• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

TheMoe

Major
33 Badges
Mar 24, 2018
692
223
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Battle for Bosporus
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Ancient Space
On your game folder (C:\Program Files (x86)\Steam\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\data\mods\HBS\) there's a document called Mod_Support_-_README.pdf

The smaller mods will usually run with HBS's mod loader. But if you want to use one of the large mod packs (RogueTech, BattleTech Extended and BattleTech Advanced) you'll need to install ModTek, which is a tool that allowed mod use before HBS officially supported mods.

Thanks. I like apps that make it easy to add mods. I'll look into ModTek. :)
 

TheMoe

Major
33 Badges
Mar 24, 2018
692
223
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Battle for Bosporus
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Ancient Space
IMO the best inferno carrier is the SLDF Griffin 2N. You can fit 4 Inferno launchers and if they are ++ versions that's maximum 120 heat, enough to shut down anything even if a few rockets miss. The other benefits are the built in engine DHS and 2 energy hardpoints and 2 sub-weapon hardpoints. Would also reccommend some TTS to maximize your chances to hit with the rockets.

If you really want to boat then the Cyclops Q is your go-to with its stupid number of missile hardpoints but limited weight it's pretty much only good at boating Infernos.

Great! I've added those two to my list! Thank you.
 

TheMoe

Major
33 Badges
Mar 24, 2018
692
223
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Battle for Bosporus
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Ancient Space
Naw, it's stuff you'd have figured out on your own in a bit. Basically if you hit a mech with a ton of heat all at once you can shut it down, then kill it with called shots. Simple enough. We used to do the same thing with LRM knockdowns. Blowing a leg off with a UAC/20 works, too. Or just blowing heads off with a Marauder or Annihilator.

I'm not a streamer or an expert at this game and my tactics aren't the only viable options, much less the best. My preferred playstyle is to have 3 mechs loaded up with big guns and one working as a spotter / distracter / backstabber / TAGger / crowd controller / disabler. An inferno boat with a TAG can do all of that except the backstabbing, so it works for me. Other people like to have 4 brawlers that wade in and beat the enemy to death, or a scout, 2 brawlers, and a missile boat, or 3 backstabbers and a sniper, or whatever. There are plenty of ways to play this game. You do you.

There are plenty of great streamers available, too. Check out Edmon. He's a wizard at abusing the initiative system to bamboozle the opposition. If you can figure that out then a winner is you.



Correct, 1 launcher does 10 heat the first turn and 10 more the second turn, assuming both missiles hit. If you hit the same target the next turn the Burning gel (+5 heat per missile) is applied, along with the heat from the second salvo. So in order to guarantee a shutdown you need to either hit a mech that's already hot, or hit a cool mech twice. Probably. The biome matters, and I think the AI pilot's stats do as well. And missiles can miss. And so forth.

For crowd control it's pretty easy. You just use multi target to keep applying heat to 2-3 dangerous targets, again depending on how hot they are, how heat efficient the target is, and the biome. So if you hit it looks like this:

Turn 1, opening salvo with 4 inferno launchers - Target 1 gets 20 heat, Target 2 gets 20
Turn 2, second salvo + Burning Gel - Target 1 gets 40 heat, target 2 gets 40 heat
Turn 3, second salvo + Burning Gel - Target 1 gets 40 heat, target 2 gets 40 heat

And so forth...

The theory, which I've found to be pretty good, is that if you keep pumping heat into your 2 most dangerous opponents they won't shoot back nearly as much. Meanwhile the rest of your lance will be killing a third mech (which you TAGged, so it takes more damage).

The strategy won't stop a Hunchback from shooting you in the face with an AC/20, but mechs that are already heat challenged - Warhammers, Grasshoppers, Black Knights, Marauders, and so forth - will tend to cut their fire way back. Plus if your inferno boat is a well armored 55-tonner that's jumping from cover to cover a lot of that fire will be aimed at it, and most of it will miss. That's good for the rest of the lance.

But as I said, that's just one of many approaches and it's not likely that it's the best. It's just how I like to do it.

Fantastic info. It's definitely a different playstyle than I tried when the game first came out, but I like the idea of keeping a couple of mechs from shooting so often. I'll have to play around with it a bit.

I've yet to locate either a TAG weapon or a NARC weapon, though I've killed some NARC and TAG vehicles and I have seen the NARC ammo. I'm guessing I'll know when I see a weapon that shoots a TAG or a NARC when I see it, hopefully something in the name will give it away. I'm excited to move forward with my new campaign and to try some mods when the campaign is completed. Thanks for the help and suggestions!