Campaign
vs Career
If this is your first time playing, definitely go
with the Campaign first. This sets up what you start with when you do
go for the Career mode. At the end of the Campaign, you automatically
switch over to Career keeping everything you acquired during the
campaign but without the travel limits.
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At
the start of the Campaign, you will also get a brief tutorial that
cannot be skipped. It is the lead up to important events and mayhem in
the very near future.
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Character Background and Difficulty Settings
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Faction Map
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You
will be presented with screens to set the background history for your
Character. These include where your family came from and your
upbringing. Read through each of the Background screens and select a
path that best fits your play style. Very little here has an impact on
the game and the character customization is very basic.
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What
will have an impact is the game difficulty settings. The selected
options gives a final score multiplier. There is no way to review your
actual score until you complete the Campaign. Each option shows the
multiplier amount. It's alright to have a multiplier of just 0.5 when
just starting out. The final score really doesn't mean anything.
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Merry Band of
Mercenaries
The
initial MechWarrior crew are misfits and oddly can't be customized.
Always check the Hiring Hall for run of the mill pilots if you want to
be able to customize your Merc Company. There is no special bonus or
skill perks for 'special' MechWarriors. So if you want a custom crew,
dismiss the initial ones and hire new pilots. Do it early as not to
waste the XP on pilots you plan to dump.
Special and Unique pilots are rare but can be found at various Hiring
Halls. List of Pilot skill Perks. [need citation] |
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Battle Lance
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Your
initial Lance will vary slightly depending on the Background and
Options selected, but will be similar. Several Light 'Mechs and a
couple Medium 'Mechs, including the one the character starts with. In
the Mech Bay tab, familiarize yourself with each 'Mechs weapons,
strengths and weaknesses. The Leopard dropship, your landing craft, has
6 available 'Mech bays initially.
A general overview in the lower right, shows basic stats and load-out.
The hexagon with a number indicates when the 'Mech can act during a
combat round. The higher the number (5-1) the earlier the 'Mech acts.
Also shown is the front and back armor (white) and internal structure
(orange) which is the 'Mechs hit points as seen in the samples below.
A row of symbols and numbers indicate Ballistic, Energy, Missiles,
Support and Jump Jet slots a Battlemech has/allowed. The bar graphs are
an indication of it's combat strength. A scrolling list shows where
each weapon and component is located.
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Sample starting Lance
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| Vindicator |
Blackjack |
Jenner |
Panther |
Commando |
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By
selecting a Battlemech and clicking the [Refit] button will show
detailed information about the weapons and components in each available
slot within the 'Mech, it's armor points and status.
This is where you can change or upgrade the 'Mech from the list of
available parts in your inventory. The inventory groups are; Weapons,
Ammo and Equipment which can be narrowed down to type in the selectors
below the inventory tabs. Even the name can be changed.
* I recommend moving all Ammo from the Torso and Arms to the Legs.
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Travel
Moving
between planetary systems is performed by ComStar Jumpships utilizing
the lost technology (LosTech) of folding space. These Jumpships are
located at specific points in deep space where this folding of space
can happen¹. This requires ships wanting to jump to a different
system to travel from the planet base or starbase to where the Jumpship
is located. This can take many days using conventional propulsion.
Dropships, such as the Leopard, that are docked to the Jumpship move
great distances by folding space and arriving instantly in a different
solar system many light years away. ComStar charges a set amount of
30,000 credits for each
ship making the jump with them.
¹ These
specific locations may just be arbitrary and only used
because
a successful jump was made at that point at some time in the past.
ComStar simply doesn't know if other locations are also viable. The
scientists that figured out the mechanics of folding space, were also
targeted during the Secession Wars and the knowledge was lost.
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Missions and Reputation
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Try to pick missions with a balanced approach to each faction at the
beginning. It's a good idea to not make enemies too early, particularly with the
Pirate faction. Even if you are not pursuing a Pirate background,
keeping them friendly can lead to having access to the Black Market
where many rare weapons and equipment are exclusively available.
Skull ratings will determine the 'Mechs you will be facing and how many. For up to two , you will face a single lance and possibly one additional antagonist 'Mech. [need citation]
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Pick
missions that are in a favorable environment (the colder the better).
Take the highest amount of Salvage Rights as you can without affecting
the Reputation too much. With a decent Battle Lance,
you will acquire
more than enough salvage to make up the difference in C-Bills. Be sure
to read carefully the Mission Briefing information. They contain clues
about the enemy you will be facing and the on-ground conditions.
Assigning
'Mechs and Mechwarriors;
Assembling the right Battle Lance will depend on the
mission. But typically you want at least one fast mech, two brawler
types and an artillery 'Mech with Long Range Missiles. In early game play, a fast jumping mech will be the
most help. This is particularly true where you have to retrieve
something or someone from a base. But a heavy-hitter will usually be the right
call to round out the lance.
Assigning pilots
to the same class 'Mech has an undisclosed bonus or penalty where a
Mechwarrior can gain an Affility by becoming familiar with a particular
'Mech chassis and load-out. [need citation]
Another
mechanic not explained in the game is Pilot Fatigue. Each successive
mission a Mechwarrior goes on reduces their combat skills
until the pilot rests. The penalties or amount of rest time is not
defined, but is likely based on the pilots Gut rating. Rotate out
pilots whenever possible. Jumping to another system should reset
fatigue stats.
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| Combat Tactics |
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When starting a mission, look over the map to find alternate routes to
get to your destination. The most direct path the game presents to you
is not usually the best. Find locations with higher elevations (but not
too high) with plenty of available cover (trees or whirlwinds). Move
your strongest 'Mech to the lead with the lights flanking back a bit
to the left and right. Have an artillery piece (missile launchers) hang back and find
suitable cover in valleys and crevices away from where the combat will
happen.
If Darius tells you that it looks like a trap or a 'good place for an
ambush', go either to the far left or right side of the map. This way
you are the one doing the ambushing instead of getting caught in a
planned crossfire. The OpFor (opposing force) will have some of their
'Mechs on the opposite side of the map and will take them awhile to
reach where the battle is actually happening, thus giving you time to
pick off the most dangerous 'Mechs.
Remember that the first round of combat you only have about 30% of your
max Resolve, so don't move up too quickly. Jump into tree cover whenever you can
covering the most distance possible to increase your Evasion and
getting 40-60% damage reduction. Having a
slight elevation advantage over the opponent gives you a little bonus
to your
hit percentage. Too high and your opponent can target your torso and
arms more easily.
The game mechanics don't really tell you if doing an alpha strike will
over-heat your mech until you have already moved and targeted a 'Mech.
If an attack shows you may overheat, disable weapons with the lowest
hit chance and least damage first, just remember to turn them back on
before the next round.
If an OpFor 'Mech gets knocked down, don't fire on it. Let it get back
up. Not for honor, but firing on it will usually hit the center torso
and destroy the entire 'Mech despite targeting the head or legs. Thus
less salvage recovered, and salvage is the mainstay of the game. If a leg was already taken out causing the fall, wait for the
opponent to get back up, then target the other leg. You will still get
3 salvage from it.
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Don't
end a mission by getting to the evac zone. Finish off all the opposing
force and get an easy pickup by Sumire's dropship. 'Mechs
taken out by a clean head shot, meaning no missing arms or legs,
you can get the entire 'Mech when picking your salvage. Of course, the
higher the base tonnage, the higher the value when selling them at the
store.
Be sure to scan the entire list of available salvage. There may be rare
components that you need or will bring a high price.
Selling off salvaged parts at a store with favorable conversion rates will net a better payout. If you're in a
system that doesn't like you much, put them in storage until you get to
somewhere more friendly. 'Mech parts, or even whole 'Mechs take no space and will not
cost you anything while in storage for your monthly Financial Report
fees. [need citation]
POST MISSION; Upgrade your pilots skills (only up to level 4-See Advanced), then tend to damaged 'Mechs
in the 'Mech bay. Send to storage any salvaged 'Mechs and visit the
store if in a friendly sector. Sell whole 'Mechs whenever you can and
dump the armaments and equipment you don't need.
Keep just 1-2 of each type of weapon system, 3-5 of components and ammo in your inventory. Sell everything else.
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