![]() ![]() So all those lrm's that are incoming will surely miss. If you wait, and then get locked you can sprint away and regain full evasion. Wait to move since enemies will likely sensor lock targets that have already moved or fired since there is no hope of regaining evasion charges. Things like splitting up forces, attacking with a unit you know can handle the eventual return fire from the enemies and other risk/reward things.Īnother thing you can do to keep ecm units safe is not take their turn. So the plan would be to reserve or trick the enemy into using up their moves whilst your team remains in the bubble so you can then move out and attack at the end of the turn against helpless enemies.Ĭurrently however, enemies will now reserve themselves down just like you so its not as simple.īUT there are still tricks the player can perform to get enemies to eat up their turns. (or unless the units in the field fired weapons, obviously) Well, pretty much anyone that is in the bubble cannot be shot unless they are sensor locked or enemies wander into the field. Something about it I just couldn't grasp. Like I said, I was never able to figure out how to get it to defend me, even before the change. I think HBS should cry tears of shame for this. This flashpoint is just such a massive dissapointment. I know now that the raven got a massive overhaul for being too powerfull, but how am I supposed to know that playing this (or any) flashpoint for the first time? Why had anybody thought that it would be acceptable to leave the flashpoint as it is after making the raven useless (for that mission)? Also what the hell is going on witth that music? I usually love the soundtrack, but I had to turn that sh*t off. Why all the build up when there is no reward? Am I the only one to think that this is just the worst blunder one can make in game design or story telling? There is no tactical way to use that shi++y mech in that mission at all. My commander just gets blasted to pieces by indirect LRM fire almost instantly. Then the mission starts and this flimsy mech is nothing like the description. ![]() soon the raven flashpoint shows up, so I work myself through the missions and then there is that last chapter where I am greeted with an intro about this all powerfull awesome new mech, the raven. I had not played Battletech for a long time until recently, I had got myself the new dlcs and started a career. ![]() It did everything the 6 does, but better mostly thanks to its Double Heat Sinks, which are basically nonexistent these days.First of all, this post is not about the abilities of the raven and the emc, its just about the last episode of the raven flashpoint. The Black Knight 6B was the harder-hitting, cooler-running Star League ancestor to the standard BL-6-KNT we have today. It's not the most heavily armored brawler, but it tends to give at least as good as it gets, especially with any Energy-based weapons. The 6R Warhammer is a legendary 'Mech that's often found in the thick of combat, hurling PPC bolts at its foes. While it excels at no specific roles, the Dragon 1N is passable at many. Originally designed to replace the Shadow Hawk, the Dragon 1N is a versatile, high speed Heavy 'Mech that trades firepower for speed and heat efficiency. Its heat management still poses a huge problem, though, so its pilots have to stay very wary of overheating. The Archer's ARC-2S variant trades some of its long-range punch to become even deadlier when it gets up close, mounting SRMs to follow up what its LRMs have battered. The Archer ARC-2R is a fire support 'Mech that is intended to rarely see the front lines, but with enough firepower to punish anyone who tries to sneak up on it.
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