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HBS_Eck

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You replied to yourself already :p No surrender from my side, never! I can tell you that my Firestarters were veeeeeeery agressive. I built them with additional leg armor in order to focus on DFA'ing. All the damage to the Jagermech was caused by a Firestarter with 2 Flamers and 4 MGs. I was so close to finishing it off! I mainly wanted to distract his sniper with this Firestarter, and it did work, for a while... One of my biggest mistakes in the game was that I accidentally right clicked on "Done" when it was the turn of my Stalker, so It ended my turn. I could've finished off his Kintaro way earlier than I did. It could've been a game changer...
Absolutely. It was definitely not a sure thing in my eyes. I watched a stream where Carlos was explaining his strategy and it's all solid advice. If he hadn't misclicked that stalker, things could have gone very differently!

- Eck
 

AldathPDX

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@AldathPDX, you really tore up the Rear Torso Armor of the Jager and T-bolt. : )

And rather than chase the squirrel of Chris's Firestarter, it looks like you left it alone in a bid to avoid all its Evasion Chevrons while instead landing shots first on the Kintaro and its Stability Damaging and Crit Seeking SRMs.

I really like that you paired Sumo with your Stalker, that 8 Guts gave you Bulwark and a +2 Health for Chris to have to overcome, plus Multi-shot and a Stalker's worth of SRMs and Medium Lasers is a very flexible tool.

Of course the Centurion with an AC/20 and Apex's Breaching Shot is a powerful combination, especially with Apex bringing a 6-Guts to the fight with its added point of Health, -1 Refire Penalty and +15 Overheat Threshold. Nicely done. :bow:

Buckshot is a well-rounded MechWarrior for a Firestarter, a solid fighter who will land shots.

Arclight is a great choice and as it turns out, secured the Initiative Fight for you... if, when and where you might have...




...ah.

The AI is not "yet" known for it's mastery of BATTLETECH's Turn Order / Initiative side of the game. And given your intense experience with the AI, might there have been layers to BATTLETECH Turn Order / Initiative that in PvP against Chris, you had not quite expected?

Might this have been the decisive point on which the battle turned?
Yup, "Initiative" was one of the things, combined with the fact that I'm not too used to MP. I've only done specific tests there, but not played "for fun" (until this last Sunday), mainly due to the fact that the game is not yet released and I haven't had anyone to play against!

And I want to clarify another thing... There's no #TeamCarlos or #TeamEck! :p Why do you guys love to create a rivalry out of nowhere? He's a true MASTER of the game and I admire him for that, I want to learn from him as much as I possibly can ;)
 

Prussian Havoc

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Yup, "Initiative" was one of the things, combined with the fact that I'm not too used to MP. I've only done specific tests there, but not played "for fun" (until this last Sunday), mainly due to the fact that the game is not yet released and I haven't had anyone to play against!

And I want to clarify another thing... There's no #TeamCarlos or #TeamEck! :p Why do you guys love to create a rivalry out of nowhere? He's a true MASTER of the game and I admire him for that, I want to learn from him as much as I possibly can ;)
:bow:

You and Chris have added a goodly measure of MP spice and anticipation. Thank you for that.

Why do I look to drum up interest and excitement for MP?

Good question.

During the Backer Multiplayer Beta I enjoyed my fair share of matches. And I hope to see our community make the most of BATTLETECH Multiplayer Mode. To that goal I plan on running a BATTLETECH tournament a month or so after BATTLETECH's Launch.

So yes, looking for opportunities to draw attention to BATTLETECH'S Multiplayer Mode is something I am keen to do. Thank you for your patience and good sportsmanship as I have indeed been quite free with my #'s of late. : )

And as ever, good luck and good gaming!
 

AldathPDX

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:bow:

You and Chris have added a goodly measure of MP spice and anticipation. Thank you for that.

Why do I look to drum up interest and excitement for MP?

Good question.

During the Backer Multiplayer Beta I enjoyed my fair share of matches. And I hope to see our community make the most of BATTLETECH Multiplayer Mode. To that goal I plan on running a BATTLETECH tournament a month or so after BATTLETECH's Launch.

So yes, looking for opportunities to draw attention to BATTLETECH'S Multiplayer Mode is something I am keen to do. Thank you for your patience and good sportsmanship as I have indeed been quite free with my #'s of late. : )

And as ever, good luck and good gaming!
Don't worry about he #'s! They have been great and gave me a good laugh! Don't you dare stopping now! :D

Thank you all for the support! You guys are the best! And this is the most respectful community I've ever seen! Let's keep this up!
-Carlos
 

Stefan Amaris Jr

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And I want to clarify another thing... There's no #TeamCarlos or #TeamEck! :p Why do you guys love to create a rivalry out of nowhere?

Now you tell us, when the shirts are already sold out! :oops:

Q1sBsJh0_o.png
 

AldathPDX

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It's quite unlikely. I'm not even sure if I'll be able to join the Thursday stream... Lots of work to do this week, as you can imagine!
 

HBS_Corvus

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My match against HBS_Null went surprisingly well, despite my self-named lance 'Trashcan Fire'.

Conditions:
15M C-bill budget
Custom lances, stock Mechs
Death Valley, desert match
No Flamers (They just seemed too overpowered on maps with penalties for heat management)

My lance 'Trashcan Fire:
1 Dragon with a Mechwarrior with high Guts skill.
3 UrbanMechs with Mechwarriors that had high gunnery and piloting skills.

HBS_Null's lance:
1 Hunchback
1 UrbanMech
2 Panthers

The strategy I had in mind was to have the Dragon attract all the fire, and with its high speed for a heavy Mech, get close enough for melee attacks to tie up his lance. It certainly started out this way, with the Dragon running up to the fore and Entrenching itself to take reduced damage from the fusillade of PPC and Autocannon fire in the first two turns. HBS Null also made the mistake of splitting his lance up into the UrbanMech and Panther, and the Hunchback and Panther pairing off and moving towards further sides of the map. If the UrbanMech and Hunchback had paired up while the panthers remained at distance to snipe with their PPCs, this strategy would have been much more effective against the medium-range AC10's on the UrbanMechs.

Luck played out early when I took out the PPC on the Panther paired up with the Hunchback, leaving it with an SRM4 and DFA attacks to stay in the game. And while it seemed counterproductive to get right up close with the Hunchback, that's exactly what my lance did first. The pilot had the Bulwark ability and could remain a threat by simply entrenching itself in one spot and taking shots with its AC20, this guarded stance didn't fare well when it was surrounded on all sides with the Dragon still soaking up damage and the UrbanMechs flanking it. Though the other Panther and UrbanMech were moving in to support their lancemates, even destroying one of my UrbanMechs first that I had mispositioned to have its back exposed to sniper fire, the Hunchback fell to a mixture of AC10 fire and melee attacks, the Panther taken down in short order after losing a leg and some of its jumpjet capability.

At this point I went for broke and had the Dragon charge in at the remaining two Mechs. While the sniping capabilities of the Panther can't be overstated enough, the heat those PPCs generate were probably a disadvantage for this lance, especially with even more heat buildup from them using jumpjets to find better angles. There were moments where HBS_Null had to skip a Panther's turn to keep from overheating, which gave my remaining three Mechs to take the UrbanMech and Panther down with another mix of melee and AC10 fire.

While melee attack can be an exceptionally powerful tool in a MechCommander's arsenal, this probably wouldn't be a great strategy in the single-player campaign considering I had expected the Dragon to get cored at some point, or get surrounded and sniped off. Also the AC10 on the UrbanMechs is incredibly useful despite the reputation the UrbanMech has for being ungainly. The AC10 doesn't generate a lot of heat, packs a lot of punch (when it hits), and has enough ammo for at least a quick skirmish instead of a protracted battle, plus the Urbie has jumpjets to get it where it wants to go, then enough armor for a light Mech to survive when it gets there.

Another good match all in all, just one more round left to go.
 

HBS_RedMenace

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Feb 23, 2018
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I had the presence of mind to take screenshots this time, so apologize in advance for the page bloat but I think you'll enjoy them!

Ryan Burrell (RedMenace) vs. Zach Hartlage (LadyLegPenguin)
--------------------------------------------------------------------------------------------

THE MATCH SETTINGS
  • Map: Rocky Crater
  • Biome: Vacuum (Intense [35%] Heat Sink Reduction)
  • Budget: 35M C-Bills

THE LOADOUTS

So, our preset brackets only go up to 25M so I did have to create a custom lance for this one. Still, I used the same approach to creating it as I did for the other presets (mix of 'Mechs built around a general play style, only one MW with an 8-point skill, etc.). It's listed below with MW skills in order as Gunnery, Piloting, Guts, Tactics:
  • Atlas AS7-D (stock) / MW: Buckshot ( Multi-Targeting + Bulwark / 5, 4, 6, 4)
  • Awesome AWS-8T (stock) / MW: Wildfire (Multi-Targeting + Bulwark / 6, 4, 5, 4)
  • Thunderbolt TDR-5SS (stock) / MW: Mockingbird (Bulwark + Sensor Lock / 4, 4, 6, 5)
  • Firestarter FS9-H (stock) / MW: Paradise (Evasive Move + Ace Pilot / 2, 8, 3, 6)
Zach's lance consisted of:
  • Atlas AS7-D / MW: Apex (Multi-Targeting + Breaching Shot / 8, 3, 6, 2)
  • Thunderbolt TDR-5SS / MW: Mockingbird (Bulwark + Sensor Lock / 4, 4, 6, 5)
  • Thunderbolt TDR-5SE / MW: Buckshot ( Multi-Targeting + Bulwark / 5, 4, 6, 4)
  • Kintaro KTO-18 / MW: Kraken (Multi-Targeting + Sensor Lock / 5, 4, 4, 6)

MY PLAN

I've played on this map once before waaaaaay back when against Connor in a trial run during its development. I know Connor had made changes since then so I assumed there would be at least a few differences. It's a small map, and the vacuum heat sinking penalty is *amazingly* fierce. I knew that above all I needed 'Mechs that were heat efficient, but I also knew that at this C-Bill limit I'd need decent firepower too... so a balance had to be struck. The Atlas is fairly heat efficient and beefy, and because this map is fairly small I didn't figure speed would be as big a factor. The Thunderbolt SS is just a solid 'Mech all around and with good heat handling to boot. The alternate, fire support Awesome is actually pretty bad at heat management thanks to its large lasers, but I resolved to use alternating fire with its LRMs to help keep that in check and also preserve ammo. Lastly, the big fear factor: the Firestarter. My hope was that I could goad Zach into an alpha strike or two and then use the Firestarter to take advantage. Still, in this cost bracket I was going to have to be very careful about when I rushed in with the little guy or he'd be toast before accomplishing anything.

THE BOUT

So, I'll preface everything that comes after with this: this was a really, really good match that had me on my toes the whole time.

The forces start facing each other with two large-ish hills separating them with a sharp ravine running between them. I sent my two Assaults and the Heavy up the hill and started sprinting the Firestarter around to my far left. I wanted to try and draw Zach's forces toward me to and in doing so allow the Firestarter to loop around behind, staying out of sensor range. Because the map isn't very big, I had to try and pull his forces to my right a bit. We spent the first ~5 rounds jockeying for position around the little hills and taking pot shots at each other - Zach frustratingly being smartly conservative with his play and not generating much excess heat. Here's roughly how we ended up at the start of Round 6:

20180413143436_1.jpg

You can see that thus far I've managed to move the Firestarter around the extreme left side, basically wall-walking it thanks to its jump jets and heat neutrality. The bad news is that Zach has continued to be reticent about crossing that divide between the hills and so in another turn or two the Firestarter will necessarily be within sensor range of anyone he may still have sitting on that hilltop. The plan is to reserve the Firestarter down to the last phase so that I can move it twice in a row when I spring my trap, but even with its crazy speed it'll still need to be fairly close for it to actually have the surprise factor I'm going for.

20180413145044_1.jpg

Fast forward a couple rounds and Zach has basically said he doesn't want anything to do with this fight I'm trying to pick with him here on the hills. He's oriented his force back down into the corner - likely suspecting by this point that he's being flanked since he's never made sensor contact with whatever it is that's moving in Phase 4 - to cover his rear. As this is happening I realize it's now or never so I jump the Firestarter down from the lip of the crater, then back up to the hillside. Much further away than I'd like but I'm running out of options I feel. Plus you'll note that Buckshot in my Atlas has taken two injuries at this point so... the clock is kind of ticking for me.

20180413145148_1.jpg

I next sprint the Firestarter down the hill and behind Zach's Thunderbolt, making use of one more double-move by reserving down from the previous phase. Paradise fires everything he's got into the rear arc, breaching some armor, Overheating the Thunderbolt very slightly, and also scoring some crits with the MGs (thanks MGs!). Not quite as impactful as a shutdown but I'll take it.

20180413145753_1.jpg

However, such audacity is not without cost. I've really got to give it to Zach for his response, because a lot of players would freak out about a thing spewing flames into their unit's backside and try to run from the danger. Zach instead turns his force around and pulverizes the Firestarter in one turn, knocking it prone and then focusing fire on it. He then efficiently reorganizes his forces into a solid wall of 'Mechs:

20180413150027_1.jpg 20180413151522_1.jpg

An important note here, because I do think it was a critical point in the match: I may have lost the Firestarter but its death came at the cost of Zach having to orient his Atlas toward it. That then allowed me several volleys from my own Atlas and Awesome (which Zach has never got a visual on to this point) into its rear arc, heavily damaging it and diminishing some of its weapon capability.

Zach's up against a wall (literally) and even though I'm down a 'Mech I'm still in good shape otherwise and pushing forward. Then... Zach jumps his Atlas up onto the wall for a height advantage, some Evasion, and braces. Another golf clap here for him because this was such a delightful surprise and so confounding because he'd kept it hidden all match. Now if I want to get to his Atlas at the center of his line I've got to deal with the still pretty fresh Thunderbolts on each end. At this point I'm wondering if Zach is some sort of secret tactical savant... and if maybe I've overextended. I'm glancing warily at the injured Buckshot's portrait around this time.

20180413151953_1.jpg

The next few turns felt so touch-and-go for me that I forgot to take screenshots. I've got my Awesome sort of stuck on the side of the hill, it can get down but it'll be out of range to attack and I don't feel like letting up the pressure is a good idea (it's also quickly running out of ammo). I move the Atlas onto the one, tiny sheet of ice on the whole map and pray that Bulwark keeps me up while I loop my Thunderbolt around to fire at Zach's Atlas's damaged left side. My Thunderbolt moves up and gets absolutely hammered, falling prone and suffering two injuries in one go. Mockingbird's head is now on the chopping block, and it's sheer luck that she survives getting her last torso segment blown off via a Called Shot. However! She managed to buy the time I needed for the Atlas and Awesome to whittle down the opposing Atlas and Kintaro. My Atlas gets a two-fer, using Multi-Target to junk the final few points of CT structure from those 'Mechs in one volley. I manage to run the Thunderbolt out of harm's way, putting off the inevitable only a bit because it is *very damaged*.

20180413154113_1.jpg

I'm feeling good... but not victorious. Mockingbird is a single tap away from being a goner, my Atlas's armor has seen better days, and my Awesome is basically dry on ammo and I've had to Overheat it three times. Zach begins jumping his Thunderbolts around my side, keeping up the Evasion and presenting bad hit chances for already ammo-depleted 'Mechs. He's also moving outside the range of the Atlas on its ice patch (that AC/20 runs really hot!), so now I have to think about that, too. I turn the barely-alive Thunderbolt around and charge in now that it's down to zero heat - I get off some good hits but it falls in the exchange. We're now down to two 'Mechs each.

20180413154812_1.jpg

My Atlas moves up and manages to take out the leftmost. previously-damaged Thunderbolt. I'm feeling more confident in victory now but Zach A) doesn't give up and B) still has a surprise up his sleeve. His remaining - mostly pristine! - Thunderbolt jumps onto the outer lip of the crater, taunting me.

20180413155312_1.jpg

He then works his way around the edge, forcing my Atlas to close. In a last ditch effort, he DFAs from his perch, causing heavy damage to my Atlas but thankfully not dealing a headshot. His last ploy expended, I'm able to finish him off.

20180413155719_1.jpg 20180413160253_1.jpg

FINAL THOUGHTS
This was a great match. Zach played very conservatively and confounded me at every turn - he refused to take the bait when I put it out and kept his cool (literally) despite fighting in our most extreme environmental setting. He even managed to surprise me several times (dat jumpin' Atlas!), which really says something given the amount of time I've sunk into our combat gameplay. There were at least three critical points in the fight where if things had not gone my way I'm fairly certain I would've lost. As it stood I won with an Atlas a hair's breadth away from death and a healthy but woefully under-gunned Awesome left, and that's it. 24 rounds of solid, intense combat.

20180413162359_1.jpg

20180413162410_1.jpg
 
Last edited:

MotoPsycho

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FrostflyPrime

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My match against HBS_Null went surprisingly well, despite my self-named lance 'Trashcan Fire'.

Conditions:
15M C-bill budget
Custom lances, stock Mechs
Death Valley, desert match
No Flamers (They just seemed too overpowered on maps with penalties for heat management)

My lance 'Trashcan Fire:
1 Dragon with a Mechwarrior with high Guts skill.
3 UrbanMechs with Mechwarriors that had high gunnery and piloting skills.

HBS_Null's lance:
1 Hunchback
1 UrbanMech
2 Panthers


weird to have the fastest mech be the only heavy mech on the map...
 

Prussian Havoc

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For some reason, I now really want to make an all Urbie lance with ACs and Flamers on all of them. :)
At least those Flamers now have 6-charges/shots per Flamer. : )
 

Revan Katarn

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I guess that with the release and the preparation of the 1.0.1. patch this tournament has been paused... hopefully not cancelled, right?

Cheers (and no pressure intended, just curiosity...)
 

HBS_RedMenace

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I guess that with the release and the preparation of the 1.0.1. patch this tournament has been paused... hopefully not cancelled, right?

Cheers (and no pressure intended, just curiosity...)

Launch week kind of tanked this but as far as I know we're still moving it forward. I'm still gunning for Eck as we're both undefeated >_>