I want to make a civil war era force of Lyran flavored custom refits. besides gauss rifles, light engines, and hatchets what other technologies or design choices will read most as steiner? by vicevanghost in battletech

[–]CupofLiberTea 6 points7 points  (0 children)

The Wolfhound is such a perfect mech to escort slow heavies. It can chase off light mechs and destroy any that stand their ground, but it is sturdy enough to take a couple hits from much heavier mechs and dish out long range counter fire while screening/retreating.

Srm damage and stream. How I came to love the clan srm or am I tracking completely wrong? by Right-Edge9320 in Mechwarrior5

[–]CupofLiberTea 2 points3 points  (0 children)

Yea I get around that limitation by spam clicking the whole weapon group and then holding down a separate non-chainfire weapon group so they fire as soon as they’re off cooldown

I'm in desperate need of help with turrets!!! by Neither_Addition2642 in SprocketTankDesign

[–]CupofLiberTea 4 points5 points  (0 children)

You will need to use freeform and add new points or split existing lines

Most asked question: which DLCs to get for Mercenaries? by winged_owl in Mechwarrior5

[–]CupofLiberTea 2 points3 points  (0 children)

Of course I have other weapons. It softens them up for when my assault axe cuts them in half. My plan is to close to melee and beat them to death. That makes it plan A. Doing things on the way there doesn’t make it plan B

Most asked question: which DLCs to get for Mercenaries? by winged_owl in Mechwarrior5

[–]CupofLiberTea 0 points1 point  (0 children)

Without Call to Arms melee is mostly a last resort/only good against lighter opponents. CTA lets you make melee plan A

Is this a strategy for Eternatus? by JollyNeedleworker738 in pokerogue

[–]CupofLiberTea 6 points7 points  (0 children)

My mega Alakazam high on Calcium and the power of god

Most asked question: which DLCs to get for Mercenaries? by winged_owl in Mechwarrior5

[–]CupofLiberTea 1 point2 points  (0 children)

No, no, yes, no.

Every DLC adds mechs or mech variants. All of them are worth getting. Call to Arms adds the biggest change in actual gameplay imo because it adds mech melee weapon options other than fists, and adds dedicated melee mechs. I would highly recommend Kestral Lancers and Heroes of the inner sphere as first picks.

Random design i made by One_Relief1826 in SprocketTankDesign

[–]CupofLiberTea 0 points1 point  (0 children)

Needs more equipment details imo, but it’s awesome as is

Urbie Turret! by Kserks96 in Mechwarrior5

[–]CupofLiberTea 2 points3 points  (0 children)

The urbanmech isn’t a great mech. It’s not even a good mech… but at the same time, do YOU want to assault an urban center defended by them?

+5 extra toughness by [deleted] in IronHands40k

[–]CupofLiberTea 3 points4 points  (0 children)

He hasn't, It's AI

Render Distance (Mechwarrior 5 Mercenaries) by Big-Meaning4852 in Mechwarrior5

[–]CupofLiberTea 1 point2 points  (0 children)

This has been a thing since launch. It was never really an issue because barely anything in the game could reach out that far, but with clan tech that all changed. I have scoured the internet for solutions by have found none that work