happy with a company scale mod, even if it slowed down turns. In terms of fluff this should not be a difficulty so long as Aerospace cover could be provided. The natural progression from an assault lance is a company sized deployment, or larger, as in reality your unit is already a combat company, it just needs multiple trips to unload all the ground assets for an extended operation.
#Battletech heavy metal warhammer builds mod
The only real way forward is to add a second Leopard to the Argo, and/or mod in two more mech bays. once you have maxed out it is time to call it quits, the game gently allows you the time when you have had enough yourself. Not got that far but many games have a campaign and generic post campaign open gameplay. New missions with drop weight limits really need to be implemented to keep things useful and varied. Absolutely no Light or Medium mechs in play, or really of any use. Every mission is just my 4 Assaults against 2 mixed Lances of Assaults/Heavies/80+ ton vehicles. Nostromodamus wrote: Getting a bit boring post-campaign.