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  1. real47thronin
    real47thronin
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    Just started on this one so I'll add some input/review:

    Using BEX, and well, this FP is interesting.  My pilots are all 10s across the board, 2- called shot specialists, 1 sensor and either a 3rd called shot or melee tank.  This one is HARD.

    Briefing states you get some upgraded mechs, in BEX, this is not the case.  Stock everything: Assassin, Wolverine, Shadowhawk, Rifleman.  

    First mission is straight forward, you just need to stall for time, so don't kill off the entire light lance, and hold out for 10 turns.
    Mission concludes with some text from Carlyle saying that he's arrived to help out with the defense, but the mission simply ends.  Would have been nice to have some of Grayson's lads drop in and actually be able to take out that second lance.

    Second mission is struggle-city:

    Pop-tarting with the jump mechs doesn't help and only serves to overheat you.  The enemy has great aim, like the OG 90s X-COM alien levels of skill, so evasion cheesing is not going to win out, especially with the rifleman.  You will die.  Lots.

    Going to try and rush north on this one to melee the medium lance, that's about all I can think of that *may* work.

    Third mission: I haven't beaten the 2nd, so yeah, no clue haha.

    Wonder if there is a newer version that has the "upgraded mechs" mentioned in the briefing?  That would be nice...
  2. Silveretta
    Silveretta
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    I'm on BEX:CE, tried the first mission about 10 times, all FAILS.

    I really want to experience this FP through to the end, but the first mission (Defend Base) is simply impossible, since the mechs given to the Player (stock Rifleman?!) are trash and 2 lances of heavies spawn right after you destroy the first OpFor light mech and you only have allowance of ONE building, to hold out for 10 rounds.

    Just for reference: My pilots are 9/9/9/9 or higher. I have given up on this FP.

    Anyone else have this experience? By the way, I don't see any of the other mission types mentioned by others, e.g. destroy command lance, etc.
    1. ArvenHadrien
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      Same experience here, but I've only done 3 tries. Playing with BEX:CE as well, there's no way to complete the first mission, the buildings get taken out before I can even make contact with the reinforcements. Giving up on this one as well.
    2. Ablomis
      Ablomis
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      I appreciate the feedback.
      I have a very straightforward way of balancing flashpoints: if I can finish it on the first try without any problems - it is well balanced. If I don't beat it or just narrowly beat it - it needs rebalancing. I usually use 8/6/4/4 pilots.

      Make sure you don't try to eliminate all enemies, the objective is to survive for ten rounds.
      I will check it on the latest version, just to be sure. And make any difficulty adjustments.
    3. cougan1
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      First of all thanks so much for the fantastic mod and also this Flashpoint!

      As this is kind of challenging as the other users mentioned i would like to ask for a little help, especially some thoughts to finish the two last missions (II and III).

      I did the first one by spreading my mechs as followed and just disturb the enemys in fighting the spaceport (hope i can help a bit by myself if someone still has problems to finish the first one):
      - Rifleman stays to fight scout lance;
      - Assassin goes as much as possible northwest to intercept both 2 mediums (Centurion and Shadow Hawk) and also 2 Heavys (Thunderbolt and Crusader). Not easy but possible, just one salvo to the mediums and than to the rear of the Heavys.  
      - Wolverine goes straight north to intercept the other 2 Heavys (Rifleman and Ostroc), managed to kill the Rifleman with shooting in the rear;
      - Shadow Hawk goes West to intercept the two mediums (Dervish an Griffin). Especially the Dervish has to be attacked, otherwise the spaceport will be damaged fast.
      Finished with two mechs lost and two mechs left, no deads.

      Tried the second mission (destroy light an medium lance) about 10 times or more but they kill my mechs on the long run, best i could do was destroying the light lance and two medium mechs.

      Please do you have any advice? Would really like to go ahead in the missions, and they are still fun but at the moment i have no idea how to get it right. I tried every angle and way to fight them, but at the moment i attack all 8 mechs fight me back. If i go northeast to the light lance i get heavy longrange attacks from the mediums. Do it the other way (attacking the mediums first) seams not bad as the mediums might have problems in short range battle. But when the light lance appears they are strong enough to stress rear of my mechs so no chance. 

      Any Ideas? Many Thanks, Götz
    4. ShrikeBE
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      You're he first person I know of who actually describes how the first scenario can be won. Now that I know that the next scenario is set up even worse, I will definitely not bother again. Too bad that it's still included in BEX-CE, as it's really not up to par with the rest of the mod.
    5. cougan1
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      Thanks for the comment! I played the first scenario with better pilots and could finish again. 
      Cannot stop to try second scenario from time to time. Managed to kill all the medium mechs because in mission description this is the primary target, the light lance only optional. Sadly i can say you have to kill both to win as killing just the medium lance is not finishing the mission. 
    6. cougan1
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      Managed to win the second scenario with no dead pilots and two mechs left. This was really tough and as you all said it is not balanced but if someone might try like me i would again share my thoughts about solving this one:

      All mechs send directly north west to the woods where you find the medium lance. Rifleman stays in the wood south of the road to attack approaching light lance. Rest of the team attacks the medium mechs, primary option allways mellee to the rear of opponent. When light lance is near you should attack them the same way but try to stay in the woods. 
      First opponents to kill are the Centurion for the mediums and Panther, Assassin fir the light lance. Good luck! Will try third scenario have no good feelings about it, i guess it is harder then hard again. 
    7. cougan1
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      Could finish scenario three on first attempt. You face the command lance you know from first scenario, Thunderbolt, Crusader, Ostroc, Rifleman. 

      I used same tactics with mellee attack by all mechs except the Rifleman that managed to bring down the other Rifleman. All other killed by rear attack. Lost assassin pilot, but it was kind of unexperienced pilot so no grear loss. 

      And i can tell that the weapons you get after the mission are worth the pain from scenario one and two, great bunch of SDLF ++ !
    8. snoopfrogg85
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      I have different OpFor than you in my play through.

      First mission is kill the light lance, then the command (heavy) lance and medium show up. 
      Second mission is kill the command and medium lance.

      How do you only have to kill the light lance in the second mission?
    9. cougan1
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      No i had to kill both light and medium lance in Scenario 2. But i did attack med lance first. 
    10. snoopfrogg85
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      Feels like something is off then. From the other comments, some users are facing same OpFor as me: heavy and medium lance while others are facing medium and light lance.
  3. snoopfrogg85
    snoopfrogg85
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    I'm on BEX:CE, played multiple times with different players on simulation+. There is no way to beat this FP in its current state. I cannot believe this is balanced.

    First mission to defend the base is doable, kill the lights and just harass the command and medium lance. You probably won't kill any but you only need to survive. The second mission where you have to kill the command and medium lance is impossible. The stock mechs you're given do not stand a chance against the OpFor you're up against. 

    If someone has beaten it on the current patch, please post a link to a video.
  4. Xydonus
    Xydonus
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    Just tried this out for the first time - what a horrible experience. Really dreadfully balanced, featuring stock loadouts on subpar mechs not fitted out right for the mission at hand despite the in-game text suggesting better 'upgraded' mechs. Goes against what Gray Death Legion mechs should feel like. Very little time was clearly given to balance this out by the author's own admission of 'first pass = it's *balanced*'.
    1. fawati
      fawati
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       Not worth wasting time on. As the author admits, he designed it so only he can beat it, and only with his specific settings and mods. He designed it so that so you have to have foreknowledge of all events, triggers, enemy force composition, and their landing/spawn points beforehand to have a chance.
      He structured it specifically so only the author of it could beat it, so he can brag he beat it first time so 'it's balanced' and everyone else just sucks. This isn't a mod to enjoy, it was a mod built to stroke one persons ego. 
  5. MazzicCron
    MazzicCron
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    Playing this on BEX and wow...is this a terrible experience overall. I've got amazing pilots but the first mission is some of the worst design I've seen. The mechs you're forced into are awful, the enemies you're facing outweigh and out class you easily, and the mission parameters are... frustratingly stupid? If the *two* extra lances landed a turn or two later AND there were more like eight or ten buildings, this would be playable. As is, the claims to it being "balanced" because the designer beat it his first play through is laughable. Hard pass on the current trashfire state of this mod. 
  6. Quickjager
    Quickjager
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    This flashpoint is very poorly balanced. It requires having foresight of mission parameters/triggers which means you need to lose once to understand how it's going to play out. The first mission needs to have the building limit changed. The second really needs to have a laser focused mech to compliment the team, dropping the shadowhawk for a disco hunchback would make it much more fair.

    Not to mention the mechs that were chosen by you are some of the worst in their class due to ammo issues. I'm with the other poster, you didn't really test this appropriately. 
  7. holid1rw
    holid1rw
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    Running BEX. Closest I've gotten to winning is 2 rounds left. Only had two mechs left at that point. Seeing as they're borrowed mechs. I'm assuming the best way to complete is to distract the forces as much as possible and be rescued by Grayson Carlyle's reinforcements with one mech left standing? (only one leg left too)
    1. Ablomis
      Ablomis
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      I appreciate the feedback.
      The best way is to kill the first lance quickly while harassing the enemy reinforcements (instead of trying to straightforward eliminate them).
      I was able to beat the FP with no mechs lost on the first try with 8/6/4/4 pilots (that's my standard for balancing flashpoints).
    2. ShrikeBE
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      Sorry, but I can't believe you have tested this in BEX with hard or higher difficulty, or maybe you did but on a very old version which would change parameters somehow (?). You're the mod author, so that gives you a serious edge over any other player, but even then ... with the enemy mechs taking more interest in destroying the buildings than the player's mechs, there's NOTHING one can do to prevent them from destroying the objective. If you say you are able to finish it on the first try with the latest BEX mod version on hard or above, then I'd love to see the recording of that. As a fix I'd be fine with just having a few more buildings buffer instead of just the one, or alternatively, making them more robust.
      EDIT: I'm playing with bigger drops active. Not sure that would make a difference in the number of opponents, but as the player I'm still limited to 4 mechs. There are 3 opposing lances in that first mission.
  8. madlevant
    madlevant
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    if you dont know which direction the reinforcement spawns in the first mission you automatically loose. you can't even get into radar range before they take out 2 buildings. you have to start sprinting to their landing location before they are even announced.

    Second mission is even worse balanced. Forget jump jets... the assasin especially overheats by jumping alone, no need to use weapons to toast it. Evasion tanking on the other two meds does not work, those chassis are too slow and/or too heat inefficient when jumping (dont mind the fact that up to 8 mechs easily strip your pips and WILL land shots). Bulwark tanking also wont work, paperthin armor on that stock crap. Cant play with line of sight/sensor lock either, just 2 lrm5 with limited ammo in the entire lance. Cant play with viewrange either, no rangefinders on stock mechs. The only mech even remotely useful is the rifleman... good luck keeping that slowpoke origami mech out of enemy gunsights the two turns you need to cool down after every alpha (desert biome...) Initiative cheesing with vanilla ai might work but in bex that is not a thing.

    two locked two own mechs(maybe even with tonnage limitations) might have been ok, the way it is i wont bother since all this flashpoint will do is shred my pilots (not even cockpit mods on these supposedly pimped out elite mechs according to the briefings...)
  9. IceMaverick
    IceMaverick
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    Is Rougetech no longer supported in this FP? I was looking at Roguetech addons and saw that this mod lists it as a requirement, but the RT version of this is listed as an "old version".
  10. paulobrito
    paulobrito
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    Using the vanilla version, accepting the FP, and at the end of the dialogue, don't exit from the briefing room.
    My list of mods - all latest versions

    "BattletechPerformanceFix",
    "CampaignFlashpoints", (this one is mine, let you have the flashpoint during the campaign)
    "CommanderPortraitLoader",
    "CommanderPortraitLoaderHelper",
    "CommunityBundles",
    "Flashpoint Spawn Adjustments",
    "Flashpoint_Fighting_Ghosts",
    "Flashpoint_the_Cache",
    "Flashpoint_The_Raid",
    "Flashpoints worthwhile rewards",
    "Give_me_Death",
    "Give_them_Kell",
    "It Came From The Rim",
    "Jinxed",
    "JK_Pilots",
    "JK_SUCKos",
    "JK_VariantsCampaign",
    "JK_VariantsDLC",
    "JK_VariantsSkirmish",
    "JK_VariantsStarLeague",
    "LittleThings",
    "ModTek",
    "PanicSystem",
    "StreakMissileLaunchers",
    "The Periphery Is A Harsh Mistress",
    "Timeline",
    "JK_Events",
    "JK_VariantsCAB",
    "RoyalMechs",
    "Z_JK_AppearanceDates",
    "Z_JK_VariantsCampaign_JumpJets",
    "Z_Sab_JK_RarityTables"
    ]
    1. Ablomis
      Ablomis
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      Let me investigate.
    2. Ablomis
      Ablomis
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      Fixed and tested.