Hi! Been enjoying videogames ever since I was little and have found many hours of enjoyment watching others through RU-vid and Twitch. Figured now might be the time to go ahead and give back a little and contribute to the community I've loved and enjoyed.
After all, I've been told for YEARS I've got the perfect face for radio.
Uploads are every Monday, Wednesday, and Friday with additional uploads on Sunday, Tuesday, and Thursday whenever time permits. I'm currently working full time and then going to University, so free time is awful hard to find (please don't hate me if the Tuesday, Thursday, Saturday uploads are spotty).
RTS is my jam, but never say no to a video game - you'll never know where your next favorite series is gonna come from.
The only change to the Tassa I would suggest is trying to preserve your ATM-12s, & use everything else you have in stock since there's more slots available.
Meaning your ATM-6s or 3s, & squeezing the range BC in was definitely a good idea as well, getting to shoot 1st always matters in this game where all the better guns fire further away.
Also I didn't realize the weight savings of SRM(C)s was that dramatic? All the more reason I believe that all your front liners that aren't specialists with expensive gear should be loaded up with your IS gear so you can use up the stuff you don't really plan on using in the future while farming Clan gear now, & getting ready for the real upgrades.
Adding in special ammo since we're using IS gear isn't a bad idea, except that Idgit's accuracy is so terrible with standard he'll never hit with special. Once we get him levelled or if we can find a few more missile orientated BC's and get those installed he's pretty much stuck with what he's got.
Yah gots the machines that go ping! Sheathed beacon could have locked em all first move vs tag. Let's you know who's got beer stashed in their mech. 😊 Very important according to salvage techs.
You need to re-enable laser ams after a crit turn. Two are set to dmg vs lance/self and another is just off. Second, the lrm archer could have indirect fired and cleared mission by now, allowing you option to evac with salvage on table. You still suffer from lack of effective long range in lances. Too many brawlers with srms. Some DF weapons giving options might be an idea to consider. EMP ammo is never selected either. Gives heat dissipation problems and good chance at a shutdown. Half acid half emp to open is never bad idea. Works on vehicles too.
Those ER L pulse (C) would've been amazing on the LK with insulators, they already have the best stats of all the other L lazers, & the heat was actually fair for the weight/range/damage with basic being 45, ER basic being 55.
I don't think extreme range BC works on weapons that are below 900? The medium range would be more useful for the Bane, & if you run into a long range BC that should be good with the UAC/10s 720 limit. Also you can drop gunnery, find a slot A/B upgrade instead for the weight savings, just add the bin back since you don't have lazer backups.
Extreme range is based on 3/4's of the difference between Optimal and the weapon's listed maximum distance, not on a flat range bracket. For example, if my AC/10 had an optimal of 480 meters and a maximum of 720 meters, then 480 to 660 meters would be considered 'Long' and everything above that would be considered Max/Extreme range. The thing with the Bane is she's a very slow walking brick, roughly same speed if not a little faster than the Omega. Very rarely will we wind up with our targets in the medium (half of optimal to optimal distance) bracket, but I will agree having a long range BC (optimal to 3/4 of max) would be beneficial.
@@soulstrumlp9517 that changes things then! 🤔theoretically you could put range BC, then extreme range BC on something that uses SRMs/HMGs/flamers, & create a true mid-range monster...
@@soulstrumlp9517 now I'm wondering if the penalty of LK's targeting system would be countered by the short-range BC, & range BC? That way you can not care about being rushed by things like aircraft, & tanks.
I thought raptors were protomechs. Squads of 4, too. That mission would be sooo different if it had been. Makes notes to build a lizard/Dino themed squad next campaign. 😊
Clan endo and ferro for Raptors. For meme needs talons and claws too. All 8 jjs. If possible PWS and flamer in head. After that as many er smalls and mediums it can hold . DHS too so it can vent jump and laser heat. PWS give free +3 heatsinking in atmosphere. Plus extended jumps. Tsm maybe too. ECM or stealth might be good too. Sure it's light, but is an omni. And if you do Solaris 7, it's all you'll need to start.😊
Aye as mentioned there's no changing the structure on an omni - you get what you get. As for the flamethrower idea I'm a little torn that there wasn't one built in already in the head lol
Debatable on the MRM - we just stripped out the Ryoukin since she wasn't performing well with the MRM loadout, I don't think the TW with it's larger built in core and less tonnage for weapons would work any better.
TW w large chems lasers x2 and 2 clan mdm pulses should fit and allow 1 ton ammo each lrg chem too. I'd drop artemis and go with the CEI LRMs as it can use any lrm ammo. Add utility. Baring that, change Jaguar to Direct fire laser boat and move SRMS to TW.
I still say TW should be SRM monster, LRMs could be used in an Archer refit, & the remaining pulses could be used on the Jag since it's 10 tons lighter anyway in combo with some of those Med(P).
When you were looking for that unobstructed shot early in the mission against the rifleman I was like the game is trolling him. It kept lagging as you move the mouse over the two hexes that would have given you an unobstructed shot
Little of column a, little of column b. Tonnage is just under, but the increased heat is just enough to offset any cooling and we don't have the tonnage for more heat sinks. Not to worry, this problem is solved in the most most arse backward way probable because one shouldn't build war machines while tired lol
@@soulstrumlp9517 I was going through the numbers and I get what you're saying. I was also thinking to download the game on my laptop, does it require internet connection to run?
I think on the timberwolf I would have kept your last remaining pulses and added the 4 er medium magna lasers to keep damage up. Definitely and remember on any laser u have a couple laser heat sink attachments to use too. So u still could have had 3 lasers on each arm
You always seem to miss bc gunnery in builds and looting. Is there a reason? It complements headshot builds a lot. Too hit, anti-jamming, recoil comp. Pretty good tech.
It's not bad, but gunnery is a percentage of a percentage vs say a tracking BC where it just deletes a full evasion point from a target. Ideally a build would have all of these things in it, but if you're tight for space it becomes a tossup between an item that may give you .5% increase in all areas, or a flat 1 in a specific area. Don't quote me on the .5% thing, I know Roguewiki has the formula on how each stat point affects skills in the game but I haven't looked it up at the time of writing this.
I still think the Jag should be your pulse carrier, & the TW go back to SRM boat, the accuracy is really good, & you can carry more to dump on targets the Jag marks.
@@soulstrumlp9517 heat really wouldn't be the strategy since you have bins of acid? Anything that isn't guaranteed to go boom with a wall of dead fire, or standard would be drowned in acid for the rest of the gang to meltdown, & the Jag has good initiative so everything will also be tagged 1st.
I'm running on the theory that they're a bit hard to come by, but I also have a feeling that it might be beneficial on something a little faster or smaller that can headshot a knocked target.
@soulstrumlp9517 my best headshotting mech was a double ac2 ultra with TC, BC Headshot, gunnery, range and optics. Though it's er lg clan lasers x2 seemed to do the kills more often. Master at legging at range too. Had dreadnought gyro. No worries on recoil. But at same time my marauder w/2 ac5p, incindiary ammo, and 2 plasma rifles and 2 er med lasers,constantly did headshots and or shut down the enemy. No tc or bc... just pilot with good gunnery skills for guns. And tactics for support. Running a mantis with supercharger tsm flamers and small pulses this go round. Claw pinchy action. As noted earlier in other posts I got headhunted across map x4 in first combat round with no LOS. I was playing with commander dies, you lose. Game didn't stop at end of turn for some reason. Next round left me with a legged scout and no weapon vtol (lost to crits) I just ejected. No point after that. Never saw the enemy, other than turrets two valleys over.😢 Mission 55... cursed for me. Every 5th seems deadlier than normal. Enemy skills were supposed to match Mission not my pilot skills. And no clan tech in area yet, other than what I brought with me.