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I've been thoroughly enjoying the game so far but I had to learn a lot through trial and error. I thought I'd post some tips for others that might help. The game has quite a learning curve.

1. The Star Map and the periphery systems

You can take missions out here for the different factions but those early systems are OWNED by the planetary governments, thus you never get reputation with those systems and never get better prices with them. It's also why you won't be able to negotiate contracts for reputation.

2. Negotiating contracts

I admit to being greedy on about 75% of all the missions I take and go for full salvage rights but have recently started adjusting this to near minimum pay and near maximum salvage. The reason is that predicting what forces you are actually going to get pitted against is fairly random. I've done 2.5 and 3 skull missions where I only saw light mechs. When your pay comes out to less than 100k for full salvage rights on some light mechs you may sell, it's a crappy run. However, taking home 200k and most of the salvage is pretty good but not as necessary later when you get better at Precision Strikes. Medium mechs sell for 350-500k a piece.

Other than that, usually once a month I'll take one mission at near max pay to cover my month-to-month expenses.

3. Precision Strikes

Tactics at 6 pips grants a Precision Strike accuracy bonus and at 9 grants Precision Strike Mastery, a BIG bonus to Precision Strikes. These bonuses are great, but for reference against the cockpit of a mech, no bonus is about a 2% chance to hit, the 6 pip bonus brings that to 5%, but the 9 pip bonus brings it to a whopping 18% (for me, don't know about other factors). Once every other mission, I'm able to instantly down a mech with a head shot from a PPC or an AC10 with my Tactics pilots who have the mastery. These called shot bonuses also apply vs. mechs that have been knocked down.

4. Salvaging!

What you destroy (or don't) determines how many partial pieces of a mech or equipment you can claim after a mission.

1 partial mech piece - CT (center torso) destroyed
2 partial mech pieces - both legs destroyed
3 partial mech pieces - enemy pilot incapacitated without destroying both legs or the CT

Basically, wounding or killing the pilot mech is the goal for maximum salvage. Easy ways to wound a mech pilot involve taking out a leg for a knockdown and a wound followed by destroying the LT or RT (left and right torso) and head shots. About head shots, you don't need a lot of damage but you want a lot of individual weapon systems. This gives you a better chance of striking the head.

Personally, I've used the Firestarter as my go-to pilot killer. The Firestarter can fit 6 Support Weapons like machine guns, flamers, or small lasers. Machine guns might be the best option as they have +50% chance to critical hit vs. internals, but I'm unsure if this applies to cockpit hits in any way. I was using flamers, machine guns, and medium lasers, but I've swapped to 1 large laser and the rest small lasers. This Firestarter loadout can pop 40 ton mechs and lower in a single melee attack from the back.

I'm also unsure about missiles. I think that for each missile, it has a chance to hit but each missile that hits will strike the same location for that entire SRM or LRM weapon system.

5. My most used and successful mechs so far

Early on, I wasn't too sure what to try to bring into my lance, but I found that the Blackjack, Shadowhawk 2H (the one with more armor, might have the wrong name), Vindicator, and Centurion had enough punch and armor to carry me for a while. I experimented with light mechs and found that I love the Firestarter for reasons listed above. I eventually came to own a Hunchback which has shone in some instances. Things really took off when I got a Kintaro. The Kintaro beast machine mows everything down with its huge array of SRMs. I put a pilot in that has a high piloting skill and let him run the map. I've recently come into owning a Thunderbolt which I let a tactician specialist pilot because he can bump the phase initiative by 1, so he goes during 3 instead of 2.

The current favorite lance consists of the Thunderbolt, Kintaro, Enforcer, and Firestarter. Killing a mech usually begins with the Thunderbolt doing a Precision Strike on a leg, the Kintaro running to that same side and hitting them with the SRM barrage. Usually results in a knockdown. Enforcer is the long range Breaching Shot sniper.

For weapon bonuses, I look for PPCs and ACs with +stability damage and SRMs with +damage per missile. I've seen up to +4 damage on various SRM racks.

I'm actively looking to salvage a Catapult-K2... Oh, baby!

Conclusion

Feel free to hit this thread up with questions or toss in some tips of your own. It's been hard to put the game down since release day. :)
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akahoovy: I've been thoroughly enjoying the game so far but I had to learn a lot through trial and error. I thought I'd post some tips for others that might help. The game has quite a learning curve.

1. The Star Map and the periphery systems

You can take missions out here for the different factions but those early systems are OWNED by the planetary governments, thus you never get reputation with those systems and never get better prices with them. It's also why you won't be able to negotiate contracts for reputation.

2. Negotiating contracts

I admit to being greedy on about 75% of all the missions I take and go for full salvage rights but have recently started adjusting this to near minimum pay and near maximum salvage. The reason is that predicting what forces you are actually going to get pitted against is fairly random. I've done 2.5 and 3 skull missions where I only saw light mechs. When your pay comes out to less than 100k for full salvage rights on some light mechs you may sell, it's a crappy run. However, taking home 200k and most of the salvage is pretty good but not as necessary later when you get better at Precision Strikes. Medium mechs sell for 350-500k a piece.

Other than that, usually once a month I'll take one mission at near max pay to cover my month-to-month expenses.

3. Precision Strikes

Tactics at 6 pips grants a Precision Strike accuracy bonus and at 9 grants Precision Strike Mastery, a BIG bonus to Precision Strikes. These bonuses are great, but for reference against the cockpit of a mech, no bonus is about a 2% chance to hit, the 6 pip bonus brings that to 5%, but the 9 pip bonus brings it to a whopping 18% (for me, don't know about other factors). Once every other mission, I'm able to instantly down a mech with a head shot from a PPC or an AC10 with my Tactics pilots who have the mastery. These called shot bonuses also apply vs. mechs that have been knocked down.

4. Salvaging!

What you destroy (or don't) determines how many partial pieces of a mech or equipment you can claim after a mission.

1 partial mech piece - CT (center torso) destroyed
2 partial mech pieces - both legs destroyed
3 partial mech pieces - enemy pilot incapacitated without destroying both legs or the CT

Basically, wounding or killing the pilot mech is the goal for maximum salvage. Easy ways to wound a mech pilot involve taking out a leg for a knockdown and a wound followed by destroying the LT or RT (left and right torso) and head shots. About head shots, you don't need a lot of damage but you want a lot of individual weapon systems. This gives you a better chance of striking the head.

Personally, I've used the Firestarter as my go-to pilot killer. The Firestarter can fit 6 Support Weapons like machine guns, flamers, or small lasers. Machine guns might be the best option as they have +50% chance to critical hit vs. internals, but I'm unsure if this applies to cockpit hits in any way. I was using flamers, machine guns, and medium lasers, but I've swapped to 1 large laser and the rest small lasers. This Firestarter loadout can pop 40 ton mechs and lower in a single melee attack from the back.

I'm also unsure about missiles. I think that for each missile, it has a chance to hit but each missile that hits will strike the same location for that entire SRM or LRM weapon system.

5. My most used and successful mechs so far

Early on, I wasn't too sure what to try to bring into my lance, but I found that the Blackjack, Shadowhawk 2H (the one with more armor, might have the wrong name), Vindicator, and Centurion had enough punch and armor to carry me for a while. I experimented with light mechs and found that I love the Firestarter for reasons listed above. I eventually came to own a Hunchback which has shone in some instances. Things really took off when I got a Kintaro. The Kintaro beast machine mows everything down with its huge array of SRMs. I put a pilot in that has a high piloting skill and let him run the map. I've recently come into owning a Thunderbolt which I let a tactician specialist pilot because he can bump the phase initiative by 1, so he goes during 3 instead of 2.

The current favorite lance consists of the Thunderbolt, Kintaro, Enforcer, and Firestarter. Killing a mech usually begins with the Thunderbolt doing a Precision Strike on a leg, the Kintaro running to that same side and hitting them with the SRM barrage. Usually results in a knockdown. Enforcer is the long range Breaching Shot sniper.

For weapon bonuses, I look for PPCs and ACs with +stability damage and SRMs with +damage per missile. I've seen up to +4 damage on various SRM racks.

I'm actively looking to salvage a Catapult-K2... Oh, baby!

Conclusion

Feel free to hit this thread up with questions or toss in some tips of your own. It's been hard to put the game down since release day. :)
Good tips - very similar to what I'm doing.

I too like the Shadowhawk - it has higher melee damage than most other mechs in its class (equaling some heavier mechs), so it can be fun brawler. I just lost mine because I modded it so that if I get a CT cored, I lose that mech - and the first one I lost was the Shadowhawk! At least the pilot somehow survived (wasn't my PC, but one of my better ones).

Took me a while before I had a Kintaro, and I agree it's a beast. In ways more effective than some of the heavy mechs I've now got (Quickdraw, Jagermech, Orion). Though I did get some mileage out of the Orion, especially after I added some jump jets.

Death From Above might increase your costs due to structural damage, but if things aren't looking great you can instantly take out a smaller mech with it, or at least cripple it severely for a follow-up. So it's worth sticking jump jets on heavies (even if it's only one) just for this reason.

I would just add that if an enemy mech is "Unstable", then it usually doesn't take much to tip them over - a crapton of SRMs, a couple of AC/10s, PPCs, or even LRMs can be enough to get them on the ground. Or if you have a mech close enough and their "stability" bar is almost full, then melee is quite reliable for this, with the added advantage that the mech doing the melee can cool down for this turn - so if the enemy has already acted this round, then next round that same mech will be able to follow up with a point-black targeted shot at the head or LT/RT for another wound. After that, I'd focus on one of the legs, such that it's still there when they stand up (try not to destroy it before then), but is weakened enough that it won't take much to take down straight away afterward, for a third wound. If the pilot's still alive, taking out the other torso (LT or RT, whichever wasn't destroyed before) will be the fourth wound, which should hopefully take the pilot out.
The panther. Get one. For me it's my favorite scout: enough armor to survive, can jump at impossible distances and able to carry enough firepower to get things done.

As for the ShadowHawk and Blackjack, they are my fav too, specially once you can get your BJ refitted at your conveniance (didn't like it at first).

Also, look for the map and where are your objectives before moving anything in a new mission: sometimes you can hijack the whole thing only by analysing the whole map and find the best attack vector before doing anything.
Correction: currently view range is 300m and sensor range is 400m. All bonuses and penalties to these ranges (except cockpit mods) are curretly disabled in code.

"Default view range is 200m, default sensor range is 400m. Different classes can have bonuses/penalties to these ranges: light mechs have bonus 25% to view range and 40% to sensor range, heavies have penalty 25% to sensor range and assaults have 50% penalty to sensor range.
View range increases by 10m per point in tactics.
The lighter the mech (class) the more difficult is to spot them on radar (acquisition range decreases) and hit them by weapons." - currently disabled in code.
To fully utilize long range weapons you need either spotter on mount them on slower units.

Each mech have 10 heat sinks integrated in engine (30 heat/turn). Additional heat must be managed by heat sinks (3 heat/turn each).

Arm mounted weapons have 1acc bonus (not penalty, ths Squid)

You can sacrifice armour for more firepower, or install more armour for increased durability (but sacrifice firepower in the process). 1 ton of armour is equivalent to 80 armour points.
Using Bulwark effectively doubles your hp.
Later in game enemy is much more accurate and will regularly hit mechs with full (5-6) evade chevrons, so in the long run Bulwark is better that evasion.
Going full frontal armour, you can reduce rear armour, but be weary not to be flanked.

Each weapon (and each missile in the salvo) hits randomly. 40dmg to one section can be more devastating than 60dmg spread all over enemy mech.
Large number of missiles is more likely to hit enemy's head (and injure the pilot).
LRMs have best stab damage (LRM20++). PPCs can have up to 50stab (++ version).

Larger LRMs are not more weight effective: 2xLRM5s weights one ton less that 1xLRM10 leaving more tonnage for ammo.

Don't put ammo in torso (any section!). If you get stripped of armour, ammo can explode destroying that section (for central torso that means death), destroyed left or right torso inflicts injury to pilot.

Ammo for ~15 shots per gun is optimal for SP.

Full frontal armour BlackJack can mount 2xAC/5 with 2 tons of ammo or 2xLL with 8xheat sinks. Quite fun mech to play.

Panther is awsome early on, but it's too slow to be a good spotter (Shadow Hawk is faster). Firestarter is much better. You loose 5t of equipment, but gain mobility. Can still be dangerous with LL, or deadly with 6xSL and sneak punch fron behind.
Post edited May 05, 2018 by cielaqu
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cielaqu: Ammo for ~15 shots per gun is optimal for SP.
What is SP? (asking for my stupid friend)
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cielaqu: Ammo for ~15 shots per gun is optimal for SP.
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alcaray: What is SP? (asking for my stupid friend)
Single Player :)
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cielaqu: Default view range is 200m, default sensor range is 400m. Different classes can have bonuses/penalties to these ranges: light mechs have bonus 25% to view range and 40% to sensor range, heavies have penalty 25% to sensor range and assaults have 50% penalty to sensor range.
View range increases by 10m per point in tactics.
The lighter the mech (class) the more difficult is to spot them on radar (acquisition range decreases) and hit them by weapons.
To fully utilize long range weapons you need either spotter on mount them on slower units.
Actually I don't think this is implemented in the game at the moment. From what I can tell from the files, all mechs have the same spotting distance, and all mechs can be detected at the same ranges. Also not sure the view range is increased by tactics at all at the moment.

Terrain on the other hand can (apparently) affect spotting distance (destroyed buildings, forests, whirlwinds), but for some reason none appear to affect visibility. AFAIK no terrain affects sensor range.

Would be happy for someone to prove me wrong though. There definitely are values for spotting, sensor and viewing range in mechs and other places, so there's scope for them to add this in (or for mods to do it).
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cielaqu: Arm mounted weapons suffer 1acc penalty.
Actually arm-mounted weapons actually give a 1acc bonus. The +/- is confusingly reversed in various places, this being one of them.
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cielaqu: Larger LRMs are not more weight effective: 2xLRM5s weights one ton less that 1xLRM10 leaving more tonnage for ammo.
This is true, but of course 2xLRM5s use up two missile slots as opposed to one. Sometimes you save some heat with the larger LRMs compared to multiples of the smaller ones (but not always).

My preference is generally to save weight over heat if possible.
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cielaqu: Don't put ammo in torso (any section!). If you get stripped of armour, ammo can explode destroying that section (for central torso that means death), destroyed left or right torso inflicts injury to pilot.
I learnt this the hard way when I overheated my mech, which caused the ammo in the center torso to explode! Definitely avoid centre torso for ammo - other torso areas might be OK though since they're generally better armored than the arms/legs, and losing legs is worse (you get knocked down and suffer a wound because of it). I generally avoid ammo in the arms if they contain my primary weapon and/or lots of weapons.
Yes, you are right Squid. Just checked the values in files, and they have changed everything from beta ... Those changes just made light mechs obsolete ... Lights were eyes and ears for the rest of the lance, they have protected heavier units from flanking and gave long range fire sollution. Now ... go full assault lance and there would be no difference ... Fortunately all the mechanics is there :), just the values were changed:

From:
"BaseSpotterDistance": 200.0,
"SpotterTacticsMultiplier": 10.0, (that 10m view range per point in tactics)
To:
"BaseSpotterDistance": 300.0,
"SpotterTacticsMultiplier": 0.0,

And in evey chassis file:
From (for light mechs, other classes have different values):
"SpotterDistanceMultiplier": 1.25,
"VisibilityMultiplier": 1,
"SensorRangeMultiplier": 1.4,
"Signature": -0.5,
To:
"SpotterDistanceMultiplier": 1,
"VisibilityMultiplier": 1,
"SensorRangeMultiplier": 1,
"Signature": 0,

Quite a few files to correct though ...

I have to check if the +2 roll difficulty for attacking lights is still there ...

Ok, there still is bonus for light mechs:
"ToHitAssault": 0,
"ToHitHeavy": 0,
"ToHitMedium": 1,
"ToHitLight": 2,
But assaults should have: -1 ...

And you are again correct, arm weapons have -1 difficulty roll, so +1acc. Thank you for correcting.

As for LRMs, I can't agree. Larger LRMs are more heat efficent, but not weigt efficent. On larger mechs, where you have more free tonnage you can chose larger LRMs, but on medium mechs every single ton counts. Usually you will have more hardoints that you can use. On Shadow Hawk instead of using LRM10 you can use 2xLRM5 and have 1 ton to spare for more ammo or more armour.

If left or right torso is destroyed, pilot gains a wound. So putting ammo on torso is almost as bad as putting ammo on leg (or head :) ). Best place for ammo is arm without weapons. But you will have to watch for flanking mechs, arm takes most damage from side attack.
Hopefully they will implement expanding explosions from TT rules (without safe ammo storage, that weights few tons, exploding ammo expands damage to neighbouring sections, usually destroying the mech).
Post edited May 05, 2018 by cielaqu
If you lose the ammo, you lose use of the weapon anyway. So (unless it is a weapon with pluses) why not keep ammo and weapon on the same arm?
Good point. I'm always keeping ammo that way, unless there are more weapons on that arm. In that case ammo land on the other arm (if there is no weapons there, like in Centurion).
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cielaqu: Yes, you are right Squid. Just checked the values in files, and they have changed everything from beta ... Those changes just made light mechs obsolete ... Lights were eyes and ears for the rest of the lance, they have protected heavier units from flanking and gave long range fire sollution. Now ... go full assault lance and there would be no difference ... Fortunately all the mechanics is there :), just the values were changed:

From:
"BaseSpotterDistance": 200.0,
"SpotterTacticsMultiplier": 10.0, (that 10m view range per point in tactics)
To:
"BaseSpotterDistance": 300.0,
"SpotterTacticsMultiplier": 0.0,

And in evey chassis file:
From (for light mechs, other classes have different values):
"SpotterDistanceMultiplier": 1.25,
"VisibilityMultiplier": 1,
"SensorRangeMultiplier": 1.4,
"Signature": -0.5,
To:
"SpotterDistanceMultiplier": 1,
"VisibilityMultiplier": 1,
"SensorRangeMultiplier": 1,
"Signature": 0,

Quite a few files to correct though ...

I have to check if the +2 roll difficulty for attacking lights is still there ...

Ok, there still is bonus for light mechs:
"ToHitAssault": 0,
"ToHitHeavy": 0,
"ToHitMedium": 1,
"ToHitLight": 2,
But assaults should have: -1 ...
Thanks for this info from the beta files. Tempted to change this with respect to the spotting, though I suspect it would mess with later missions (since Darius warns you if you try to start a mission with less than the recommended tonnage, eventually there would be a point where it's not viable to send lights - whereas the enemy might still field one or two, since they're not limited to 4 units).
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cielaqu: As for LRMs, I can't agree. Larger LRMs are more heat efficent, but not weigt efficent. On larger mechs, where you have more free tonnage you can chose larger LRMs, but on medium mechs every single ton counts. Usually you will have more hardoints that you can use. On Shadow Hawk instead of using LRM10 you can use 2xLRM5 and have 1 ton to spare for more ammo or more armour.
Actually that's pretty much what I wrote - so I'm agreeing with you here. I do the same as you (2xLRM5 instead of 1 LRM10 on the Shadow Hawk to get more ammo, or in some cases more armor).

Although one LRM10 actually has the same heat output as two LRM5s, so in that case there's no disadvantage, apart from needing an extra missile slot (not really an issue for the Shadow Hawk). LRM15s and LRM20s are more efficient, but they're too big for a medium IMO, unless you armor it like paper and/or reduce its other weapons.
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cielaqu: If left or right torso is destroyed, pilot gains a wound. So putting ammo on torso is almost as bad as putting ammo on leg (or head :) ). Best place for ammo is arm without weapons. But you will have to watch for flanking mechs, arm takes most damage from side attack.
Hopefully they will implement expanding explosions from TT rules (without safe ammo storage, that weights few tons, exploding ammo expands damage to neighbouring sections, usually destroying the mech).
Well my guys can handle a wound or two, though I have had a lot of casualties. I think all of my original mechwarriors I started with are no longer with me... Luckily I always keep a crew of 8 around, so they weren't too hard to replace. I have occasionally resorted to ejecting pilots though, which has saved a few of them since then.

As for damage to neighboring sections, I know if you get hit by enemy fire and that destroys a section, then additional damage apparently spreads to other sections. Though I guess if ammo exploding causes a section to be destroyed, damage doesn't spread? I would expect if a section were already getting destroyed by enemy fire, that the ammo destruction would add to that (and spread to other sections), but I guess not?

Probably good we don't have mechs destroyed that easily considering we don't have safe ammo storage implemented (yet).

Also I tend to keep ammo with the weapon in most cases, since as some people wrote above, losing the ammo means the weapon is useless anyway.
Post edited May 06, 2018 by squid830
As I painfully learned in MW:O, I tend to keep ammo in the legs. The enemy rarely deliberately target them, and unless you try to shave off armor there it is pretty safe in there (so far I have lost a leg on my mechs once in 60+ hours, about the same amount of times as being totally CT'd).
Storing both at the same location (likely side torso or arm) is just asking for trouble once the armor is down. Risking ammo explosions (which pretty much take out the entire segment they are in) in a segment that would survive a bit more damage before breaking seems unnecessary to me. Sure, in theory you might risk not being able to fire because the ammo stored somewhere else was destroyed without taking the mech with it, but you do get to keep the weapon in that case, which with ++ and +++ weapons is something that throws you back quite a bit if it does. If the segment the weapon was in gets destroyed, you loose about the same either way.
I love all the suggestions. Here's my favorite mech combo so far:

I found a Wolverine salvage and got it up and running. I put maximum jumpjets, two arm mods, a gyro, and a cockpit protection mod into it. A couple medium lasers and it's the perfect brawler. Plenty of speed to get behind big mechs and punch them for massive damage. Also enough evasion and put a good piloting warrior in it and it can't be hit. Max out the armor and it'll survive plenty long enough. Scouting is a bonus. Pair it with a couple long range Griffins and maybe something heavy.
Try Blackjack with AC/20 :) If you're lucky you can find + version on planet with black market or battlefield even before all planets are unlocked. With full frontal armour, ammo for 15 shots and ML it's not a mech to be would want to mess with.
For Mech-Hunting (hmm... its a bit like Monster Hunter I guess... gotta catch 'em all) I use LRMs and PPCs on almost all my mechs.

PPCs do a lot of damage for tonnage per weapon (++ version can either do more Stab dmg or even do 60 dmg), they also interfere with enemy targeting computers, further enhancing Lance protection. On top of that, you gain laughable ranges to pick off spotted enemies.

So I usually take LRM-Boat in Center 2nd line, a PPC Sniper (ohh I love you Glitch :3), a Tanking heavier Unit to soak up damage and a Scout with some mixture of weapons (not so important, as armor and Jumpjets are the main deal)

Having bonus on stability means you can sometimes Topple and criple mechs with LRMing them, without even destroying any components. (downed a Awesome with LRM fire, without even destroying more then 3 leg heat sinks)
Just focus fire on long range, and spread it wehen other units get closer.