Newbie questions from what should be an experienced gamer.

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On the Black Widow/Bounty Hunter battle: It is harder than normal because both the Black Widow and the Bounty Hunter are immune to head hits and they have special abilities no other enemy in the game has (the Bounty Hunter does internal damage with every shot of every weapon, and his lance deals 10% extra damage and has a x10 called shot modifier, the Black Widow slows you 50% with every shot, and her lance has +25% to move speed, -20% damage taken, and a crit +75% effect ). So it's not strange that this is one of the tougher battles in the game; the skull rating on that one should probably be a six :)

Not really immune to head hits, but immune to being personally killed. I took out Natasha's Warhammer with a called shot head hit on turn one and the Bounty Hunter's Marauder by destroying the center torso on turn two, but in both cases the pilot survived the death of their mech and continued to lend their lance bonus for the remainder of the scenario.
 
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Not really immune to head hits, but immune to being personally killed. I took out Natasha's Warhammer with a called shot head hit on turn one and the Bounty Hunter's Marauder by destroying the center torso on turn two, but in both cases the pilot survived the death of their mech and continued to lend their lance bonus for the remainder of the scenario.
I stand corrected, thank you.
 
Not really immune to head hits, but immune to being personally killed.

LOL last time I tackled the black widow and friends I deliberately avoided taking headshots thinking they were immune. Live and learn!


I still get what usually manifests as a 'double-turn bug', but it happens as soon as the convoy's dropship lifts
Yes very annoying and you'd think easy enough to fix

I'm amazed and a little frightened by PaulCL's claim to be able to handle 5 skull missions with a 215 ton lance
Not got that low but I took a lance of 240 tons to the last HM mini mission lasy time I did it (2 Royal Phoenix Hawks, Mad 3D and a Royal Black Knight). The pixies looped all the way around the battlefield ending up on the far right, the black knight stayed left and the MAD sniped from near the starting position for a three way crossfire. Seemed to work well - one brown trouser moment when accidentally left a pixie in charge range of the last opfor mech but thankfully it missed and died the next round

Once I saved the game just beforehand the Black Widow mission to try different lances and it was invariably the ones with slow moving assaults that did worse- certainly every time I took a Bull Shark it died horribly!
 
Not got that low but I took a lance of 240 tons to the last HM mini mission lasy time I did it (2 Royal Phoenix Hawks, Mad 3D and a Royal Black Knight). The pixies looped all the way around the battlefield ending up on the far right, the black knight stayed left and the MAD sniped from near the starting position for a three way crossfire. Seemed to work well - one brown trouser moment when accidentally left a pixie in charge range of the last opfor mech but thankfully it missed and died the next round

Once I saved the game just beforehand the Black Widow mission to try different lances and it was invariably the ones with slow moving assaults that did worse- certainly every time I took a Bull Shark it died horribly!

Where did you find the Royal mechs? The only non-standard mechs I've been able to find in 2 1/2 campaigns (1 1/2 'save the Princess/save the universe' and one Flashpoint) are the Highlander and Atlas from the original and the SL Griffin and non-standard Bull Shark from Flashpoint.
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My Natasha and the Bounty Hunter lance was entirely pigs with jump jets — Atlas with gauss gun replacing AC20, which took out the Widow with a called head shot/Bull Shark stripped to Thumper, 2 Ultra5s and 4 ERML+10s/Stalker with LRM50 (all +2 damage)/Awesome with 3 LL+10/+3acc, 3 ML+10. All pilot skills were in the 7-9 range with the only 9s in tactical to get the called shot mastery. Only the Bull Shark had the gyro that makes them harder to hit (+3), and they all had enough pilot skill to make them 1 harder to be hit. My personal character in the Stalker was an Ace pilot defender, and the others all had multitarget and either bulwark or the special that adds a chevron if they move.

My assumption pre-fight was that the opfor essentially wasn't going to miss, as I had run up against elite pilots before and they don't, regardless of how many chevrons you put up. That proved to be the correct call, so coming in light probably wouldn't've increased anybody's longevity. There's a roughly 6-8 dot woods ahead and to the left of your starting position, so everyone dove in there on the maneuvering turn* and got mostly 40% damage reduction for the first three turns (20% for the Atlas). * = When I say I did 'this' on turn one or two, I'm counting firing turns and leaving out maneuvering turns.

I restarted the mission twice, the first time at the end of turn two when I found out how close the Bounty Hunter lands, and the second rather late in the game when I got my left and right confused and turned the Awesome so his devastated side was towards… everybody. I used the same opening each time, but my description of how the mission went only applies to the final run-through.

I had hoped that I could dictate who the opfor shot at by rotating who was in front of my lance, but that only worked against the Widow. As I said in a previous post, each opfor lance took 2/3 of their shots against me and 1/3 against each other. Except for turn one (when they concentrated on the Bull Shark in front) the Widow's group spread their shots around pretty randomly. The Bounty Hunter's group had a serious mad-on for my Awesome and every shot they took was against it until it was totaled, no matter how I tried to hide it (also true in the second run-through, and in the first every Black Widow shot went on it), then they also randomized.

The thumper was particularly useful in this battle, netting Natasha's entire lance on turn one and the Bounty Hunter's + Natasha's Annihilator on turn three, which is the only time I've ever gotten five mechs with one shot. The thumper, of course, seriously ripped up their rear armor, and aside from being ganged up on, the thing that annoyed me the most was how they refused to take rear shots at each other, passing up short range rear shots at each other for medium/long range frontal shots at me.

The bad guys went down at a rate of one per turn, which was what I was aiming for — BW Warhammer on turn one; BH Marauder turn two; BW Marauder turn three (I was hoping losing their Marauders early would cancel some of their damage reduction, but it didn't); another BH mech turn four; BW Archer turn five (which was when I lost the Awesome); another BH mech turn six; BW Annihilator turn seven; BH Atlas turn eight. One reason I left the Annihilator so late was because I noticed that it was the only BW mech that was firing on BH mechs. The Atlas was left for last because even by then it still had most of its armor remaining. And as noted earlier, they got zero kills on each other.

By the way, having jump jets almost totally negated Natasha's special that slows her targets 50%. And the Bounty Hunter lance's called shot special didn't seem to function.
 
they are obtainable from the black market stores, although I also use the Elite force mod which makes them turn up in the opfor and thus salvageable.

Fascinated by your experience's - the more I learn about this game the more "it's up to personal taste" seem to be appropriate!
 
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Where did you find the Royal mechs? The only non-standard mechs I've been able to find in 2 1/2 campaigns (1 1/2 'save the Princess/save the universe' and one Flashpoint) are the Highlander and Atlas from the original and the SL Griffin and non-standard Bull Shark from Flashpoint.
Flashpoint rewards can include them. Most of what I’ve gotten have come from the Black Market, though. Just be prepared to shell out major CBills.
 
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They are obtainable from the black market stores, although I also use the Elite force mod which makes them turn up in the opfor and thus salvageable.

Fascinated by your experiences - the more I learn about this game the more "it's up to personal taste" seem to be appropriate!

I'm thinking of starting another thread, either on the topic of advice for newbies or on personal taste in gameplay.

Is there a consolidated list of mods available and summaries of what they do?

Flashpoint rewards can include them. Most of what I’ve gotten have come from the Black Market, though. Just be prepared to shell out major CBills.

Well, I'm sitting on 85 million right now, but I've only just purchased my entree into the black market and haven't found a place to spend my money yet. What I'd like more than anything else is half a dozen double heat sinks. I did pick up four of them as a Flashpoint award, but the description of the mission had led me to believe I'd be selecting them as salvage, so I biased my payout to something like 6/25 salvage and concentrated on head and leg hits… and there was no Star League equipment at all! Nothing that was salvageable had as much as a single lousy star.
 
Well, I'm sitting on 85 million right now, but I've only just purchased my entree into the black market and haven't found a place to spend my money yet. What I'd like more than anything else is half a dozen double heat sinks. I did pick up four of them as a Flashpoint award, but the description of the mission had led me to believe I'd be selecting them as salvage, so I biased my payout to something like 6/25 salvage and concentrated on head and leg hits… and there was no Star League equipment at all! Nothing that was salvageable had as much as a single lousy star.
If I remember correctly (and it has been a while - I just started a new career), the cheapest of the SLDF mechs are around 20 million cbills for the whole mech. Less if you build it from parts (but that also requires finding them multiple times as stores generally have one).

I believe that DHS (Double Heat Sinks) can be acquired from planets with Star League Ruins. I bought my first two yesterday, and I think that was the planet modifier that provided them.

I don’t believe that you can get any advanced SLDF gear or mechs from salvage unless you’re using mods that make them available. They will drop in Flashpoint end rewards, but unless the reward is tied to the mission (e.g. the one that can yield a SLDF Griffin), you’re relying on the RNG to be kind to you.
 
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Well, I'm sitting on 85 million right now, but I've only just purchased my entree into the black market and haven't found a place to spend my money yet. What I'd like more than anything else is half a dozen double heat sinks. I did pick up four of them as a Flashpoint award, but the description of the mission had led me to believe I'd be selecting them as salvage, so I biased my payout to something like 6/25 salvage and concentrated on head and leg hits… and there was no Star League equipment at all! Nothing that was salvageable had as much as a single lousy star.
You can buy a GRF-2N for around 6 million and then sell it after taking the DHS. That's the best source for DHS, I usually get my first 2N in the early-mid game.

Other good things to buy are particularly ERML++s, not only because they're good but also because if you're going to use them you'll probably want many of them, not just a couple per build. UAC2-5s I'd also buy a few of them, and other good buys are TTS+++, and RF+++. In fact unless we're talking about the Marauder (if you're interested in it) I'd always prioritize the weapons and equipment before the mech. An ANH can be very good, but only once it has good equipment and weapons. If not I'd rather take with me a much worse chassis but well equipped.
 
Another case where I'm seeing something different. I've never encountered a second escort lance, although on very rare occasions I have encountered a second mech lance, it's never shown up before the convoy and its escorts were dead, in effect ambushing me on the way out of the AO. I haven't noticed convoy attackers being weaker than typical lances, but that might be pure lack of perception on my part.
My most recent games have been with mods, so it's possible I'm getting confused.
 
You can buy a GRF-2N for around 6 million and then sell it after taking the DHS. That's the best source for DHS, I usually get my first 2N in the early-mid game.

Other good things to buy are particularly ERML++s, not only because they're good but also because if you're going to use them you'll probably want many of them, not just a couple per build. UAC2-5s I'd also buy a few of them, and other good buys are TTS+++, and RF+++. In fact unless we're talking about the Marauder (if you're interested in it) I'd always prioritize the weapons and equipment before the mech. An ANH can be very good, but only once it has good equipment and weapons. If not I'd rather take with me a much worse chassis but well equipped.

These are some examples of how gameplay preferences can mean so much.
1) I did get the Flashpoint SL Griffin, but if I found any more I'd add them to a lance rather than breaking them up for parts. I just added mine to a heavy lance because of its 204 alpha strike, and now I'm all atremble about the potential for losing it.
2) Love the ERMLs, but the only ones I've seen were on the Bull Shark, and that's my best mech, so they're not going anywhere.
3) I also love the computer game version of the ultras, and I've been swapping out ACs for ultras every chance I get. Finally being allowed to purchase from the Davion store has made a huge difference as they have an almost unlimited number of really great ultras, especially those that save tonnage. I was able to shoehorn an Ultra20 into a Rifleman, an Ultra10 into an Enforcer, Ultra5s all over the place, and by swapping out the two Ultra5s that came with the Bull Shark for lighter ones I was able to add an SRM4+++. In the early game, putting two Ultra2s in a Blackjack is very useful.
4) I've put RFs in 6 of my mechs, spread around to get one or two in each lance. I found a couple of ++++ in my 'save the princess' campaign, but nothing over +++ in Flashpoint so far. In the starter campaigns I've tried to split the head mods relatively equally between RFs and Comm systems, but in Flashpoint I've learned that there's a very good reason to keep the Cockpit Mods, so I'm now running about a third of each. I'm continually trying to train up new new pilots to replace losses, but random head hits, side torso losses and occasional falls seem to pile up on the guys I'm trying to get experience, which defeats the purpose. So, stick the trainees in the mechs with cockpit mods and they're much less likely to waste time in the infirmary.
5) On the other hand, I've found no use for TTSs. If they were weightless like Gyros and the head mods I'd be all over them, but at a ton per + there are just so many other things I'd prefer to spend weight on. Hitting things is rarely a problem in this game (unlike the board game where we always seem to be at 10 or higher for a target number).
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That brings up some odd pieces of equipment in the computer game.
First is the heat bank. After a lot of experimentation I've found a couple of mechs that get some utility from the banks, but really they're just a weird piece of equipment. What I do is divide the mech's 'excess heat value' into 100. (For example, my Phoenix Hawk has an EHV of 27, meaning if it jumps and fires an alpha strike it only sinks 33 of the nominal 60 heat it generates. 27 goes into 100 3.7 times. If I swap out the only optional heat sink for a 30 point heat bank the calculation becomes 30 EHV goes into 130 4.33 times, so making the swap makes some sense, if there are enough open critical slots (there are). The downside is that it takes longer to bleed heat the fewer heat sinks you have.

Which brings up the second odd piece of equipment — the gizmo (whose name I've forgotten) that reduces a percentage of weapon heat generated. To begin with, if you aren't generating 65 or more weapon heat you have no use for this, as you'll get at least as much benefit from heat sinks. (I suppose there could be some situations where there's only one open critical slot and jamming in a gizmo would be useful, but I haven't seen it.) If you're running double heat sinks you'd need to be generating at least 125 weapon heat to make them useful, and I don't think I've ever gotten over 100. If you're in the 65-84 heat range you'll save 7 or 8 heat with a 10% weapon reduction, which is a net -1 or -2 after taking out the equivalent weight in heat sinks. As a min/maxer I'd normally be all over that, but the same consideration arises as in the preceding paragraph, namely that the fewer heat sinks you carry the longer it takes to bleed heat once you get high, so you need to take that into account. For newbies, you'd need to be aware that these gizmos are multiplicative, not additive, which means that if you're generating 80 weapon heat and you add two -15% gizmos the weapon heat will reduce to 58 (80 x .85 x .85), not 56 (80 x .7). So, deciding which mechs would benefit from a gizmo is not always immediately obvious.

The third odd piece of equipment is the mortar. While I really enjoy the Bull Shark's reloadable two shot Thumper, a single-use Mortar just doesn't seem worthwhile to me, either in terms of weight, cost or critical spaces. And that's not taking into account how hard they are to find. Most stores don't sell them; when they do they'll only have 1 or 2 in stock; and they cost more than most light mechs. For a one-shot weapon, it's just not worth it. And I'm guessing you'd have to keep a mech in inventory that would spend most of its time in the racks, since running it short all those tons when you're out of mortar rounds would be silly.
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Looks like a gameplay preference thread would be more relevant.
 
These are some examples of how gameplay preferences can mean so much.
1) I did get the Flashpoint SL Griffin, but if I found any more I'd add them to a lance rather than breaking them up for parts. I just added mine to a heavy lance because of its 204 alpha strike, and now I'm all atremble about the potential for losing it.
2) Love the ERMLs, but the only ones I've seen were on the Bull Shark, and that's my best mech, so they're not going anywhere.
3) I also love the computer game version of the ultras, and I've been swapping out ACs for ultras every chance I get. Finally being allowed to purchase from the Davion store has made a huge difference as they have an almost unlimited number of really great ultras, especially those that save tonnage. I was able to shoehorn an Ultra20 into a Rifleman, an Ultra10 into an Enforcer, Ultra5s all over the place, and by swapping out the two Ultra5s that came with the Bull Shark for lighter ones I was able to add an SRM4+++. In the early game, putting two Ultra2s in a Blackjack is very useful.
4) I've put RFs in 6 of my mechs, spread around to get one or two in each lance. I found a couple of ++++ in my 'save the princess' campaign, but nothing over +++ in Flashpoint so far. In the starter campaigns I've tried to split the head mods relatively equally between RFs and Comm systems, but in Flashpoint I've learned that there's a very good reason to keep the Cockpit Mods, so I'm now running about a third of each. I'm continually trying to train up new new pilots to replace losses, but random head hits, side torso losses and occasional falls seem to pile up on the guys I'm trying to get experience, which defeats the purpose. So, stick the trainees in the mechs with cockpit mods and they're much less likely to waste time in the infirmary.
5) On the other hand, I've found no use for TTSs. If they were weightless like Gyros and the head mods I'd be all over them, but at a ton per + there are just so many other things I'd prefer to spend weight on. Hitting things is rarely a problem in this game (unlike the board game where we always seem to be at 10 or higher for a target number).
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That brings up some odd pieces of equipment in the computer game.
First is the heat bank. After a lot of experimentation I've found a couple of mechs that get some utility from the banks, but really they're just a weird piece of equipment. What I do is divide the mech's 'excess heat value' into 100. (For example, my Phoenix Hawk has an EHV of 27, meaning if it jumps and fires an alpha strike it only sinks 33 of the nominal 60 heat it generates. 27 goes into 100 3.7 times. If I swap out the only optional heat sink for a 30 point heat bank the calculation becomes 30 EHV goes into 130 4.33 times, so making the swap makes some sense, if there are enough open critical slots (there are). The downside is that it takes longer to bleed heat the fewer heat sinks you have.

Which brings up the second odd piece of equipment — the gizmo (whose name I've forgotten) that reduces a percentage of weapon heat generated. To begin with, if you aren't generating 65 or more weapon heat you have no use for this, as you'll get at least as much benefit from heat sinks. (I suppose there could be some situations where there's only one open critical slot and jamming in a gizmo would be useful, but I haven't seen it.) If you're running double heat sinks you'd need to be generating at least 125 weapon heat to make them useful, and I don't think I've ever gotten over 100. If you're in the 65-84 heat range you'll save 7 or 8 heat with a 10% weapon reduction, which is a net -1 or -2 after taking out the equivalent weight in heat sinks. As a min/maxer I'd normally be all over that, but the same consideration arises as in the preceding paragraph, namely that the fewer heat sinks you carry the longer it takes to bleed heat once you get high, so you need to take that into account. For newbies, you'd need to be aware that these gizmos are multiplicative, not additive, which means that if you're generating 80 weapon heat and you add two -15% gizmos the weapon heat will reduce to 58 (80 x .85 x .85), not 56 (80 x .7). So, deciding which mechs would benefit from a gizmo is not always immediately obvious.

The third odd piece of equipment is the mortar. While I really enjoy the Bull Shark's reloadable two shot Thumper, a single-use Mortar just doesn't seem worthwhile to me, either in terms of weight, cost or critical spaces. And that's not taking into account how hard they are to find. Most stores don't sell them; when they do they'll only have 1 or 2 in stock; and they cost more than most light mechs. For a one-shot weapon, it's just not worth it. And I'm guessing you'd have to keep a mech in inventory that would spend most of its time in the racks, since running it short all those tons when you're out of mortar rounds would be silly.
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Looks like a gameplay preference thread would be more relevant.



1. Of course if you're interested in the mech itself you can use it as well, that's even better. What I meant is that the 2N is the cheapest way to get DHS. And as for using it, it's quite good for a medium but being lostech the PHX1B far outclasses it imo, but... it doesn't come with DHS. So.. my second important purchase is always a 2N (my first would be a RF+++).

2. ERMLs are relatively uncommon but not rare in the BM, and if you're want to use them you'll probably want many per mech. Then, the fact the BSK-MAZ is your best mech I don't think it wouldn't automatically make it the best mech for using them. It may, but it would depend on what else you do have (mechs and weapons).

3. IMO UAC2s >> UAC5 >> UAC20 > UAC10s.

4. The best RF is +++ (+120m), there are not ++++.

5. TTS+++ allow you to be much more consistent when fighting near your maximum range with -20% range penalty and some evasion from your target, basically. That can change things quite a bit, because now you do want to have long range penalty (so the opfor has too, or they're unable to use their weapons) but yours is negated, and they're only 1t. Also they're very good for the heavier UACs recoil, on top of the range penalty and evasion.


About the Heat Bank I think it doesn't worth it 99.99% of the time. That +30 is for shutdown, for overheat only has +15, so it's worth barely over one DHS. And they're easier to get but still not very common nor cheap. And if you don't want to overheat then you need to generate very close to your OH threshold in order to be actually useful over DHS (which you can get early-mid game).

For example, if you generate less than 102 heat over two turns then a DHS is plain better (over two turns) and you'll cool down faster afterwards. Now, if you don't mind overheating then things change (in favor of the Banks), but you should also consider Thermal Exchangers (the "gizmo"). A regular TEX will reduce generated heat by 16.6 for smaller weapons like MLs, because heat is rounded down per weapon (not per total heat), so 5xML generate 50 heat and not 54. They're not as good as DHS but they're invaluable for many heavier loadouts just because they need less crit slots, even if they're less efficient. And they don't help with jump heat, so that's another thing to take into account.

And yes, TEX are multiplicative and also often not obvious when they're better to use. The ingame UI doesn't help because it is not accurate in the Mech Bay with the heat math, as it applies them over the total heat. Also it is misleading for Heat Banks, because it assumes the +30 is actual cooling when it is not. That's in part why I made my own planner:
In this case in principle the best choice would be 2xDHS20% but because there is heat jump and DHS are more dependable if I could I'd actually go with just one TEX20% but I'm forced to use at least three unless I make other changes.

iYPy6iu.png


Also you can notice there are 5xTTS+++. I want that to counter the -20% from long range plus a couple pips of evasion and without the help from Precision Shot, as this is meant for soloing five skulls without PS/V. Normally I'd use a couple 2 TTS+++, maybe three, in a mech like this (and UAC2s instead of LBX2).

Top right you can see the chances to headcap and CT core an Atlas and the "TEX/DHS/ton neutral" in the middle-right tells the weight for that number of TEX compared to DHS.

About the Thumper (and indirectly the Mortar) there is a whole thread for that, but for me the tldr version would be they're very bad.
 
I’ve never found a use for a heat bank.

Thermal Exchangers are very niche, but incredibly good when you need one. You want a very high heat mech that is slot rather than tonnage limited for DHS (or to not have enough DHS to do what you want). I’ve mostly used them in assault mechs with high heat loads (like when I tried to make an Awesome PPC boat live up to its name).
 
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Thermal Exchangers are very niche, but incredibly good when you need one. You want a very high heat mech that is slot rather than tonnage limited for DHS (or to not have enough DHS to do what you want). I’ve mostly used them in assault mechs with high heat loads (like when I tried to make an Awesome PPC boat live up to its name).
For the reason you mention TEX are not very niche but very common for them to be useful in assaults and some heavy loadouts too. A build like a STK 6xML 4xSRM6 benefits from TEX+DHS as much as the PPC AWS or more and it's not exactly a niche or exotic loadout, because it's not only about having heat intensive weapons but it can be about having lots of relatively low heat weapons as well.

Some heavy loadouts benefit from TEX too while already having DHS to spare, and they're pretty straightforward too, and many more do if you only have regular HS.
 
4. The best RF is +++ (+120m), there are not ++++.

5. TTS+++ allow you to be much more consistent when fighting near your maximum range with -20% range penalty and some evasion from your target, basically. That can change things quite a bit, because now you do want to have long range penalty (so the opfor has too, or they're unable to use their weapons) but yours is negated, and they're only 1t. Also they're very good for the heavier UACs recoil, on top of the range penalty and evasion.
iYPy6iu.png


Also you can notice there are 5xTTS+++. I want that to counter the -20% from long range plus a couple pips of evasion and without the help from Precision Shot, as this is meant for soloing five skulls without PS/V. Normally I'd use a couple 2 TTS+++, maybe three, in a mech like this (and UAC2s instead of LBX2).

Top right you can see the chances to headcap and CT core an Atlas and the "TEX/DHS/ton neutral" in the middle-right tells the weight for that number of TEX compared to DHS.
[/spoiler]

I just checked in my game, and the +2 TTSs are indeed 2 tons/2 slots, but the +3s are only 1 ton. I have no idea why that would be true, but it is. I also didn't know TTSs are additive, so thank you for that information.

As for the rangefinders, what I should have said was I haven't found any +120 meter ones in this campaign, but I have several at +100 meters. So far their greatest use has been to extend the range on the Thumper.

I just shopped in the Black Market for the first time, and the only complete mechs they had for sale were in the 140 million range, and those didn't show any SL technology. Despite my bankroll increasing to 93 million, that stuff is just way out of my price range. No DHS for sale, and the only ERML was 13 million. Not a cheap way to stock up!
 
As for the rangefinders, what I should have said was I haven't found any +120 meter ones in this campaign, but I have several at +100 meters. So far their greatest use has been to extend the range on the Thumper.

How does a rangefinder increase the range of the Thumper?

Or, do you mean that you can now see what you're shooting at instead of dropping artillery on red blips?
 
How does a rangefinder increase the range of the Thumper?

Or, do you mean that you can now see what you're shooting at instead of dropping artillery on red blips?

I can't fire at red blips. The game only lets me drop the targeting template entirely within the Bull Shark's blue sensor perimeter. Extending the sensor range by 100 meters means I can drop the template 100 meters farther away.

Considering the ranges of artillery in the board game it would make more sense to allow the template to be placed anywhere in the AO, but not within 'danger close' of the firer, but I assume the designers feel that would make it too powerful.
 
Considering the ranges of artillery in the board game it would make more sense to allow the template to be placed anywhere in the AO, but not within 'danger close' of the firer, but I assume the designers feel that would make it too powerful.
Rangefinders increase visual range, not sensor range, so they're pretty much worthless for the Thumper.
 
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Rangefinders increase visual range, not sensor range, so they're pretty much worthless for the Thumper.

I don't understand this statement at all. Rangefinders increase the radius of the blue circle that surrounds the mech, and the targeting template is restricted to just inside that blue circle. How is that not increasing the range of the Thumper?
 
I don't understand this statement at all. Rangefinders increase the radius of the blue circle that surrounds the mech, and the targeting template is restricted to just inside that blue circle. How is that not increasing the range of the Thumper?
Rangefinders do not increase the blue sensor range. Visual range is 300m. Sensor range is 400m. So, you see red blips for 100m. A Rangefinder +100m lets you see all the way out to 400m, so those blips resolve to targetable mechs as long as you have a line of sight.

Either way, the Thumper range will not change even if the sensor range did.
 
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