Let's Megamek: Have PPC Will Travel - May 11, 3000 - The Longest Day

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The Questing Truck

The Questing Truck

Күн бұрын

Пікірлер: 8
@thegeneralmeatloaf
@thegeneralmeatloaf 2 ай бұрын
The narrative bits are really cool!
@sammydavis5628
@sammydavis5628 3 ай бұрын
It's got to be difficult to run a training lance in the middle of a planetary assault like this!
@EvilTwinn
@EvilTwinn 3 ай бұрын
I'm digging the story elements here! Nice work!
@QuestingTruck
@QuestingTruck 3 ай бұрын
@@EvilTwinn I plan on adding you in the next episode. You'll be the veteran Ostsol pilot
@sammydavis5628
@sammydavis5628 3 ай бұрын
Dang that Lyran mechwarrior is buff! Does he pack dumbells into the cockpit to work out between rounds or something?
@Tenkgard
@Tenkgard 3 ай бұрын
This one is a bit long winded. Again its my own opinions, and it seemed you were searching for solutions or council. Otherwise I'm loving every part of it, and seeing how things actually play out according to your choices, verses what we the viewers future-cast. That said, I almost always keep extra pilots, even green pilots, especially with better gunnery than average. Keeping them in training units, especially on long term contracts is pretty efficient. And helps with pilot replenishment if your mains are wounded. Sure they may be greens, but just keep them defensive roles, and they'll come out of their battles ok. Looking at things. In my opinion based on your mech roster you may want to reorg like you mentioned. Your light lance definitely needs a little more tonnage. Locusts, Stingers, and Wasps are great for Training units so your green pilots get experience. However for your fighting scouts, try and locate light mech's that have hands, and are around 30-35 tons. For the examples, I used markers at the end of the unit name for Medium, Fast, and Slow, and Jump. Like 30t = Javelin (MJ), Spider-5V (FJ), Valkyrie-QA (MJ), 35t = Firestarter-A/M (MJ), Ostscout (FJ), and Panther (SJ). Also try and keep a similar Walk/Run/Jump speed for this fighting scout lance. That way they can coordinate their movements and not have units either lagging or too far ahead. The Spider, Ostscout and Panthers are great movement sinks during initiative for being super fast with flanking ability (Spider, Ostscout), and high armor and long range damage from PPC/Large Laser (Panther). Oh and the hands thing, is so they can punch for melee instead of kicking for fear of falls, and not have as many negatives for when picking themselves up from falls. I generally won't put a pilot into a fighting mech till they are at least a piloting of 5. Again looking at your mech roster, you have a lot of mediums. I'd reorg your scout lance to heavier mechs for now with the below selection. The scout lance is still speedy, up armored, and has a better punch. The Wolverine as the lance's command mech would benefit from the mech's quirk. If you do locate actual proper light mechs such as the 30/35 tons suggested above you can reorg again. Heavy Scout Lance (190 tons) Phoenix Hawk 6/9/6 (Has Hands), Flanker (Currently in repair) Hermes II 6/9 (Right Hand) Flanker (Currently in repair) Trebuchet 5/8 (Left Hand), Support Wolverine 5/8/5 (Has Hands), Command As above, you have a bunch of 55 ton mechs. A reorg/refit of them would be ideal. I'd recommend refitting the Shadowhawks from the 2D to the 2K versions. Less critical ammo hit chance, chest mounted weapons, 2 punch (Battle Fists), and a big upgrade for ranged damage. Which also streamlines your supply chain. For your heavy lance, a refit for the Dragon to a Grand Dragon if your storyline allows it since officially the Grand Dragon doesn't start till 3024, and refit of the Thunderbolt to the 5SE version for less ammo critical chance, and jump for maneuvers. Heavy Medium Lance (220 tons) Shadow Hawk 5/8/3, (Has Hands), Flanker, Skirmish (Currently in repair) (Recommend refit to 2K version) Shadow Hawk 5/8/3, (Has Hands), Flanker, Skirmish (Currently in repair) (Recommend refit to 2K version) Shadow Hawk 5/8/3, (Has Hands), Flanker, Skirmish (Recommend refit to 2K version) Wolverine 5/8/5 (Has Hands), Command (Currently in repair) Heavy Lance (235 tons) Griffin 5/8/5 (Has Hands), Flank, Skirmish Griffin 5/8/5 (Has Hands), Flank, Skirmish Dragon 5/8 (Left Hand), Support (Currently in repair) (Recommend refit to Grand Dragon 1G variant, Official production is 3024) Thunderbolt 4/6 (Has Hands), Command (Currently in repair) (Recommend refit to 5SE version) I'd sell the Mercury since it would be difficult to locate Ferro Fibrous, and MASC. Similarly with the Stinger LAM as it is Level 3 tech. Or if you prefer to keep the Stinger LAM as training, then sell the Wasp, and have Stinger LAM, and 3 Stingers as your training lance. The 2 Locusts, I'd also sell, especially now since you have just over 500k c-bills. Remember you still have to pay salaries at minimum, and 500k isn't much, since you've also expanded your personnel roster. Training Lance (90 tons) Stinger (Has Hands) Sinthia's Personal Mech (New Pilot you just recruited) Stinger (Has Hands) Artamon's Personal Mech (New Pilot you just recruited) Stinger (Has Hands) Stinger LAM/Wasp (Has Hands), Command For your command lance, you have a defenseless version of the Longbow-0W, which is also less armored. Sure its a tad faster at 4/6 but its practically missing 88 points of armor. Or try and track down a couple of Archers for their Missile Boat, and Battle Fist abilities for direct replacements, again the Archers have hands. I placed the Ostsol in the lance for speed which will provide the lance some defense for the Longbows. Command Lance Longbow-7Q 3/5 (No Hands), Missile Boat Longbow-0W 4/6 (No Hands), Missile Boat Ostsol 5/8 (Has Hands), Defense, Skirmish BattleMaster 4/6 (Has Hands), Command Now for the Rifleman... again you currently have 500k c-bills, and you'll also need parts for the refits and/or repair replacements. Selling the Rifleman (4.8m c-bills) would help tons, considering if you sell the Mercury (damaged), Wasp (1.6m c-bills), 2 Locusts (damaged), would net you 5 lance squads (Command, Training, Heavy Scout, Heavy Medium, and Heavy) or 20 mech's. Enough to swap things around between your Heavy Medium and Heavy lance if units get damaged. Any battlefield salvage would help bolster the roster, or supplies. 2 Archers (13m c-bills) would also lighten the load if you trade in the Longbows (16m c-bills) for a 3m c-bills savings.
@QuestingTruck
@QuestingTruck 3 ай бұрын
@@Tenkgard I'm on my phone ATM so I can't respond in depth but I've read over all of this. I always appreciate advice. The next episode has the bulk of the reorg I've done so far. I was looking into what mech refits options I have. I am in a very early time period which does have some restrictions. I do want to refit the rifleman at the very least. Having extra pilots is a good idea and I will have a couple by the time I finish the reorg. Money is a big issue but I should have my next monthly contract payment at the start of the month. I'm definitely monitoring it though. I'll go over this again sometime this week when I can open up mekhq and compare with what you've said.
@Tenkgard
@Tenkgard 3 ай бұрын
@@QuestingTruck I definitely made sure the mech refit suggestions are within the 3000 time period. And they are refits, and not customs, so should be legal per-say. The only one is the Dragon to Grand Dragon refit. Which is official production of 3024, as such it would be a custom. And its mainly a AC/5 to PPC swap on the right arm, and removing the AC/5 ammo on the RTorso and replacing it with a medium laser. Essentially a right arm rebuild and ammo delete field refit. EG. Thunderbolt 5SS right arm PPC salvage, or a Griffin 1N right arm PPC (Jettison-Capable Weapon) salvage that was welded on.
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