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Messages - Mephansteras

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16
I'd vote Salvage now, then focus on least-damaged mechs, then most damaged last.

My thinking is that we've got a few days before we're going to have any heavy fighting. If we do need to fight, we can probably get away with just having our best fit mechs doing the fighting. Worst case we have them escape first and have the rest of the team do a fighting retreat.

Salvage, at least of ammo and armor, seems like the highest priority since we've absolutely used up a bunch of our stockpiles taking out the first two objectives.

17
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: February 02, 2024, 05:10:34 pm »
I'm hoping it won't take much if any work to update most of them, since Alex says that this update is save compatible with 0.96.

But I guess I'll find out this evening when I start migrating mine.

19
The Leopard going down is unfortunate, but at least we got the crew out. Otherwise, that went about as well as can be expected!

Looking forward to the next update.

21
Seems reasonable to me.

22
That all seems good in general.

For ammo I'd agree that LRM and LB10X ammo is the most important by far. We can make do if we run out of MG or SRM ammo, and we can likely scavenge some of that. Especially from vehicles.

For parts, sticking to mostly armor seems reasonable. Should we bring some leg actuators? I feel like a legged mech would be the worst thing for us on this kind of operation.



23
Possibly too aggressive, then. But I like the basic idea.

How about this?

Drake's Destroyers for firepower, Bear's Bruisers for a mix of speed and power, and Ortega's Outriders for speed. Lots of energy weapons in this set-up, which helps reduce our ammo concerns.

We land at the Sensor base and take it out immediately, moving on to the Aerobase immediately afterwords. From there we try to melt into the countryside and stay low for a little bit before hitting the supply depot. Maybe have the Outriders do a strike somewhere else to cause confusion in the meantime and obscure what our next objective would be.

A few days before the main force arrives we hit the depot and focus on staying out of sight and ambushing patrols until help arrives.


(This set of lances also has the advantage of including most of the active player's characters)

24
Personally, I'm in favor of doing Lightning strike. Having a stationary base would open us up to a strong counter-attack if it gets found, and frankly we don't want to have to pay for a Union if things go pear-shaped on arrival.

However, I think this is one of those occasions where we live up to our names. The lances going should volunteer for this, and ultimately they get to decide what happens. That said, Drake is happy to lead the Destroyer's on this if the rest are ok to go. He's not going to order anyone to do something this dangerous that he's not willing to do himself.

If all of First Company goes, then we've got a very powerful team on the ground both in terms of mechs and pilots. Downside is they aren't that fast, which might hinder us in doing strike missions like this.

If all of Second Company goes we're looking at a much faster set of mechs overall, but also less firepower and experience going into a difficult situation.

We can also break things up and choose lances that make a better mix of firepower and maneuverability, which might not be a bad idea.

Not sure from a mechanical standpoint how things like lance weight work for this sort of deal in MegaMek. So, DM's prerogative if there are solid reasons to restrict what lances we bring (including stuff just being too big a pain).

25
Given that information, I think it makes sense to go with whatever options we can do quickly and easily for now. We can upgrade everything more when we've got some more downtime.

26
I'm fine with the Advance raid. Pay sounds great, and our lances are all quite capable. We should be able to manage pretty well.

For the Raven, I'd say go with the 3L model. Having some EW capabilities is handy.

For the Awesome, what are our options? I'd rather go something like a 9Q, but I don't know how hard that is to get to.

No strong preferences on the PHs.

27
For the PHs, I'd say let's upgrade one to the Kk and leave the others for now. And I'd vote to grab the Awesome and Marauder. Getting up to a Battalion size would be good, and they're solid mechs to build a lance around.

For tactical concerns, my vote would be for the Bruisers to join up with the main assault. If they don't show up in time they're still in good shape to help out with an after phase if necessary, and if they do show up in time we might need the extra muscle.


28
Marauders make excellent sniper platforms for a pilot with high gunnery, in my experience. Though most of my modern BT experience comes from the HBS game these days. I'd be comfortable adding either mech to our stable. Maybe both, depending on the price. We've got a healthy cushion of credits available right now, and those are solid investments.

I'd say that unless someone super wants a tank added to the company it's better sold or salvaged.

29
I'd say upgrade at least one PH now. Better to have more modern kits available if we need them.

Combined Arms is fun if you want to do it, although even heavy tanks are super fragile. I'm more fond of LRM carriers doing indirect fire support, personally, but you get what you get when it comes to salvage.

Another Awesome or a Marauder could be good. They are both quite solid mechs, and right now we don't have any decent heavies or assaults in reserve. (Quickdraws are just Jenners that can punch things harder).

More tactics sounds good, yeah. Getting rerolls to help deal with bad situations is never a bad thing!

30
Alright, I'm in favor of keeping it then. Having at least a full lance of mechs in reserve in case things do downhill sounds pretty handy.

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