![]() I find the best 'time' to try to advance is when you're comfortable where you're at. I can't seem to make the move from mediums into heavies without getting utterly trashed. The second one (made much easier to get by the first) was just a Large Pulse Laser and a bunch of Medium Laser++ and it was possibly even more effective.Īnyway, re: Career mode, I'm clearly nowhere near as good as PTN because it keeps kicking my rear end. I didn't even outfit it all that well, but drat. As soon as I got my first, the game's difficulty crumpled. Holy cow, y'all weren't kidding about Marauders. I just beat the Campaign for the first time the other day after getting frustrated with Career mode for a bit. Wait - I haven't even voted in this game yet! Won that mission by the skin of my teeth, with one standing mech. Then the target crested the hill I'd been hiding behind, turned out to be a hunchback, and cored the first of my mechs. It was going quite well, I'd drawn out and killed the escorts and half the reinforcements. My second mission was a half skull assassination mission. I started playing this again because of this thread. I feel the same way about the company bearing the same name. An unlucky hit or two at the wrong moment really can spoil an entire mission. ![]() That's all part of the learning experience, you probably didn't do anything wrong. So wonderfully that I don't know if I really even seriously scratched my own paint too badly. I had an excellent starting lance, so why not, right? The first several encounters went wonderfully. This thread got me to go back to this game and get the DLC for it and I traipsed myself into the Raven flashpoint as my first foray into them, which I did sight-unseen, no spoilers, and as pretty much as soon as I could get off my starting system. Unlike the Raven flashpoint, this one has only gotten easier since the initial release. If you split up, you're taking fire from three lances at once while unable to effectively kill them, unless you wait until you're considerably over-weighted for the mission. The Catch-22 in the scenario is that if you commit all forces against one lance to kill them quickly, the next lance will be firing on the base and will spoil your day. ![]() The more LRMs that group has, the worse your chances of winning. The second lance drops in almost on top of the base, if they appear, but the real problem they pose is that they can spot for that last group behind the ridge. I've also seen some ludicrous random force composition: three Centurions was pretty tough. The initial lance can usually start firing on the base buildings on their first turn, so if you hold back out of concern for where reinforcements will spawn you can have a wrecked building on turn 2. Part 2, like escort missions generally, had several pitfalls likely to spoil your day on first playing and not after. Losing one or two in the first part of the flashpoint was hard to avoid. That meant that, if an APC triggered the third lance while that second lance was still active, all the LRMs from that third lance would instantly be able to fire on the APC. I think your memory was correct that originally, there was a second lance after the APCs spawned. Though that might have been because I did the Raven one first. I still found it easier than the one for the Raven. PoptartsNinja fucked around with this message at 20:03 on Apr 15, 2020 It's a flashpoint that punished you for not making the first escort mission as hard to complete as possible. If you chose the easier of the two escort missions (to try to make sure it won't break), the base defense becomes even harder because an extra lance of enemies spawns in practically on top of the base you need to defend. You had an escort that could break and just sometimes be impossible to complete, followed by a base defense where you're saddled with a lead anchor in the form of the Hatchetman. Fortunately, that was fixed in the game's final update.Įscorts have been toned down a fair bit, I avoid them more out of habit than anything.Įdit: This flashpoint was especially bad before they fixed the escort bug. They could also bug out in a way that one vehicle would never make it to the extraction zone, rendering them impossible to complete. everything slower than the Griffin, so every heavy and assault worth using) was extremely difficult. Protecting 30 ton APCs with no armor that outpaced every 4/6 'Mech (i.e. They were pretty dire at launch, before they added the 50 ton APCs. Its weird but Ive never had major trouble with escort missions (other than the vehicle AI ).
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