![]() The flashpoints seem to be reserved to very late game when you have assault mechs. Quite impossible to beat, but it does not matter, because the LRM tanks across the map destroy the base you are supposed to protect on their own, not talking about fighting 4 meds vs 12 heavy/medium.Ĭlearly this was not tested, and I would LOVE to see the devs beating this. Its a 2,5 star mission, I have all medium mechs, and the lances were heavy and mediums. The mission even says to "use the power of the hatchetman to chop the enemies" or something like that, what a joke. Against 3 lances of mechs coming all at once, with a backup of LRM tanks across the map. The second mission, I had to use one hatchetman piloted by an ally and only 3 mine to defend a mechbay. Steiner-Davion alliance, first escorting a convoy, quite easy. Just had to leave one that was literally impossible. 引用自 Antar:I too find the flashpoint missions way too hard. DID ANYONE PLAY TEST THESE LEVELS BEFORE THEY LAUNCHED? Im not super upset about the money I spent on the DLC as it adds a lot of cool stuff and flushes out the endgame quite a bit, but I am curious. if your mechs split up, they cant kill thier way through the enemy fast enough to survive, if you run a lighter lance of mediums or fast heavies, the asault mechs make you thier ♥♥♥♥♥, it is strait up impossible. if your mechs stick together, you cant get the beacons. I had the two star league reward mechs, an Atlas, and an LRM boat Stalker, normally one of the strongest, Highest DPS, toughest lances you can possibly deploy. Thats right, you have 8 turns to kill your way through 12 meaty mechs and take and hold 3 points that cannot mutually suport each other. The beacon zones are protected by 12 assault and heavy mechs. To place a beacon your mech must sit in the designated zone for 2 turns. On the final level, you have 8 turns to place 3 beacons at 3 widely seperated points. (not sure if being allied to a faction changes the missions). Next I allied with the Federated suns and tried their flashpoint as an ally. The escort missions still suck because the APCs are driven by idiots with a death wish, but babysitting APCs is nothing new or even all that challenging. Did the Steiner Mission set with no problem. If you bring a heavy lance, they should pose no problem regardless.So I bought flashpoint today and loaded it up. Note that they will attack you as they move towards each other. ![]() Once you trigger both of them, you should be able to hang back and let them go at it. Modge's lance is Stalker STK-3F, Panther PNT-9R, Flea FLEA-4. ![]() ![]() Binton's lance is Banshee BNC-3S, Panther PNT-9R, Jenner JR7-D. As soon as you have the first mech in range, there will be a warning about Modge's forces landing in the following round. At Round 3, the second vehicle lance will drop in to the west, 2 x Striker, Manticore, and Inferno Carrier.ĭefeat Mechs Mission (Use the "treasure" to lure Binton and Modge away from Ed's condo): īinton's lance is to the north and west of your starting point. Bring mechs with long range weapons so that you can aggro the vehicles before they start in on the buildings. Immediate vehicle lance to the north is 2 x Striker and 2 x Bulldog. Defend Ed Corbu's Condo Complex (5 must survive, 6 total).Hold Out for Reinforcements (Rounds: 10).Flashpoint Decision: Use the "treasure" to lure Binton and Modge away from Ed's condo.ĭefend Buildings Mission (Continue on to Louth Abbey to defend Ed Corbu):.Flashpoint Decision: Continue on to Louth Abbey to defend Ed Corbu.Take full salvage for an easy assault salvage on a two skull mission. The second option gives you a battle with two enemy lances hostile to each other, one with an assault and a light, the other with an assault and two lights. Second mission offers a choice of either fighting the enemy mercs in an urban environment with a drop limit or fighting a three way battle against an enemy with assault mechs. Manticore and SRM Carrier to the North of your starting point, 2 x Striker to the West. 2.4 Defeat Mechs Mission (Use the "treasure" to lure Binton and Modge away from Ed's condo):.2.1 Defend Buildings Mission (Continue on to Louth Abbey to defend Ed Corbu):.
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