Two questions about mech layout philosophise

  • 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.

stjobe

Field Marshal
Moderator
15 Badges
Jan 3, 2018
2.706
306
  • BATTLETECH
  • BATTLETECH - Initiate of the Order
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Magicka
  • Stellaris
  • Pillars of Eternity
  • Tyranny: Archon Edition
That kind of implies that you think mechs should always have max armor, which I don't really think you're trying to say.
Please see my previous post in this thread; there's just no situation where I'd think "nah, that's too much armour, better take some off" - but that does not imply that 'Mechs should always have max armour, they should have as much armour as they can given the load-out one wants to achieve.
 

P."Windfall"Bowman

Sergeant
23 Badges
Feb 23, 2018
76
0
  • Stellaris: Apocalypse
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • BATTLETECH - Backer
  • BATTLETECH - Beta Backer
  • Cities: Skylines
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines Deluxe Edition
What I have seen on Cohh's streams doesn't negate what I have learned playing the skirmish and PvP Beta.

You would still need at least one pilot with the Sensor Lock ability.
Cohh hasn't figured out yet, that he could deal damage at a much further range.
He has mostly used Sensor Lock to remove evasion pips and/or to identify enemy units.
In some fights he could have avoided some damage by staying at max range, sensor locking, and blasting specific targets.

That said, I wouldn't put my Sensor Lock pilot into one of my long ranged units, but rather in a mech that offers a good mix of armor and speed. Preferably a medium mech.
For the rest of my lance I would probably go for a mixed range setting.
At least one PPC sniper and one LRM gunship, both with back-up weapons for closer range, should be fine.

As I already mentioned in another thread, I want to try out max gunnery and max tactics pilots in mechs with a PPC++, that make use of the Precision Strike morale ability to do called shots at almost max range.
 

Posca

Second Lieutenant
41 Badges
Apr 23, 2008
127
263
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Hearts of Iron III
  • Semper Fi
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Victoria 2
  • Stellaris Sign-up
  • Stellaris
  • Pride of Nations
  • 500k Club
  • Europa Universalis IV
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
they should have as much armour as they can given the load-out one wants to achieve.

But "the load-out one wants to achieve" is dependent on "the amount of armor protection one wants to achieve." Everything is related, requiring a cost/benefit analysis of how much damage you want outgoing versus how much protection you want for incoming damage. It's like saying you can never have too expensive a car for what you can afford (or a wizard is never late, nor is he early, he arrives precisely when he means to) . It's circular logic
 

stjobe

Field Marshal
Moderator
15 Badges
Jan 3, 2018
2.706
306
  • BATTLETECH
  • BATTLETECH - Initiate of the Order
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Magicka
  • Stellaris
  • Pillars of Eternity
  • Tyranny: Archon Edition
But "the load-out one wants to achieve" is dependent on "the amount of armor protection one wants to achieve." Everything is related, requiring a cost/benefit analysis of how much damage you want outgoing versus how much protection you want for incoming damage. It's like saying you can never have too expensive a car for what you can afford (or a wizard is never late, nor is he early, he arrives precisely when he means to) . It's circular logic
Okay, let me try to explain: I have never in my 30+ years playing BattleTech looked at a 'Mech and said: "This 'Mech has too much armour".

What I have thought, on numerous occasions, is "this 'Mech could use another [weapon/equipment], I might have to remove some armour to make that fit". And yes, I have stripped 'Mechs bare or almost-bare of armour in order to fit something silly like AC/20s on light 'Mechs.

But "if I remove some armour I can fit another ML" isn't the same thing as "this 'Mech has too much armour" - having too much armour just isn't a thing in my world; you strap on as much armour as can fit, and that's not too much. It might be too little, but that's the trade-off of doing heavy customisation - you can never achieve the perfect 'Mech.
 

KhazadDhum

Major
7 Badges
Feb 23, 2018
535
17
  • Stellaris
  • BATTLETECH
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
For the same reason the Thunderbolt is also a favourite; LRM-15 out to max range, LRM-15+LL when you get closer than that, and if you are brave enough to get into close range, there's a trio of MLs and a SRM-2 to dissuade you of your idea of glory. The ultra-close range dual MGs are just there to add insult to injury if you get into knife-fighting range - or in this game to add some crit-seeking to a 65-ton melee attack :)

:)
You forgot about all the armor on the Thunderbolt which allows it to withstand a LOT of punishment to use all those long range weapons, keep whittling them down as they close in medium range, and still be standing when they close to brawling distance while they're swiss cheese by the time they get into your face.

You're like Luke Skywalker after the barrage of EVERYTHING being thrown at him and brushing your shoulder off in the last movie.
 

Posca

Second Lieutenant
41 Badges
Apr 23, 2008
127
263
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Hearts of Iron III
  • Semper Fi
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Victoria 2
  • Stellaris Sign-up
  • Stellaris
  • Pride of Nations
  • 500k Club
  • Europa Universalis IV
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
Okay, let me try to explain: I have never in my 30+ years playing BattleTech looked at a 'Mech and said: "This 'Mech has too much armour".

What I have thought, on numerous occasions, is "this 'Mech could use another [weapon/equipment], I might have to remove some armour to make that fit". And yes, I have stripped 'Mechs bare or almost-bare of armour in order to fit something silly like AC/20s on light 'Mechs.

But "if I remove some armour I can fit another ML" isn't the same thing as "this 'Mech has too much armour" - having too much armour just isn't a thing in my world; you strap on as much armour as can fit, and that's not too much. It might be too little, but that's the trade-off of doing heavy customisation - you can never achieve the perfect 'Mech.

Then I guess we'd be in agreement if I said that Cohh's mechs don't have enough weapons on them.
 

Jack Frost

First Lieutenant
10 Badges
Feb 27, 2018
245
0
  • Stellaris
  • BATTLETECH
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
I think you're going to find that some missions may dictate which mechs you want...at least, I hope they will. Thus, having a enough mech bays and mechs to have a robust and varied stable is important.

Keep in mind that 4--yes FOUR--well commanded Locusts can take down an Atlas.
 

MeiSooHaityu

Field Marshal
13 Badges
Jan 3, 2018
3.457
194
  • Cities: Skylines
  • BATTLETECH
  • BATTLETECH - Initiate of the Order
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Magicka
Then I guess we'd be in agreement if I said that Cohh's mechs don't have enough weapons on them.

Yeah, I think Cohh needs to add some additional firepower to his Griffin. I get what he was trying to do (cool running jump sniper), but I'd rather do that with his Panther, and instead weaponized the Griffin a bit more.
 

KhazadDhum

Major
7 Badges
Feb 23, 2018
535
17
  • Stellaris
  • BATTLETECH
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
Yeah, and you'd better hope that they don't get hit once, or else you're going to spend more money on repairs after that mission than you got for the mission.
 

Posca

Second Lieutenant
41 Badges
Apr 23, 2008
127
263
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Hearts of Iron III
  • Semper Fi
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Victoria 2
  • Stellaris Sign-up
  • Stellaris
  • Pride of Nations
  • 500k Club
  • Europa Universalis IV
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
Yeah, I think Cohh needs to add some additional firepower to his Griffin. I get what he was trying to do (cool running jump sniper), but I'd rather do that with his Panther, and instead weaponized the Griffin a bit more.

I just see "Cohh needs more weapons" and "Cohh has too much armor" as equivalent statements.
 

MeiSooHaityu

Field Marshal
13 Badges
Jan 3, 2018
3.457
194
  • Cities: Skylines
  • BATTLETECH
  • BATTLETECH - Initiate of the Order
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Magicka
I just see "Cohh needs more weapons" and "Cohh has too much armor" as equivalent statements.

Overall, I think Armor is life and I too would run with quite a bit of armor...on the front. That being said, Cohh seems to like to armor up the rear of the mech as well. I think he could afford to remove a lot of that rear arc armor (especially in a mech that he intends on staying back and jump sniping). It's ultimately his call though, and he has been doing pretty sell so far, so at least for now it is working for him as is.
 

Posca

Second Lieutenant
41 Badges
Apr 23, 2008
127
263
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Hearts of Iron III
  • Semper Fi
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Victoria 2
  • Stellaris Sign-up
  • Stellaris
  • Pride of Nations
  • 500k Club
  • Europa Universalis IV
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
Overall, I think Armor is life and I too would run with quite a bit of armor...on the front. That being said, Cohh seems to like to armor up the rear of the mech as well. I think he could afford to remove a lot of that rear arc armor (especially in a mech that he intends on staying back and jump sniping). It's ultimately his call though, and he has been doing pretty sell so far, so at least for now it is working for him as is.

I particularly like how he is visibly getting better. This is a great advertisement for prospective buyers, in that there is not a steep learning curve and you do not have to be a pro from day 1.