Starting Mechwarrior skills

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Exemplar Voss

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In the campaign? It seems to depend on mission. In some of the procedurals, you can definitely hang back and snipe. Others (like the escorts) you have to be proactive about engaging the enemy ahead of the convoys.

In story missions, mechs are going to be in your face. The way they drop or are activated pretty much ensures it (location triggers and the like). So a good beater mech is very useful indeed.
 

44th MAC|Bonsai

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My brawlers will not so much be about melee, only if the situation (heat, bulwark) requires it, more about putting every short range weapon I can find in it and deal insane amounts of damage, like the ~200dmg kintaro alphastrike
 

Gronk311

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I’ve never been too enthusiastic about min-maxing, so I’ll just post my plan for my first Commander.

Preferred mech: DGR-1N (-1G if available)
Skill trees: Piloting, Gunnery

While both skill trees provide excellent abilities for the early game, I am unsure which advanced skill would work best. Ace Pilot looses some of its luster when using a heavy mech. Breaching Shot is powerful with multi-target, but the Dragon doesn’t have many high end damage dealing weapons, like say the Awesome.

I’m still not sure.:confused:
 

Gorski123

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Cohh almost has specialist abilities on his pilots and he does not own heavy mechs yet. Never in my wildest dreams would I have thought that we got elite pilots before heavy mechs. Intriguing.
 

Amechwarrior

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Cohh almost has specialist abilities on his pilots and he does not own heavy mechs yet. Never in my wildest dreams would I have thought that we got elite pilots before heavy mechs. Intriguing.
He also has a shallow bench to draw from. So all of his XP is crammed in to about 6 pilots. With another mech bay he will likely need 8 pilots and the xp will spread around a bit more.
 

nimdabew

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He also has a shallow bench to draw from. So all of his XP is crammed in to about 6 pilots. With another mech bay he will likely need 8 pilots and the xp will spread around a bit more.
Barring the pilot getting injured, having more mech bays would allow a pilot to take twice as many missions since you wouldn't have to wait for repair/refit. Having two sets of identical mechs, though hard, would essentially allow you to take twice as many missions since you can have one set in repair while out playing stompy robots with the other.
 

Amechwarrior

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Barring the pilot getting injured, having more mech bays would allow a pilot to take twice as many missions since you wouldn't have to wait for repair/refit. Having two sets of identical mechs, though hard, would essentially allow you to take twice as many missions since you can have one set in repair while out playing stompy robots with the other.
True, and it would also further accelerate the pilots XP gain. Downside is once they bite the dust, replacing them is going to be costly. I would start training some cheap backups now. In a QnA, it was mentioned home grown elites are cheaper monthly than buying one outright from the hiring hall. How much so is yet to be seen.
 

nimdabew

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True, and it would also further accelerate the pilots XP gain. Downside is once they bite the dust, replacing them is going to be costly. I would start training some cheap backups now. In a QnA, it was mentioned home grown elites are cheaper monthly than buying one outright from the hiring hall. How much so is yet to be seen.
My plan is to have 12 mechs, a pair for each role I want to do, along with carbon copies of pilots to sit in each mech, so essentially a full company of 6 different roles. Now, that being said, a role could be a shadow hawk with 2xSRM6 and a SRM4, and 1 medium laser OR a griffin with 3xSRM6's and 1 medium laser. Both would be essentially the same thing, but the griffin would jump farther and have more missiles per salvo, but the shadow hawk would run cooler. 6 of one kind deal.
 

Gorski123

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Barring the pilot getting injured, having more mech bays would allow a pilot to take twice as many missions since you wouldn't have to wait for repair/refit. Having two sets of identical mechs, though hard, would essentially allow you to take twice as many missions since you can have one set in repair while out playing stompy robots with the other.

I think adding repair upgrades will be more important than mech bays. Cheaper too. Even if you have enough mechs to run multiple missions back to back, you still have to repair all of them one at a time.