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Roma9292

Private
5 Badges
Aug 3, 2009
15
0
  • Crusader Kings II
  • Europa Universalis IV
  • BATTLETECH
  • BATTLETECH: Flashpoint
  • BATTLETECH: Heavy Metal
I’m just done! I’ve emailed via Facebook to a load of general response, so I’ve given up on Dev, they could care less to what could be a good game. Ironic as it was a kickstart.

Flashpoint: and I am by far the only one to make this point, are all to often impossible!!!!!!!

Steiner Flashpoint - forced to land no more than a 50 T Mech. So I arm 4 hunchbacks with lostech AC20++ weapons, max armor! Best you can muster. All pilots are full 10 skill and with breaching shot.

Opposition- 12 heavy to assault mech, fully armored, full weapon compliment, all rocking missiles, either 10’s or 20’s. Which btw are firing on me without even being on the visual map!!! So while I sit through eight rounds of being pounded by mechs I cannot even see I have to contend with at least 6 mechs at a time when they come in sensor range..

I’ve lost count how many times I’ve loaded save game. I’ve lost count how many times I’ve tried different strategies!! Oh, btw, the map loads you trapped in the corner with the 12 opposing mechs all grouped together, so 0 chance of taking them out in a manageable fashion.

I’m am fully open to some kind of cheat, file hack, whatever. I just want to get this [Mod edit: Language] mission done.

[Mod edit: Please don't disrespect the devs]
 
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I’m just done! I’ve emailed via Facebook to a load of general response, so I’ve given up on Dev, they could care less to what could be a good game. Ironic as it was a kickstart.

Flashpoint: and I am by far the only one to make this point, are all to often impossible!!!!!!!

Steiner Flashpoint - forced to land no more than a 50 T Mech. So I arm 4 hunchbacks with lostech AC20++ weapons, max armor! Best you can muster. All pilots are full 10 skill and with breaching shot.

Opposition- 12 heavy to assault mech, fully armored, full weapon compliment, all rocking missiles, either 10’s or 20’s. Which btw are firing on me without even being on the visual map!!! So while I sit through eight rounds of being pounded by mechs I cannot even see I have to contend with at least 6 mechs at a time when they come in sensor range..

I’ve lost count how many times I’ve loaded save game. I’ve lost count how many times I’ve tried different strategies!! Oh, btw, the map loads you trapped in the corner with the 12 opposing mechs all grouped together, so 0 chance of taking them out in a manageable fashion.

I’m am fully open to some kind of cheat, file hack, whatever. I just want to get this [Mod edit: Language] mission done.

[Mod edit: Please don't disrespect the devs]

I'm sorry to hear that you are having such a rough time with the game.

If you want to tweak some things to help, and are willing to start a new game, you can edit the "simGameConstants" file at the location below with a simple notepad program...
*\BATTLETECH\BattleTech_Data\StreamingAssets\data\simGameConstants.json"

You can change things like the starting lance, mechwarrior experience, I think starting money as well as a host of other things. Just create a backup of any file you change in case you accidentally broke the game by changing something beyond what the game allows for or expects.

There may be other things you can do, but this is at least one option.
 
oh THAT one!
Ummm yea.. Ignore what the briefing tells you.

You hit that one with high mobility heavys (Grasshoppers are ideal for this as two of the beacon points are in water.. load up the e weps and go to town!) backed up by a couple heavy or assault weight fire support mechs. You need the armor and you need the endurance.

And make a point of always taking out the turret generator as fast as you possibly can, ideally the very first turn. That'll give you a missle heavy AI lance dropping in to back you up. They're not entirely useless, and they will engage.

Recommend that one of the assault boats be a Stalker.. you want to drive in with not less the 4 LRM-15's. If your running a modded install where you have bagged a Longbow (also 85 tons) it has the hard points to do a very nasty build with 8xSRM-6's (if you can bag 8 Valiant models SRM-6 +++ +2 stab damage and + 4 dam, you will have a monster build that can knock down almost anything with its opening shot on them!)

Stay Mobile. Ideally you want to be shuffling 2 mechs in and out of a beacon point..One jumps/runs out keeping evasion (generate them misses!) while the other jumps/runs in (again keep the evasion pips high!) It's only 2 turns per beacon point. Get it lit and move on. You don't have to get all three at once, but you do have to get them all fairly quickly.

If you've got the gunnery and aimed shot bonus aim for the head.. if your a little light on that aim for the legs on opposing mechs. Lost leg = instant knockdown. SIgnificantly more difficult for them to hit a target after having to stand up. Unlike TT rules they must stand up to fire.

If you bring a medium make sure it is maxed on survivability and mobility. It's a spotter.. and a harrasser. Its job is to run out there and scream "shoot me shoot me!" and making sure you know where to apply indirect and long range fire. Your going to face 12 enemy's before its done.. and once the beacons are place move to the other side of the target near the evec zone.. once it's up get your mechs into the dust off point.. Do not get froggy and decide to wait for incoming enemy reinforcements because they're aren't any, just an auto loss condition.

Hope this helps.. so.. right.. really you should be pleased because honestly when is the last time a computer game actually kicked yer butt and gave you a challange by presenting you a puzzle. Oh by the way. as a merc never ever ever believe the clients enemy force assessment, as you may succeed in your mission while getting all killed off. Clients love that when it happens because the job gets done, they loose none of their assets, and seeing your dead, they don't have to pay you. It's win win for them.. you, not so much.

I have beat this mission with mediums. But I'd rather take about 320 hons of mixed assault and heavys myself..
 
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thinking games are not for everyone.
just like twitch shooters aint for everyone.
the devs of any game try to make it playable by as many ass possible but there are always some who for whatever reason just cant play em.
for me its games like monster hunter world.
im sorry you are unable to play battletech but please dont blame the devs
HBS is one of those places where the devs are fans too.
before FP came out Kiva even said there wre gonna be ones that are extremely hard and almost impossible but are doable.
you just have to really read the briefings and think your way thru em.
i wont lie...some of these FPs gave me a run for my money and i didnt always get them the first time around.
 
Plus, if you feel unprepared you can ignore it until later.
If failed or skipped a flashpoint will eventually pop back up again later.
Only completed flashpoints are removed from the cue for that playthrough.
 
If you're talking about the target acquisition the problem is that you're doing it wrong. You can't kill 12 heavies/assaults with a lance of mediums in 8 turns, and you don't have to.

My suggestion would be 2 LRM boats set up for knockdowns, and 2 max armor, max JJ Shadow Hawks. IIRC the fire support mechs don't have to be mediums. I'm pretty sure that weight limit is just a suggestion. They just have to be fast enough to get to the evac point, or you'll lose them. If you spend every turn walking/jumping from the starting zone toward the evac you should get there in plenty of time, even if you're using a pair of 3/5/3 assaults.

The fire support mechs walk/jump toward the extraction point while tag teaming the most threatening mech each turn, and hopefully knocking it down. You're not trying to kill anything; you don't have that kind of time or firepower. The goal is just to use knockdowns for crowd control.

The Shadow Hawks activate the capture points (or whatever you want to call them). You want 2 so that you don't have to stop. The goal is to jump/brace your way from point to point. The first mech jumps in and braces, then immediately heads for the next point. That's one turn. As the first mech is leaving you jump the second mech in and brace. That will complete the capture. Your capper mechs will always have full evasion and be fully braced, and they'll have the mobility to get through the mission in plenty of time. If possible, try to hit the capture points in the order that puts you closest to the evac point when you you finish the last cap.

When the target is finally marked everybody should have a short sprint (or a couple of backward jump/braces) to the evac point.
 
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Some thoughts here:

Over time, you will get a sense of what your best lance can handle. Depending on where you are in the game, you may find you keep getting pounded in the 4 and 5 skull missions, or winning them, but with so much mech damage or loss that it was a win as a field commander, but a massive loss when juggling the finances and inventory.

Don't do them!

I personally don't touch missions that aren't a battlefield and financial gain, and from my observation, too many in the community are willing to grind their lance to mulch and call it a win.

"Hey, here's my screenshot... I beat them!"

Yeah, but one or two of your mechs is down, the rest are half shot up, and you lost rare weapons and equipment.

Oh, and you lost an elite pilot. Not by unlucky headshot, but by exposing them to risk too often.

Sorry boss; that's a lose.

Come back to hit that mission later...perhaps much later, until you have what you need to do it.


Also; going to vouch for a quad 15-rack Stalker. They're obviously abusive damage that virtually guarantees the enemy will end up flat on its back, calling to its lance if they caught the licence number of the freight train that hit them, and that sweet bonus of making called shots on a downed mech.

Often as common as once a turn, which is why one always drops on my missions, and since I <3 Stalkers and have since my earliest minis game, it becomes my unit commander's personal command mech. That capacity alone can kill a tough enemy force.

We all set ours up slightly different no doubt, but I think we all find it gradually overheats badly.

Slap the first heat exchanger on it that you can find.
 
I personally don't touch missions that aren't a battlefield and financial gain, and from my observation, too many in the community are willing to grind their lance to mulch and call it a win.

"Hey, here's my screenshot... I beat them!"

Yeah, but one or two of your mechs is down, the rest are half shot up, and you lost rare weapons and equipment.
Sometimes the game also throws you a real curveball. I did a campaign starting out with five Locusts, and on my second drop ever the game thought a CN9-AL and a Spider was an appropriate opfor for a half-skull Capture Base mission. The end results were inevitable:

20181024203338_1.jpg


So I "won" that battle, but the C-Bill payout was a measly 107,000, and the repair cost for just Behemoth's LCT-1M was 266,000. I had to idle in orbit for over a month before all my 'Mechs and MechWarriors were fit for fight again.
 
Sometimes the game also throws you a real curveball. I did a campaign starting out with five Locusts, and on my second drop ever the game thought a CN9-AL and a Spider was an appropriate opfor for a half-skull Capture Base mission. The end results were inevitable:

20181024203338_1.jpg


So I "won" that battle, but the C-Bill payout was a measly 107,000, and the repair cost for just Behemoth's LCT-1M was 266,000. I had to idle in orbit for over a month before all my 'Mechs and MechWarriors were fit for fight again.


Great example. Your core pilots are racked up for about a month with injuries, and that early in the game that's a LOT of C-bills and shop time.

It's probably true at any point, but that's the point where full salvage over cash might save you, while you're locked up in orbit for at least five weeks, watching the clouds go by below as the rent come due again.

If there's any consolation prize, I hope you managed to salvage that Centi more or less intact...a tricky endeavor because your lance was probably taking bites and chunks out of until something crucial failed...likely the CT, given the tendency to transfer in toward center mass.

Makes the point here; despite dev attempts/claims at smoothing out difficulty spikes, it's still a serious issue, leading to threads like this one.