BATTLETECH Guide

By DUNG DO MINH

Release : 2021-11-15

Genre : Games, Books, Arts & Entertainment, Young Adult, Games & Activities for Young Adults

Kind : ebook

(0 ratings)
Campaign tips Don't do too many side missions until you get the argo. Unless you really need cbills, consider yourself still in the prologue and do story missions if they come up and you have the drop tonnage. Your guys are going to get injured, comically and seemingly every mission from a head hit even if you perform flawlessly. Check the market for cockpit mods to ignore a number of hits and you'll need a roster of ~7 to rotate the injured out. Once you get the argo, research medbay asap. Scrapping is not the same as storing. If you have a sellable mech, first store it then sell it to get ~30% more cbills. In the beginning of the game it's really cheap to pay lavishly for +2 morale every month. It's a lot more expensive later so build it while you can. Destroyed mechs leave salvage for you to collect after the mission; it takes 3 pieces to build a full mech. Destroying the head or killing the pilot will leave 3 parts. Destroying both legs will leave 2, and coring a mech (destroying the center torso) leaves If you have a lot of stability damage, just knock down the mech and/or destroy side toros to keep it intact. Always negotiate for 3 salvage if possible, you never know when you'll want to reconstruct a rare mech you run into! Mechs assembled from parts and come fully equipped so if you got banged up bad it's probably cheaper and faster just to scrap what you were piloting and use a newly assembled one. Feel free to withdraw from a tough fight that isn't worth the losses you'll take. If you can manage to accomplish one goal of the mission before withdrawing, the client will count it as "in good faith", and award you partial pay. Drop in your heaviest mechs every time. You only need one full lance plus one or two backup mechs to use while one's in the shop, so swap out lighters for heavier as you progress and store/sell extras.

BATTLETECH Guide

By DUNG DO MINH

Release : 2021-11-15

Genre : Games, Books, Arts & Entertainment, Young Adult, Games & Activities for Young Adults

Kind : ebook

(0 ratings)
Campaign tips Don't do too many side missions until you get the argo. Unless you really need cbills, consider yourself still in the prologue and do story missions if they come up and you have the drop tonnage. Your guys are going to get injured, comically and seemingly every mission from a head hit even if you perform flawlessly. Check the market for cockpit mods to ignore a number of hits and you'll need a roster of ~7 to rotate the injured out. Once you get the argo, research medbay asap. Scrapping is not the same as storing. If you have a sellable mech, first store it then sell it to get ~30% more cbills. In the beginning of the game it's really cheap to pay lavishly for +2 morale every month. It's a lot more expensive later so build it while you can. Destroyed mechs leave salvage for you to collect after the mission; it takes 3 pieces to build a full mech. Destroying the head or killing the pilot will leave 3 parts. Destroying both legs will leave 2, and coring a mech (destroying the center torso) leaves If you have a lot of stability damage, just knock down the mech and/or destroy side toros to keep it intact. Always negotiate for 3 salvage if possible, you never know when you'll want to reconstruct a rare mech you run into! Mechs assembled from parts and come fully equipped so if you got banged up bad it's probably cheaper and faster just to scrap what you were piloting and use a newly assembled one. Feel free to withdraw from a tough fight that isn't worth the losses you'll take. If you can manage to accomplish one goal of the mission before withdrawing, the client will count it as "in good faith", and award you partial pay. Drop in your heaviest mechs every time. You only need one full lance plus one or two backup mechs to use while one's in the shop, so swap out lighters for heavier as you progress and store/sell extras.

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