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I just had 4 headshots in one round. The first was ignored by the cockpit mod, second destroyed the mod, third killed the pilot and the fourth injured my PC in another mech. This kind of crap happens all the time, especially on destroy the pirate facility missions with turrets. It always happens to someone I have trained up from rookie to have a 7 or above in their stats.
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ussnorway: are you getting down low and attacked from above?
I love having my PPC girl up high because she gets so many head shots as mech come up a ramp at us
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OneFiercePuppy: There's no rhyme or reason. I had a critically damaged Locust run up and melee my Battlemaster. Head hit. Figure that one out.
It is virtually impossible for a locust to physical attack a Battlemaster in the head. The locust arms or legs are not long enough to reach unless the mechwarrior was a Kung Fu master with their battlemech.....
Post edited May 31, 2018 by donuticus88
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donuticus88: ...especially on destroy the pirate facility missions with turrets...
Don't let the turrets shoot at you. Seriously.
Just finished a mission that nearly bankrutp me. Was supposed to be easy, destroy the enemy lance but reinforcements showed up right away to it was 8 to 4. Decker and his mech was the last one standing. End game was 1 on 1 and kept him running around to the back of the bigger enemy mech. Decker the victorious.
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mwnahas: Just finished a mission that nearly bankrutp me. Was supposed to be easy, destroy the enemy lance but reinforcements showed up right away to it was 8 to 4. Decker and his mech was the last one standing. End game was 1 on 1 and kept him running around to the back of the bigger enemy mech. Decker the victorious.
You know you can withdraw mid-mission, right? Sometimes it is better to do so to preserve your lance, even if you could win if you continued.
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mwnahas: Just finished a mission that nearly bankrutp me. Was supposed to be easy, destroy the enemy lance but reinforcements showed up right away to it was 8 to 4. Decker and his mech was the last one standing. End game was 1 on 1 and kept him running around to the back of the bigger enemy mech. Decker the victorious.
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JasonMiao: You know you can withdraw mid-mission, right? Sometimes it is better to do so to preserve your lance, even if you could win if you continued.
So just how do you withdraw? Since that last mission when I lose a pilot I reload and try again.
Post edited June 06, 2018 by mwnahas
Glitch is the game's b*tch for me.

Bots have a nigh-on 85% chance to fire on her. She takes damage 50% more likely than others, even after equipped her with a Cockpit+++ kit.

The game's AI is an utter and laughable joke. It doesn't RNG, it just follows a VERY simple path, so whether this cursed person is on the front lines or not, they're gonna get targeted, and they're gonna take damage.
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JasonMiao: You know you can withdraw mid-mission, right? Sometimes it is better to do so to preserve your lance, even if you could win if you continued.
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mwnahas: So just how do you withdraw? Since that last mission when I lose a pilot I reload and try again.
I was going to going to take a screenshot of my campaign but the game has decided to lag hard. So this is a screenshot of a random youtube video (https://www.youtube.com/watch?v=pyl3-s0_HpI)

Edit: Probably would have helped if the attachment had actually attached to the post.
Attachments:
flee.jpg (366 Kb)
Post edited June 07, 2018 by JasonMiao
It was a good video anyway. I was watched it all waiting to see done but he won.
My decker finally lived through a fatal head hit (Med bay maxed out). The very next dialog option that came up involed him convalescing and ended up with him getting the trait "Lucky". A little joke from the Devs perhaps?
One the most recent mission for me, I had 3 head hits in a row on one of my best pilots ( a kickstarter backer). These were regular shots and not targeted.
I have complained about headshots before, and it still stands. The enemy ( the program) gets WAY TOO MANY HEADSHOTS !!. In 2 battles I have had one stray missle hit the head.
In a earlier battle I lost 3 very good mechwarriors ( again, all kickstarter supporters) to head shots. This is getting rediculous....
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donuticus88: One the most recent mission for me, I had 3 head hits in a row on one of my best pilots ( a kickstarter backer). These were regular shots and not targeted.
I have complained about headshots before, and it still stands. The enemy ( the program) gets WAY TOO MANY HEADSHOTS !!. In 2 battles I have had one stray missle hit the head.
In a earlier battle I lost 3 very good mechwarriors ( again, all kickstarter supporters) to head shots. This is getting rediculous....
You playing the newest version?
What I find weird is that you take damage every time you take a head hit, rather than simply taking damage and having random critical spots (there's also supposed to be more than 1 slot in the head, but only 1 free slot). I don't believe in the rules (at least, I have the 1985 FASA rules) that pilots take damage from head hits unless it is a critical.

Heck, looking in the critical hit secion, the only way a pilot can take damage (without dieing) is taking hits to the life support, and the heat reaches 15 to 25, or 2 points of damage for 26-30 (30 being shutdown).

I don't know why there is a fixed knockdown feature either. You're supposed to make piloting checks in certain scenarios. Taking 20 points of damage is one of them, and that still has a +1 penalty to the skill check. Where are these skill checks? Also in the rules I don't see anything about "evasion" except that moving so fast causes the opponents to have a penalty for how much you move/jumped and you get a penalty for shooting if you walk, run or jump.
The worst thing to screw me over in the game is the initiative system. It was loser moves, winner moves, winner reacts, loser reacts, both designate shots, both shoot. For the entire lance, not for individual mechs. (I might have got that wrong but it gives the general idea of how initiative worked).

But hey, I don't like the fact the damage, heat and armour are 3-8 times as much as it should be.

I don't know why they didn't just stick to the board-game format, and why they had to change and nip-pick the mechanics. Okay, I like some of the features like the "+, ++, +++" stuff. I also don't mind that if you knock out a mech's legs, it's "dead" even though it wouldn't normally be but that's because of the meta of the game where you acquire mechs in combat (it would be hard if you had to kill the pilot).
Wow Dekker is dead. Two head shots a knockdown then the center torso. No orange on the mech other than the head and center torso. Unlucky Sumbitch.