you know I just thought.. what if you planted Atlases with a mixture of gauss rifles and ER lasers and long range ACs? The light damage weapons with faster RoF are always there to increase the speed of scoring crits on exposed structure after the heavy guns take off the armor, but consider, if 1 atlas each was on either side of the ravine in the southwest, couldnt they down a lot of mechs by hitting their back armor?
@MrJohnny56789 They would, but most of those Mechs would be unsalvageable. You need mostly light weapons to increase the chances of salvage, yet have enough heavy-hitting weapons to open up holes in the armor. The trick is figuring out the exact ratio for each mission, to optimise your salvage.
1. Gunnery makes all weapon attacks more accurate. This includes missiles. Just like Battletech core rules.
2. Piloting makes it less likely for the Mech to fall down upon taking heavy damage. (Falling down leaves you a sitting duck and unable to fire for a while, as you'll have realised.)
3. Jump - your guess is correct.
4. Sensor skill decreases the drop in sensor radius when your Mech walks or runs.
nice one; well it's not as hard as you say :) my version was with a vulure doing the hill-up scouting, nuked the bridge under the catapults (that was the hardest part) airstriked the cougars, and the lokis (since they start to run up if hey cant go through the woods, and easily run away), and there were some gas tanks at the entrance of the woods. Note the past tense. They blew up when the lokis came near, downed the Jagermechs easily, then went to take care of the immobile catapults. cake3rdtry
This mission drove me nuts in the original MC, until I figured out that I should allow all enemy Mechs to approach up the road - don't blow up the bridge, don't harass enemies. I have all of my Mechs clog up the road at the bottom edge of the forest (where it creates a bottleneck) -they have to be facing the enemy- and the enemy mechs stop (w/o attacking) just within firing range... let them all group together, drop artillery first, and polish them off by firing from position. We hold this line!
haha looking back at this... it looks so easy now... i remember having problem with this when i was 12 or something. played on normal.
How i did was with 2 Atlas-A upfront to take the hits with several heavy - W mechs at the rear to do as much damage possible. W -s running rear to take care of the catapults later on. Refit and timing of the airstrikes were critical for the success i must say in this round.
it's easier to destroy the catapults inside the small base to the east with the help of the gas tanks.
ps. this mc gold crap is super easy. in normal mech commander you definetily don't have 2 mad cats, a friggin masakari or an armada of jumping cougars at this point of the game! :P
Highlight all the Mechs you want in the group, then Control+function key (e.g. highlight the six Mechs, then press Ctrl+F2) of the group you want. The cursor will turn into a star; click on the leader of the group you wish to assign and that's it. My videos show how to do this, too.
this mission was easy i used a minelayer and mined thier route and most of the mechs died without a fight
MrZZtop86 6 months ago
@MrZZtop86 Speaking of mine layers...i can't figure out what buttons to hit to get the mine layer to lay mines?...please help!
Girthgimlet 2 months ago
you know I just thought.. what if you planted Atlases with a mixture of gauss rifles and ER lasers and long range ACs? The light damage weapons with faster RoF are always there to increase the speed of scoring crits on exposed structure after the heavy guns take off the armor, but consider, if 1 atlas each was on either side of the ravine in the southwest, couldnt they down a lot of mechs by hitting their back armor?
MrJohnny56789 10 months ago
@MrJohnny56789 They would, but most of those Mechs would be unsalvageable. You need mostly light weapons to increase the chances of salvage, yet have enough heavy-hitting weapons to open up holes in the armor. The trick is figuring out the exact ratio for each mission, to optimise your salvage.
Carsomyr80 10 months ago
I dont have the manual. Im not sure if iI lost it or what, but I dont know what the skills like gun, pilot, sensor, and jump do.
Im fairly certain from thinking that gun would make aimed shots more accurate, not sure if it affects missiles too.
pilot, dunno, considering they usually just start standing still after a little movement towards the enemy.
jump, probably reduces chance of falling over after jumping.
sensor, no clue. every pilot with any sensor level shows the same things. tips?
MrJohnny56789 11 months ago
@MrJohnny56789
1. Gunnery makes all weapon attacks more accurate. This includes missiles. Just like Battletech core rules.
2. Piloting makes it less likely for the Mech to fall down upon taking heavy damage. (Falling down leaves you a sitting duck and unable to fire for a while, as you'll have realised.)
3. Jump - your guess is correct.
4. Sensor skill decreases the drop in sensor radius when your Mech walks or runs.
Hope this helps.
Carsomyr80 11 months ago
@Carsomyr80 it does and thanks. The original BT tabletop wargame looks freaking great. I've been looking for something like that for a while.
MrJohnny56789 10 months ago
nice one; well it's not as hard as you say :) my version was with a vulure doing the hill-up scouting, nuked the bridge under the catapults (that was the hardest part) airstriked the cougars, and the lokis (since they start to run up if hey cant go through the woods, and easily run away), and there were some gas tanks at the entrance of the woods. Note the past tense. They blew up when the lokis came near, downed the Jagermechs easily, then went to take care of the immobile catapults. cake3rdtry
makakofalvi 1 year ago
This mission drove me nuts in the original MC, until I figured out that I should allow all enemy Mechs to approach up the road - don't blow up the bridge, don't harass enemies. I have all of my Mechs clog up the road at the bottom edge of the forest (where it creates a bottleneck) -they have to be facing the enemy- and the enemy mechs stop (w/o attacking) just within firing range... let them all group together, drop artillery first, and polish them off by firing from position. We hold this line!
Angelsy1 1 year ago
haha looking back at this... it looks so easy now... i remember having problem with this when i was 12 or something. played on normal.
How i did was with 2 Atlas-A upfront to take the hits with several heavy - W mechs at the rear to do as much damage possible. W -s running rear to take care of the catapults later on. Refit and timing of the airstrikes were critical for the success i must say in this round.
godspear87 1 year ago
it's easier to destroy the catapults inside the small base to the east with the help of the gas tanks.
ps. this mc gold crap is super easy. in normal mech commander you definetily don't have 2 mad cats, a friggin masakari or an armada of jumping cougars at this point of the game! :P
faezionhomo 1 year ago
@faezionhomo The reason for not doing it the "easy" way has been in the video Info section since I first put this up. Do read.
And in "Normal" Mech Commander, I can still salvage all this stuff. Salvage chance is unrelated to difficulty.
Carsomyr80 1 year ago
now how did u get F4? and 6 guys in F2?
CMDRFandragon 2 years ago
Highlight all the Mechs you want in the group, then Control+function key (e.g. highlight the six Mechs, then press Ctrl+F2) of the group you want. The cursor will turn into a star; click on the leader of the group you wish to assign and that's it. My videos show how to do this, too.
Carsomyr80 2 years ago
waw you brought a horde of jumping cougars!?
i never done that in late game XD
( i always go all heavy or assault this far )
KiDxen 2 years ago