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Managed to trap the poor sod in a loop by turn 10 or so, where we all just moved back and worth between two positions. Apex in the water below the cliff and Paradise behind one of the cliffs on the other side of the road with the crab in between in the woods by the road. Reserve until last, apex moves up a bit, breaching shot from the front, Paradise walks up (behind the crab) shots. Next turn Apex moves back to the position she started last turn while Paradise shots a second time before doing the same. The crab (who lacks visuals) moves toward Paradise's position. Next turn I reserve till last phase, for some reason the crab turns around and walks back to its previous position and faces the water. Repeat.
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I forgot to take a picture of the crab, but it got cored out from behind, all back armor and one side torso lost (ammo explosion). Getting thee last two shots in was a pain since Paradise started missing or hitting the legs at the end.

Worth mentioning is that I played on the beta branch (no Bulwark for the Crab), given the exact same movements this would not have made any difference since the Crab always moved, but maybe the AI would have acted differently if it could stand still for protection? Although with the facing it had now that would still have been a breaching shot from the front and two back shots per cycle.

Fun initiative! Maybe next time a challenge with a bit more moving parts?
 
That... wasn't as bad as I was expecting.

First try, 40 turns. I misjudged LOS 4 times, and had 2 oh-crap-I-thought-he-went-already moments, but always had enough evasion for the single-gun treatment and 5 of the shots flat-out missed. Never did get through his front armor, but early on had a lovely sequence where Apex managed to get behind him in MG range every other turn 3 or 4 times in a row. Could have been over much faster if I had gotten a few ammo crits there, but instead I ended up destroying the laser and LRM while he had 76 points of structure in the CT. At that point, I started having trouble getting proper positioning for quite a while. When I did eventually get behind again, the ammo finally blew... with just 15 structure remaining in the CT, so it just took one more turn to take him out.

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LOL! There is just something so *wrong* with a pair of Locusts killing the King! Nonetheless, taking it out through the rear armor is definitely the way to go. Especially the Left Torso with the LRM ammo. If you can set that off, the corresponding arm is gone and it helps focus damage on the rear center torso. I don't see how anyone could do much better. 9 rounds!
Right Torso has AC/20 ammo... so you can get both sides quickly with lucky crits, and that would take care of all weapons.

Even then, 9 rounds would be tough to beat.
 
On a related note... perhaps PDX could... ermmm... you know... maybe... I don't want to get crazy but... either show GMT as the time, or if that is too complicated... ermm... CEST, EST, and PST?
Not saying EST couldn't be added for some reason (that's up to the higher ups), buuut CEST, and PST are already used because of where HBS and PDX are located.
 
so that stuck in a loop happened to someone else too ;)
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from the position I couldn't reach the back and didn't want to break the loop, so I chew through the front - turns out MG Ammo IS limited :p

so 30 turns and 4 Headshots later the challenge is completed.
 

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Wow, you guys are fast! What was the hardest part of the challenge for you?

Not saying EST couldn't be added for some reason (that's up to the higher ups), buuut CEST, and PST are already used because of where HBS and PDX are located.

Correct, we add CET (CEST) and PST because of where HQs are located!
 
Oh I missed this post yesterday.
Ended up playing (and winning) a 4v4, 64-turn skirmish where it turned out my lance was 60 tons lighter than OpFor. Took ages, but my surviving Jenner and Panther eventually brought down the Banshee using a not-dissimilar tactic as described by others in the thread.
FWIW, skirmish was Jenner, Panther, Firestarter, Wolverine v Locust, JagerMech, Quickdraw, Banshee.

Will give this challenge a go this week, for sure.
 
Decided to do the challenge again this morning.

Everything was the same except they had two crabs this time instead of one. I thought a sensor locking crab would make it more exciting.

Completed it on the first try again as well.






Tip: If the second crab has sensor lock like mine did dont do what i did and move prior to the lock unless you really need to... Move after they lock you as much as you can.
Those missles hurt.


I might attempt 3 crabs tomorrow if you guys want :d
 
I've missed these challenges. Can't wait to see what the next one is.

. . . gonna take a pass on this one. Not because I don't think I can do it, but because I just can't kill Cheryl/Apex.
 
Interesting concept, this one of the challenges. Although some might be similar to some of the secret achievements of the game. I've tried this one, unfortunatelly or the screenshots didn't save or I pressed the wrong button :S so sorry, but no images...

Managed to succeed on the first attempt, after 20ish turns. I was trying to lure the Crab to one of the Locust, preferably Apex, so the other could shot it in the back. I misjudged the distance the King could make a couple of times, so both my Locust ended with a missing torso and each pilot with an injury. Thanks to the hills around, I could manouver most of the time to shot it in the back, a called shot in the left torso and LRM's out. A short after that, CT blown from the back thanks to Ace Pilot skill of Paradise.

Looking forward for the next challenge, do we know it they will be weekly?

Wow, you guys are fast! What was the hardest part of the challenge for you?



Correct, we add CET (CEST) and PST because of where HQs are located!

PS: answering @emmasterakia : for me, it was trying to calculate the reach of the King Crab, to keep my locust a safe distance away, especially after shooting at it, to be safe for 2 turns and cause more damage with the following reserve/backstab combo.
 
Wasps...

Stingers...

This would genuinely be a real challenge for our MechWarriors! I mean...you wouldn't even be able to see your mechs to click on them....and even if you did, it's possible you might leave them exposed out in the open....but then....seeing as they can't be seen, technically the OPFOR would never get LOS on them so....um....yeah....
 
What I feel is a greater challenge is the inverse, when you have few units and the AI has more.

Try 1 AS7 vs a Lance you think is beatable, but challenging and compare how much easier and fun it is when you have even one more unit. We did these kinds of challenges in beta and I remember making a fun one with two AS7's vs some solid enemy forces.
 
What was the hardest part of the challenge for you?
Without a doubt, it was estimating how far the Crab could move and whether or not I would be in LOS of any of the locations it could reach.

When you just don't want to be shot, it's not difficult to find somewhere to cower that you're sure is safe... but when you're trying to push the limits so that you stay as close as possible without getting shot... well... basically I averaged one mistake every 20 times that I moved.
 
Without a doubt, it was estimating how far the Crab could move and whether or not I would be in LOS of any of the locations it could reach.

When you just don't want to be shot, it's not difficult to find somewhere to cower that you're sure is safe... but when you're trying to push the limits so that you stay as close as possible without getting shot... well... basically I averaged one mistake every 20 times that I moved.

Being able to mouse-over or right-click an enemy and see a visualisation of where that enemy can move would be really handy. I've been wanting the feature for while (ever since Defence: Panzyr!) Maybe in this inspection view the dots they can move to would be highlighted in some way, and then you could mouse over them to see the possible fire arcs they would have on those dots.

Maybe if we all vote for a feature request it could be bundled in to Urban Warfare or an upcoming point release?
 
Being able to mouse-over or right-click an enemy and see a visualisation of where that enemy can move would be really handy. I've been wanting the feature for while (ever since Defence: Panzyr!) Maybe in this inspection view the dots they can move to would be highlighted in some way, and then you could mouse over them to see the possible fire arcs they would have on those dots.

Maybe if we all vote for a feature request it could be bundled in to Urban Warfare or an upcoming point release?
This would be a great quality of life feature for some. It would be nice to be able to disable a feature like this in game options though as I kind of like the edge of your seat entertainment that comes with realizing you misjudged the OPFORs ability to get a bead on you at the worst possible time.
 
...Maybe if we all vote for a feature request it could be bundled in to Urban Warfare or an upcoming point release?
While I fully support our ability to discuss and debate all manner of BATTLETECH topic, "Voting" takes this too far in my opinion.

HBS has been quite clear that there is no Game Development by Committee for BATTLETECH, and I quite support that idea.
 
Being able to mouse-over or right-click an enemy and see a visualisation of where that enemy can move would be really handy. I've been wanting the feature for while (ever since Defence: Panzyr!) Maybe in this inspection view the dots they can move to would be highlighted in some way, and then you could mouse over them to see the possible fire arcs they would have on those dots.

Maybe if we all vote for a feature request it could be bundled in to Urban Warfare or an upcoming point release?
I'd certainly use that feature if it was added... though that would be taking away one of the few true advantages that the AI has.

A somewhat related feature I'd like would be to have more complete information available on any radar blip that you've previously had in LOS and that has never left radar range. Without both features, I would have still had the same problem estimating range. Since I sure as [pick your own expletive] wasn't going to stay in LOS of that Crab.
 
Being able to mouse-over or right-click an enemy and see a visualisation of where that enemy can move would be really handy. I've been wanting the feature for while (ever since Defence: Panzyr!) Maybe in this inspection view the dots they can move to would be highlighted in some way, and then you could mouse over them to see the possible fire arcs they would have on those dots.

Maybe if we all vote for a feature request it could be bundled in to Urban Warfare or an upcoming point release?
I think that trying to figure the possible movement distance out is part of the challenge of the game. Even if the "voting" was an option, and here I fully agree with @Prussian Havoc , I would vote against it.