In this Beginners / Essential Guide video for BATTLETECH, we go through key ‘Mech Roles that can come in handy on the battlefield. Understanding ‘Mech roles will allow you to craft your own lances and strategies when it comes time to deploy, and will give a better understanding of possible mechanics that can be used to your advantage..
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If you haven't tried the RogueTech mod for BattleTech yet, go get it immediately!
my tatic is to use decently armored mechs to quickly peel off armor….Clan ERPPC
Enemy factions function realistically in the game.
Factions with less money and fewer resources will have to attack you will more common/cheaper mechs.
NOT.
As soon as you get Assault Mechs, suddenly every faction in every scenario throws Assault Mechs against you.
Enemy factions behave according to their unique cultures.
Kurita Samurai will always perform Kamakai attacks.
Impoverished factions will find you presented with surrendering troops that offer to join your group.
Clever factions will attempt to infiltrate your ship with spies and oboard sabotage is a factor in the game.
NOT
Everyone behaves the same: suicide attacks. BORING. Thanks, Devs, you donkey dicks.
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Don't forget the Suicide Option.
You can set the Mech's fusion reactor to overload on a timer, then eject.
Will take out everything in a large radius.
Oh…..that's right. The Dev's didn't include that in the game.
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Watch out for the mud and swamps that your mechs will logically get their feet stuck in. You also have to be sure not to fall through ice on water.
If the enemy is hiding in a forest, use an incendiary weapon to set the trees on fire……removes the cover and increases heat.
Oh….that's right, I forgot. Devs too lazy to include logic.
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Only a Maurader can carry the "Lance Called Shot Bonus" equipment, you can't mount it in any other mech…….which is stupid and unrealistic….. but we've gotten used to that by now, haven't we?
Don't bother. The bonus isn't worth it to keep this mech around. Just go ahead and keep buying heavier and heavier mechs.
Do bother to blast it early when it appears. The arms usually come off easily.
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Early in the game, if you happen to find Stalkers for sale, or can salvage them, you may be pleasantly surprised at their usefulness.
As a rule, upgrade as quickly as you can to the heaviest mechs you can, whatever the cost…….because, stupidly, you'll always be limited to only
four mechs, and unrealistically, you will always be outnumbered.
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Don't let pain in the ass light mechs close with you. They can't do much to your mech, but their light weapons CAN do injury to your Mechwarrior/Pilot, which translates into expensive time healing in the Medical Bay on board ship. Walk backwards, pelting them with long range weapons. Because, of course, logically, you can and the game doesn't stupidly draw an imaginary border you can't walk outside of……….
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Remember that you do not have to wait until you have salvaged and assembled an entire complete mech to sell it on the market.
Partial mechs can be sold as Scrap in the menu.
Also, remember that when enemy Mechwarriors surrender or eject, you can take them hostage and get Ransom money………NOT. Devs too lazy to include that.
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Sometimes it is worth firing a weapon even if the "to hit" number is very low, because a miss still lowers to enemy evasion number.
Don't forget, this is an Open World experience, and you won't be illogically limited to borders on every combat map. You can maneuver anywhere you wish…….NOT.
So, boring……all you need to do is hug the borders because the enemies are scripted.
You learn where you can avoid triggering.
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Unless you plan on having one of your four mechs dedicated to stability damage, it's a waste. Without a knockdown, it's useless.
And really the only reason to knockdown is that when a mech gets back up from knockdown, it drops down one level of Initiative for the next round.
That matters, because you have to eventually have four Assault Mechs to survive, and those have the lowest initiative.
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Even though the targeting selector will give you a percentage to hit estimate, what it stupidly will NOT tell you is "distance to target".
All weapons have a maximum and minimum range, and more importantly, an ideal distance for best damage.
Logically, you'd have a radar rangefinder and a display in your cockpit.
Ping the target, and concentric circles of various colors show up on your display….showing you were to walk to get into ideal range.
But, of course, the game doesn't have this. You have to guess. Except, the AI enemies DO know this info, and will always fire from ideal range.
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It can sometimes be worth it to have a fifth Mechwarrior/Pilot. Hire the cheapest guy you can get, upgrade the ship with Maximum training simulators, and the newbie
will automatically gain experience points to upgrade him, without you having to take him into combat. Up to a point, anyway.
The Heat Dissipation bonus skill is worthless. Venting ends up hurting more than it helps.
Lasers are a pain in the ass……fewer than four Medium lasers is useless because they so often miss, and always generate heat.
Large lasers aren't worth having because they are too heavy, and they also frequently miss..
Missiles and maybe an autocannon.
Go ahead and buy jump jets, even for assault mechs.
The pain in the ass maps will put you in tight positions you can't see very well, even zoomed in.
It's worth the heat to get a clear shot, or to escape being boxed in.
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You'll quickly learn that PPC is useless in this game, deliberately nerfed to be weak, but still generates unacceptable heat. Even though most missiles miss, once you can have LRM 15 or LRM 20, buy them and use them. because SOME of the missiles ALWAYS hit, and the range of LRMs is insane in the game. When you fight, take out the enemy missile boats First, as they gradually chew you up. They won't kill you, but repairing damage gets expensive.
Every map will give you somewhere to hide and throw missiles. One of your lance performs Sensor lock, then you just wash them will missiles from behind a hill.
The game just becomes a formula.
Sure you can TRY playing around with a mix of weights and weapons but since you're always outnumbered and often outgunned, that's just slow economic suicide.
Oh, and don't forget to plant some land mines against oncoming enemy scout mechs……..oh, that's right, the devs live in a universe where there's no such thing as land mines.
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I would also say that the game is boring because the enemy AI can be relied upon to always do predictably stupid and unrealistic things. That catapult will not stay off far away to pelt you with missiles, it will come in close where all you have to do is hit the torso and blow off the missile launching arms. Enemies will never eject or retreat, very unrealistic…..they are all kamakazis.
Don't ever bother running for an "extraction zone" you won't make it without taking unaccpetably high (therefore expensive) damage. Destroy everyone, and magically the shuttle appears to pick you up outside the extraction zone.
There are really only a handful of missons/maps/scenarios that you will be hired to complete, and that gets really dull really fast. They just recycle and repeat. Same with the "incidents" that happen on board the ship……only a handful of these, and they are so scripted that they're pointless.
Once you have upgraded the ship, nothing breaks, and you never get a chance to buy or steal a better or bigger dropship. Stupid, dull.
The side torsos appear to be the "best bet" to perform called shots, as they almost always contain ammo, which explodes, crippling or destroying the mech. Rinse and repeat. Boring.
Soon you will discover your arms are useless, and pack all your weapons inside your torso. Boring.
Mistake above….not smoke dispenser….flares for missile defense. Always use those…….whoops. Not in the game. They have machine guns, but not flares or chaff? STupid!
Also about Melee……machine guns, light lasers and flamethrowers are a Total Waste of tonnage. Take more armor or ammunition or heat sinks. Melee isn't practical.
IGNORE the "skull ratings" that suggest difficulty, they're total BS.
Don't ever accept a mission on a Martian or Lunar battlefield, the heat buildup is just too big of a pain in the ass to deal with.
Go ahead and buy a few weapons you don't need yet, as long as they are the Plus Mark type. Worth the money for the edge they give you, and you never know when or if you will find them again.
Salvage ususually ends up being more profitiable than taking just money in payment for a mission.
To survive, you have GOT to keep increasing the total tonnage of all four of your mechs, and the very cheapsest way to upgrade is to patch together salvage, not buy fully built mechs.
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I'm inclined to disagree about Melee attacks. Everyone will have different styles, but since the game stupidly limits you to only four mechs, and your opponents will nearly always greatly outnumber you (as well as having better weapons/armor) you really can't afford to have light scout mechs. You will quickly find that you've GOT to build up to four assault mechs simply to survive, with the heaviest weapons you can afford. You won't have enough speed to close for melee without taking unacceptably high damage during the time you move in. The only time melee is worth it is when you have too much heat, or are too low on ammo….AND you outweigh the tonnage of the target.
The game really becomes boring because it forces you to play certain ways. You only have four mechs in your lance, so you do have to concentrate fire on one enemy at a time, kill, then move to the next.
Although the percentage stated "to hit" for a called headshot, surprisingly, certain weapons really do work……The Gauss rifle, for example. Cockpit hits mean the salvaged mech isn't otherwise trashed, meaning more salvage.
And, of course, use your Chaff dispenser, ECM missiles, and Smoke dispenser to defend against missiles. That is…..if the devs had logically included such things.
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ok i have a shitload of exp in the game and my favorite mech is a firestarter with two large lasers its my scout for the whole career and it slaps thus is because i prefere a lot of assult mechs and my firestarter is the only light that serves as a scout and striker
Great Video!
Nice guide, it is very useful. Now i understand how to build a team. I thought scout are useless but now i know how scout works. Thanks
Atlas/Annihilator sniper variants.
Atl: dual Gauss with medium las for mid to long.
Ann: classic sniper full AC/5 suite with a few medium lasers to close to long range.
I prefer LRM5, PPC, medium laser, AMS for heavies, jump jets and heatsinks. Few standard items for all mechs so you never run out of spares and ammo. These items have a proper balance between cost, volume, tonnage and firepower.
I do not have roles. Everyone walk together. Fire from distance to soften them. Get close to finish. If you separate mechs, you are splitting battle value. I prefer naval strategy, formation and focus fire. Attack first those with long range weapons.
Light mechs are better if you get behind enemy mechs. Attack with medium/heavy mechs and send the light mech to go around and poke from behind in a hit and run move. If the enemy turns to attack the light mech, the enemy exposes to your bigger mechs. Running fast increases your evasion capabilities and also makes aiming a bit harder.
Shame the battle tech coverage just completely dropped away 🙁
Scout: 0:43
Striker: 2:51
Cavalry/Skirmisher: 4:48
Brawler: 6:43
Fire Support/Sniper/Artillery: 8:19
The Atlas is a Steiner scout mech.
My best try at now for a mech out of the box. Firestarter with 2 armmods +++ (+120 melee dmg,) alljumppacks, full out the support weapons with mg's and s lasers, or er-s lasers and at least, max out Armor. And youer super long move glasscanon is ready to go. Light mechs are 1 hit kills. Medium mechs you destroy mostly 1 complet side with 1 hit.
Juggernaut?
I really want a Yoeman
Such a shame the game has been to careful to skirt around mechs that only really existed in books because they might have broken the balance. Penetrators (multi role fire support mech) archers (long range murder machine designed for cockpiting mechs above its weight class) yah huang (or house liaos response to being told you can't mount something bigger then an ac20 on a mech) and the ever ignored but shouldn't be forgotten bushwhacker (dakka dakka) are all not in the game yet and probably will never arrive
Idea:
Is there anything wrong with carrying a highly mobile, lightly armored, long-range based Lance?
Presonaly i prefer the roll king crab x4 for my lance
could not disagree more. You don't have enough mechs in a lance to waste on a scout with no firepower. Also the advanced piloting and shooting abilities are complete crap. Even the +init ability is only useful on a single "scout" in an atlas or heavy mech in the lance so he can go earlier with the rest of the lance, and because he sensor locks often enough for heat not to be an issue. Otherwise you ALWAYS go heat venting. To compare them to heat venting is a joke. Remember your mechs have to be able to keep fighting for 10+ rounds strait. without heat venting the amount of tonnage you will need to reserve for heat sinks is considerable. There is no way shooting before moving offsets that. Neither does breaching shot when you consider you can only use one weapon with it. It would have to be like an AC/20+++ otherwise it just doesn't hit as hard as being able to alpha strike most of the battle.
Good video again but viewers, keep in mind that there had been severe overhaul/changes in stability damage, pilot skills like bullwark, and huge raise in missile damage (x2 raise) since this video was published… So you may need to adapt some of the concepts discussed here accordingly
In my current game, I turned my starting blackjack into what I've come to call a laser shotgun.
Two heavy lasers, two mediums, and two small ones. Along with jump jets and plenty of heat sinks.
By the time my blackjack gets close enough to fire the small lasers, everything is at 80%+ to hit.
A full barrage or two, followed up by a melee attack, utilizing the two small lasers, is usually more than enough to finish off anything I've come across so far