![]() I’m still going to keep my eye out for Ultra AC/5s though, the Rifleman’s pretty effective with a pair… of… This is a big help, and I toy with the idea of un-retiring the Rifleman but fortunately I remember it’s bad and I have no guns for it. We also finish our first Mechbay upgrade, giving us 12 ‘Mechs available instead of the six we’re stuck with now. Totally worth it, that helps offset the morale loss from the pirate attack. The fourth option lets the Mechwarrior potentially win the competition, but we’re not even close to unlocking the Argo’s Low-G Pool. ![]() The first option is stupid, the second option gives benefits, and the third option gives benefits to more people. ![]() With nothing else to do here, we immediately make the jump back to Alloway and get another event. It nets us 796,365 c-bills and 2 Enforcer parts, letting us finish a second Enforcer which I immediately sell. There’s nothing of note in the black market aside from the Marauder part I buy instantly and only one mission on Cluff’s Stand is worth doing. I want our Warhammer finished ASAP so I pay off the pirates. The top option costs money and sometimes morale, the second option costs morale if we gently caress up and can hurt our MechTech rating. On the way to Cluff’s stand we hit another bad event, but this one isn’t Karen’s fault. As long as we finish one or two contracts a month we’ll still be ahead of the curve, so this isn’t a worry. We’re up to nearly half a million a month in overhead. Unlike the shops, a planet’s missions don’t regenerate every time you visit.Īlong the way, we get hit with our usual. I’d also like to get some extra cash, but since we’ve visited Cluff’s Stand once it’s likely to only have one or, if we’re lucky, two new missions. I’m hoping to pick up some key essentials: either another +damage Snub-Nose PPC, or an Ultra AC/2. We’re dropping down to Cluff’s Stand for another quick peek at the Black Market. We’re doing a little traveling on our way to start the closest thing to a story Career Mode actually has but before that there’s another flashpoint between us and our destination. Let’s Play BattleTech: Career Mode – Flashpoint: White Lies The only thing I really don't like about it is the lack of room in the head for anything other than its Battle Computer, because invariably it gets plinked in the head and my guy spends weeks in the medbay because I can't slap on an injury resist cockpit. I love the Cyclops-Z, because giving everyone in the Lance +1 Init is bloody brilliant. Thanks for the expert info, Rora and PTN. All risk-reward, but none of the flair of the Firestarter I guess. The idea of a Flea does still seem somewhat amusing, if you found enough -Tonnage machine guns tho. ![]() The armor on a Firestarter is far more beneficial for the anti-XCom RNG rolls of random hits. Just a tad annoying trying to find some of the necessary equipment, namely I can't seem to get a Gyro of any kind to drop or spawn in shops (normal or Black Market). The Flea has to chose between maximum tankiness and mobility or being a damage threat, and it's worse at being either than the Firestarter.Īlas, I had suspected something along these lines. Sounds good, right? Except, as a 20-tonner its maximum armor is so low that even an incidental hit from a medium laser is a threat to it, and if you want the six jump jets needed to get those 7 evasion pips you're topping out at two small lasers and nothing else so the damage threat just isn't there. In theory, the Flea can do the same thing as the Firestarter except it doesn't lose 95% evasion until it drops down to 1 evasion pip.
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