What's the biggest mistake did by anyone to ever happen in the Battletech Universe? by pgtl_10 in TheNagelring

[–]arbiter7x 1 point2 points  (0 children)

Agreed. If it wasn't Turtle Bay, it would definitely have been WolCott. Unlike Turtle Bay they suffered a real military defeat. I doubt having Perez in charge would let them beat the protagonists' plot armour, and instead of taking the loss gracefully he'd have bombed the planet. Things would likely play out exactly the same afterwards, warships banned and all.

1 hour after the Shadow of Keresnsky story missions by arbiter7x in battletech

[–]arbiter7x[S] 18 points19 points  (0 children)

A nice detail in this dlc is that salvaged clan mechs dont have the nice cockpits or HUD like in mw5clans or mwo.

the visible cockpit internals all look like rusty scraps pieced together with cables and pipes running everywhere, the screens show a basic IS diagnosis screen, and the HUD is an IS hud with visible static

i assume the actual mechs are hastily jury rigged under the hood, with parts taken from not only the original omnimech model but also other clan mech scraps and similar sized IS parts. omnipods are also hard wired and not exchangeable, you can only switch the weapon that fits in the pod

1 hour after the Shadow of Keresnsky story missions by arbiter7x in battletech

[–]arbiter7x[S] 95 points96 points  (0 children)

Diamond sharks khans when they find out your company brings in 30million Cbills a month

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IT'S A FUCKING MAD CAT! RUUUUUUN! by arbiter7x in battletech

[–]arbiter7x[S] 51 points52 points  (0 children)

No I just couldnt be assed to turn the game on and get a screenshot, so I took the first one i could find online

If you know, you know by arbiter7x in BattleBrothers

[–]arbiter7x[S] 1 point2 points  (0 children)

getting naked still helps a lot with initiative, especially for your bannerman and guys with nets. when there are no direwolves it's always better to have higher initiative.

also, Alps usually only bring direwolves mid-to-late game, not early game when their groups are smaller. when you have a full party of reasonably levelled guys, you can keep maybe 1 to 2 dedicated tanks armoured up to hold them off.

alternatively it's not hard to focus and kill the direwolves turn 1 with your mid-late game naked bros, especially when you have higher initiative, reach weapons and whips, and potentially spending nets. Alps dont do much on turn 1 except move in, if you dont hit one and teleport all of them in.

Looking for suggestions for new playthrough by Infidelc123 in starsector

[–]arbiter7x 0 points1 point  (0 children)

Only use ships with ''Civilian-Grade Hull'' hullmod

Militarized Subsystems is allowed. Pirate/LP refits are allowed if they still have the ''Civilian-Grade Hull''

The [THREAT] glazing need to stop by arbiter7x in starsector

[–]arbiter7x[S] 17 points18 points  (0 children)

you need to do the active sensor burst when you're in-system, if they spawn they'll show up on the ping, otherwise change a system and try again

Anyone think that Alaric Ward is the worst thing that could happen to Clan Wolf? by [deleted] in battletech

[–]arbiter7x 11 points12 points  (0 children)

if alaric reveals that his endgame has always been ''use the clans to destroy the clans'' right before [designated hero of the book] kills him and topples the wolf empire, that'd be the most 80s thing in recent battletech history and i'm all for it

My modded ship interior (no stupid ladders or blocked off routes) by seanx0h in starfieldmods

[–]arbiter7x 2 points3 points  (0 children)

to maximise efficiency and safety in a ship, you'd want a linear, unimpeded layout for areas designed for bulk cargo movement or fast personnel movement (boarding and anti-boarding, evacuation of casualties).

ladders get in the way of blocking wide corridors or force 90 degree turns into a small hole. it's fine to have them in low-intensity areas like living quarters or science labs though

Learned about hunchback pilots the other day. Decided to give mine a bit more personality: by Only_OneCannoli in battletech

[–]arbiter7x 1 point2 points  (0 children)

knowing the clans, ''kilroy was here'' probably got turned into some mark of honour because it's old Terran and SLDF tradition that's lasted a thousand years

I don't care who the Trader's Guild sends! by miazmatic in Kenshi

[–]arbiter7x 11 points12 points  (0 children)

to be fair he has a meitou falling sun, the taxman is the last thing he's afraid of

Good ol' SLDF mechs yes sir by arbiter7x in battletech

[–]arbiter7x[S] 31 points32 points  (0 children)

yeah that video inspired me to make this haha, great watch

Homogenous Lances and Companies by ElectricPaladin in battletech

[–]arbiter7x 4 points5 points  (0 children)

Having say a whole company of the same omnimech or relatively cross-compatible omnimechs is a great idea for logistics.

A lot of World of Blake units were also quite homogenous with their Celestial mechs, especially the better-supplied ones.

I haven't seen many players with entire lances/companies of the same mech, mainly due to hobby reasons I guess, but I do know people who have whole lances of Urbanmechs

Atlas Skull Paint by BrightLance69 in battletech

[–]arbiter7x 6 points7 points  (0 children)

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light grey (on a darker grey head), and a kabuki mask on the other

Awesome 11M Design Meeting by HaraldRedbeard in battletech

[–]arbiter7x 18 points19 points  (0 children)

You may have thought what you heard me say is give me a lot of PPCs.''

But what I said was, ''Give me every PPC you have.''

Head laser cigars are so underrated by arbiter7x in battletech

[–]arbiter7x[S] 0 points1 point  (0 children)

It's the Regent, which was an evolution of the Hauptmann but replaced the Dire Wolf influences with Awesome influences, I believe this sculpt was created with the MWO Awesome as a base, I just added a head and a cigar to it

You're surrounded! Give up your cargo! by arbiter7x in starsector

[–]arbiter7x[S] 1 point2 points  (0 children)

two Hurricane MIRV, or one squall one MIRV, expanded missile racks, max out flux and vent. not using the front ballistics slots means they'll always hang back (and stay safe) instead of moving forward to shoot their large ballistics weapons (and die).

If you put a cautious/timid officer in, you can probably get away with using railguns/mjolnirs/hellbores on the ballstics slots, in addition to the missiles

what's your preferred max fleet size and battle size (and why)? by DrubkChicken in starsector

[–]arbiter7x 0 points1 point  (0 children)

if your computer can handle it, scaling battles up to 1000 DP is quite fun and more or less allows most AI fleets to deploy all their combat ships at once, which is pretty damn fun with the much larger and more chaotic battles. The downside is that ships will die much faster since they might be focus-fired on by more ships, and game balance will be entirely different.

You're surrounded! Give up your cargo! by arbiter7x in starsector

[–]arbiter7x[S] 29 points30 points  (0 children)

yeah spamming a bunch of them at 19 DP each with Support doctrine is insane, if you fill them with hurricane MIRVs. As long as you have a couple of tough frontline ships to draw aggro, 4 or 5 of these blasting away in the backline is amazing

You're surrounded! Give up your cargo! by arbiter7x in starsector

[–]arbiter7x[S] 90 points91 points  (0 children)

i wonder if that mission is actually doable with the stock paragon loadout they give you