Online Gaming > BattleTech > Advanced Game Guide
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| Advanced Guide |
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The
Basic Guide covered the game beginning, the player interface and the various control screens. The Advanced Guide is about getting the best outcomes with a particular Lance setup, Load out and
Pilot configuration.
Again, this is for the
vanilla game with no Mods where Salvage is the name of the game. Also, several
undisclosed or hidden features were briefly mentioned, but are covered here in more detail.
Examples of the Mercenary Companies I use are
detailed in the Master Guide featuring four Commanders with all female crews, building a formidable lance, custom galleries, and the all important 75 ton Marauder.
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*A MERCENARY'S CAREER*
You
have everything an industrious mercenary commander could want: a crew
of talented misfits, a lance of ancient BattleMechs, and a derelict
cargo ship to call home.
It's one thing to finish a mission in one
piece, more or less. But it's another to keep your MechWarriors happy
and healthy, your 'Mechs patched up and ready for action, and your
balance sheet firmly in the black.
As the rumors of another war of
succession intensify, the Mercenary Review Board announces new
evaluation protocols to assess the mercenary companies of the
Periphery... with a score. |
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Below this point contains spoilers to the main campaign. Proceed after
being employed by the Arano Restoration,
and preferably before your
pilots reach level 4 in skills.

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The Argo Derelict
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If playing the
Campaign mode, you will have a mission that you acquire the derelict
cargo ship, the Argo, through an intense battle. Playing in the Career
mode, you start with the gutted-out ship. You still have the Leopard
Dropship which is used to deploy your lance to the planet-side
battlefield and is docked to the Argo. The Argo will require many
repairs and a lot of C-Bills to get it functioning properly. Then there
are the various upgrades to consider.
A new side button has been added to the menu, the Engineering Section.
How you go about the maintenance and upgrades is up to you, but you
should get the basic System & Support components repaired first.
Many upgrades will not be available until some of those basics are
taken care of.
This is now your home, which is a whole lot more spacious then the cramped dropship.
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ENGINEERING
SHIP UPGRADES
-System & Support
[ Power System (3) - Structure (3) - Drive System (3) - Habitat Pods (3) ]
-Combat & Deployment
[ Mech Bays (3) - Repair & Refit (5) - Training Modules (3) ]
-Personnel & Medical
[ Med Bays (4) - Recreation (8) ]
(( More information to be added ))
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Crew Manifest
Your
Mechwarriors play an important role in the game. Their individual
skills and abilities have obvious effects on the battlefield. Matching
up the right pilot with the right 'Mech can make the difference.
Whether finding replacement pilots or adding to your roster, scouring
the Hiring Halls can get you Unique Mechwarriors.
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(( More information to be added ))
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Classes:
LANCER
TACTICIAN
GLADILATOR
SHARPSHOOTER
FLANKER
OUTRIDER
SCOUT
SKIRMISHER
SENTINEL
GUNNER
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Skill Progression
Upgrade your pilots skills. You can level up skills evenly up to level 4, but
after that careful application of XP is a must. Once you activate a
skill to the bonuses, it will lock out other skill trees. You can only
have 2 primary bonuses and one secondary within the primary.
SENSOR LOCK seems
pointless since opponent 'Mech has to be in line of sight and can already be
targeted anyway.
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Skill Tree
(hover over skill marker for more information)
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3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| GUNNERY |
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| PILOTING |
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| GUTS |
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| TACTICS |
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Ability
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Multi-target
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Able
to target upto 3 opponents and select which weapons to use. Does not
indicate what penalities apply to additional targets past the first. [need citation] |
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Breaching Shot
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Ignores opponents Cover and Guarded with 1 weapon type.
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Sure Footing
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More stable on uneven terrain and +1 Evasion
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Ace Pilot |
Able to move after firing if no movement was used
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Bulwark
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Uses a self-defense posture to reduce incoming attack damage
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Coolant Vent
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Manually opens vents to immediatly reduce heat. +8 heat for next 3 rounds
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Sensor Lock |
Put
a tracer on opponent to increase targeting by friendly units.
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Mstr Tactician |
Gain +1 Initiative. -1 Stability damage when reserving.
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Each skill level have bonuses to combat. Not all shown.
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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 Affinity by becoming familiar with a particular
'Mech chassis and load-out. [citation: Jamie Wolf]
Pilot
'tag' mechanics where left out of the finished game where combat is
involved. Which is unfortunate, but BattleTech isn't really a role
playing game anyway. However, some of the game mods did incorporate a
select few of the Pilot Perks. |

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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 parts 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 head shot or both legs get destroyed,
you can get the entire 'Mech (3 parts) 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 good price.
POST
MISSION; 1. Upgrade your pilots skills with the gained Experience Points.
2. Tend to damaged 'Mechs
in the 'Mech Bay. Send any salvaged 'Mechs to storage. All weapons and components
will be stripped and added to your Component inventory. While in
storage,
components, 'Mech parts or even whole 'Mechs take no space and will not
cost you anything toward your monthly Financial Report
fees. [need citation]
3. Visit the
store and 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. Selling items is not effected by faction
reputation discount or markup.
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| Remember; Many items will have additional information if hovered over. |
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Advanced
Battle Lance
Combat Role
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| Scout |
Sniper |
Brawler |
Artillery |
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Priority Missions (Campaign)
-
Liberation Of Weldry (+)
Liberate: Smithon (+)
Served Cold (+)
Grave Robbing
Raising the Dead (+)
Escape
Defense: Smithon
Extraction (+)
Liberation: Tyrlon (+)
Locura (+)
Showdown (+) |
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[need citation]
Detailed features to include;
Resolve, Experience, Skill Bonuses, Mission Reports.
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Next Section: Master Guide >>
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