![Telidian](/img/default-banner.jpg)
- 238
- 8 320
Telidian
Hungary
เข้าร่วมเมื่อ 6 ต.ค. 2007
Welcome to my gaming channel! I play variety of video games, mostly games which makes me think and plan or which has a good story.
I upload twice a week.
I upload twice a week.
Luckiest mission ever! | Let's play Battletech | Ep 79
#battletech #letsplay
We hit the big bucks this time!
Full playlist:
th-cam.com/video/GyF4mn-eVIU/w-d-xo.html
00:00 Intro
3:12 Battle
19:55 Defend Base
1:08:40 Battle
We hit the big bucks this time!
Full playlist:
th-cam.com/video/GyF4mn-eVIU/w-d-xo.html
00:00 Intro
3:12 Battle
19:55 Defend Base
1:08:40 Battle
มุมมอง: 3
วีดีโอ
What food shortage? | Surviving Mars | 1000% difficulty challange | Ep 14
มุมมอง 84 ชั่วโมงที่ผ่านมา
#survivingmars #letsplay When you got more people, you've got more mouth to feed. Full playlist: th-cam.com/video/cRK5UPgmE98/w-d-xo.html
Double meteor storm | Surviving Mars | 1000% difficulty challange | Ep 13
มุมมอง 1214 ชั่วโมงที่ผ่านมา
#survivingmars #letsplay When the artifical and the natural meteor stroms meet. Full playlist: th-cam.com/video/cRK5UPgmE98/w-d-xo.html
TDR-5S? I meant BLR-1G | Let's play Battletech | Ep 78
มุมมอง 1216 ชั่วโมงที่ผ่านมา
#battletech #letsplay I should pay more attention, and not mistook an S for a G. It turns out it is significant score wise. Full playlist: th-cam.com/video/GyF4mn-eVIU/w-d-xo.html 00:00 Intro 2:29 Destroy Base 24:55 Destroy Base 1:03:30 Battle
Second dome | Surviving Mars | 1000% difficulty challange | Ep 12
มุมมอง 4521 ชั่วโมงที่ผ่านมา
#survivingmars #letsplay Discovering a few breakthrough tech and building the second dome. Full playlist: th-cam.com/video/cRK5UPgmE98/w-d-xo.html
Chased by a dust devil | Surviving Mars | 1000% difficulty challange | Ep 11
มุมมอง 18วันที่ผ่านมา
#survivingmars #letsplay Nothing special this time just trying to survive. Cold waves, meteor storms dust devils, the usual stuff. Full playlist: th-cam.com/video/cRK5UPgmE98/w-d-xo.html
Hunting for a Thunderbolt | Let's play Battletech | Ep 77
มุมมอง 3714 วันที่ผ่านมา
#battletech #letsplay I managed to figure out why we couldn't finish all the mech classes. We need to hunt down a Thunderbolt-5S. Full playlist: th-cam.com/video/GyF4mn-eVIU/w-d-xo.html 00:00 Intro 2:15 Battle 31:11 Battle 53:58 Defend Base
Prefab to the rescue | Surviving Mars | 1000% difficulty challange | Ep 10
มุมมอง 2714 วันที่ผ่านมา
#survivingmars #letsplay I managed to almost lost it again. Full playlist: th-cam.com/video/cRK5UPgmE98/w-d-xo.html
The Bomb | Surviving Mars | 1000% difficulty challange | Ep 9
มุมมอง 5314 วันที่ผ่านมา
#survivingmars #letsplay We've got a very tempting event. Full playlist: th-cam.com/video/cRK5UPgmE98/w-d-xo.html
Do we have all the mechs? | Let's play Battletech | Ep 76
มุมมอง 3321 วันที่ผ่านมา
#battletech #letsplay Finnally we ran into an Awesome-8T! Full playlist: th-cam.com/video/GyF4mn-eVIU/w-d-xo.html 00:00 Intro 1:43 Assassinate 29:58 Battle
Try, try, try again | Surviving Mars | 1000% difficulty challange | Ep 8
มุมมอง 8421 วันที่ผ่านมา
#survivingmars #letsplay Guess what! We restart again :D This is indeed a hard challange! Full playlist: th-cam.com/video/cRK5UPgmE98/w-d-xo.html
Restart | Surviving Mars | 1000% difficulty challange | Ep 7
มุมมอง 6721 วันที่ผ่านมา
#survivingmars #letsplay Here we go again, hopefully it will go better than last time :) Full playlist: th-cam.com/video/cRK5UPgmE98/w-d-xo.html
Grinding | Let's play Battletech | Ep 75
มุมมอง 5228 วันที่ผ่านมา
#battletech #letsplay Three battles a little travel, and increasing our score. Full playlist: th-cam.com/video/GyF4mn-eVIU/w-d-xo.html 00:00 Intro 3:55 Battle 24:26 Escort 54:49 Defend Base
Failure is always an option | Surviving Mars | 1000% difficulty challange | Ep 6
มุมมอง 5428 วันที่ผ่านมา
#survivingmars #letsplay Whatever can gets wrong, goes wrong. Full playlist: th-cam.com/video/cRK5UPgmE98/w-d-xo.html
Selling some loot | Let's play Battletech | Ep 74
มุมมอง 40หลายเดือนก่อน
#battletech #letsplay It was time to sell some of the equipment and mechs we hoarded. Beside that business as usual. Full playlist: th-cam.com/video/GyF4mn-eVIU/w-d-xo.html 00:00 Intro 13:11 Battle 31:14 Battle 49:24 Destroy Base
Double the domes double the problems | Surviving Mars | 1000% difficulty challange | Ep 5
มุมมอง 50หลายเดือนก่อน
Double the domes double the problems | Surviving Mars | 1000% difficulty challange | Ep 5
Doing a lot | Let's play Battletech | Ep 73
มุมมอง 70หลายเดือนก่อน
Doing a lot | Let's play Battletech | Ep 73
Problematic expansion | Surviving Mars | 1000% difficulty challange | Ep 4
มุมมอง 80หลายเดือนก่อน
Problematic expansion | Surviving Mars | 1000% difficulty challange | Ep 4
Running around | Let's play Battletech | Ep 72
มุมมอง 60หลายเดือนก่อน
Running around | Let's play Battletech | Ep 72
Searching for a good place | Surviving Mars | 1000% difficulty challange | Ep 3
มุมมอง 55หลายเดือนก่อน
Searching for a good place | Surviving Mars | 1000% difficulty challange | Ep 3
Fleeing! | Let's play Battletech | Ep 71
มุมมอง 38หลายเดือนก่อน
Fleeing! | Let's play Battletech | Ep 71
Alien artifacts | Surviving Mars | 1000% difficulty challange | Ep 2
มุมมอง 51หลายเดือนก่อน
Alien artifacts | Surviving Mars | 1000% difficulty challange | Ep 2
The begining | Surviving Mars | 1000% difficulty challange | Ep 1
มุมมอง 237หลายเดือนก่อน
The begining | Surviving Mars | 1000% difficulty challange | Ep 1
Unleashing the beast | Let's play Battletech | Ep 70
มุมมอง 3492 หลายเดือนก่อน
Unleashing the beast | Let's play Battletech | Ep 70
Creating a monster | Let's play Battletech | Ep 69
มุมมอง 352 หลายเดือนก่อน
Creating a monster | Let's play Battletech | Ep 69
It looked harder | Let's play Battletech | Ep 68
มุมมอง 342 หลายเดือนก่อน
It looked harder | Let's play Battletech | Ep 68
New London must survive | First time playing Frostpunk | Ep 28
มุมมอง 132 หลายเดือนก่อน
New London must survive | First time playing Frostpunk | Ep 28
Catching the colonel | Let's play Battletech | Ep 67
มุมมอง 152 หลายเดือนก่อน
Catching the colonel | Let's play Battletech | Ep 67
Preparations | First time playing Frostpunk | Ep 27
มุมมอง 192 หลายเดือนก่อน
Preparations | First time playing Frostpunk | Ep 27
Paving the way | Let's play Battletech | Ep 66
มุมมอง 292 หลายเดือนก่อน
Paving the way | Let's play Battletech | Ep 66
why scout and restart the map. dont you like pain? :D
To some level :D But my experince so far, that scouting the map doesn't lower the pain significantly
Tip: you can stop the dust devils by placing a waste rock storage at its base and then clearing it
Thanks! I was wondering about that.
this by far is my favourite scenario, I love all the new mechanics and features in this one and the new announcer guy is one of my favourite things about it lol
I can see why, the new mechanics indeed very good, but I also like the northen landscape despite I also like snow. But somehow the green is a nice change. Also So far this is the best optimistic scenario, especially after Winterhome. I haven't noticed they chaneged the voice of the announcer :)
finally someone who plays frostpunk
Got here the right time, I'm not even half way through :)
nice video 👍
Thanks!
🎉❤😊
I am going to watch this from ep 1
Thanks! Have fun!
You are doing good man
Thanks! Maybe not on the reading part :D
👍🏾👍🏾🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥 I love this game!
Great series! I also like the way you think too lol, btw here's a bit of useful information: when scouting, you always roughly twice as fast to places you've already been, it's great when you're going back and forth and helps tremendously
You travel twice as fast* yt won't let me edit for some reason lol
Thank you! I didn't noticed that, I only know that traveling back was faster. I also realised when I reach a location I don't have to explore it right away. Which is good, if you discover a lot of people early in the game and don't want to swarm your underdeveloped settlement with a lot of hungry mouths.
I don't think it's helping you to let so much time pass between play sessions; you can lose track of things you need to remember. Also, there is plenty I could tell you, but you don't need to read War and Peace to learn the many little pointers. I really think you would do well to look up a Frostpunk tutorial video, not necessarily the storylines of the scenarios, but just the basics (and remember to read the comments from viewers, as they often add useful information). ='[.]'=
Yes it certianly not helping that I have to spread my play sessions out, but I have a full time job which limit things. For now I want explore the game myself, and if I got really stuck I will look for a tutorial. Also what I've learnt so far if I want do a first time play series I have to have enough free time. I managed to set time aside for Rogue Trader, and I can feel it works better that way. It was also a test what will happen if I starting release a video every day, but that something I can keep doing throught the year. What I will do that I make my frost punk episodes longer. Beside I've ran out of pre recorded episode, so I can make a few right after each other. As for comments I'm more than happy to read them :)
If you go to saved games, you can delete an old save if you want to start over. You had a better start the second time, but you still didn't use ALL available workforce during the first day. On the bottom right of the screen is an oval window showing xx/80. Highlight it with your cursor to see your population, including how many unemployed pops you have. Also, remember to enact Laws whenever you can. You don't have to wait for the game to prompt you to do it. Use them to your advantage, like Extended Shifts on critical workplaces. Start new Research as soon as one completes. Also, if you're busy looking at something in the game, PAUSE the action. Don't let time slip by while you consider a decision. Gathering Posts are crucial to collecting resources when the weather gets too cold (-40c), and can collect from several piles at once. It's good to research unlimited sources of Wood, Coal, and Steel, but it's not necessary to rush them when you still have abundant supplies on the ground, like the Coal Piles which will last you a good while. Do make sure to gather a balance of those resources; you need Steel more and more as time goes on, for research and construction. ='[.]'=
Thanks! I've found the population display in the next episode. I'll keep an eye for the pause, because I didn't pause the game as much as I should have. I was pressing towards the unlimited resources to see if that is a real possibility or I have to work with limited resources, while I focus on the main objectives. Okay, I will keep eye on the steel production. Just to know I have to record this videos ahead of time if I want to keep a steady release scheduel, and I've already recorded the next one, even before your first comment. I'm telling you because I don't want you to think when you watch the next episode I didn't take your advice.
I really, REALLY dislike that first prompt, to gather Coal and to turn on the Generator. New players are led to assume that that is their only job at the start, when their is SO much else to do! I think the first thing this fantastic game should tell you is *how to pause it.* To have time running in the background while you find your feet is terribly wasteful, but perhaps since this is a starter scenario on low difficulty, it's expected that you should learn from your mistakes. I dunno how much advice you are willing to hear (if any), but I'll just say this: Whenever you need to think something over, pause the game. Passing time is precious in Frostpunk. Every able-bodied member of your workforce should be working at all times, if possible, and Technology being researched during all worktimes. Be aware of when you have a new Law to enact, and enact one whenever the cooldown is over *unless* you have a reason not to. There's more, a LOT more, but those are the bare-bones basics without giving too much away. ='[.]'=
Thanks for the advice! I agree this looks like tob a fantastic game and I'm happy that I gave it a try despite steampunk stuff is not really my thing. I don't mind learning from my mistakes. In fact in the next episode I will do a restart, because I felt this will turn bad very fast. But the first run helped me to get the lay of the land. You gave just the right amount of advice. I do like to explore, but you can always point out what could I do better. I don't know much about the game, but before I bought it I watched a short review, and what stuck with me that steam cores are very rare resources. I've already see two buildings which needs steam core. Is it worth it use it early on, or you should hold onto them when you unlock other building later? The Law system is a pretty new thing to me. I didn't enacted laws as soon as I got the chance, but I slowly start to see why should I do that.
@@Telidian Steam Cores are valuable, but not terribly scarce in A New Home. Use them as you need them. There are several different buildings which use Steam Cores, and they usually involve choices to be made. For example, you could research and build Coal Mines, which are easier on your labor force, or you could research and build Coal Thumpers, which don't use Steam Cores, but do require not only the Thumper, but also Gathering Posts, which are labor intensive. Likewise, while you can build Hunters' Huts immediately, Hothouses produce more food for the labor, but are also subject to temperature requirements. My favorite Steam Core building is Wall Drill, and a lot of players rush researching Drawing Boards in order to get it early, as it is MUCH more powerful than Sawmills. Probably the most *important* Steam Core building is the Infirmary, which is one of two options to cure Gravely Ill people. The other option is a building gated behind a Purpose Law, unlocked later in this first scenario, which doesn't require Steam Cores, and can be run without Engineers. As you can tell, Frostpunk gives you LOTS of options. More generally, from your channel description, I think you're gonna enjoy Frostpunk. The "Steampunk" genre might not be your thing (it really isn't mine, either), but this game is a real thinking player's sandbox. The provided scenarios present several different challenges, all of which teach you different approaches to problems in the game. Where Frostpunk *really* shines is in replayability. Between the difficulty levels and Endless Mode (in which you simply play to survive), you can play this game for a LONG time, especially once you start to apply personal challenges to your runs, such as a "No Steam Core" run. It's doable, even at the highest level of difficulty, but it's a real challenge. The key is to know what is coming (weather changes) and what you need to cope with them. Then it's a balancing act of resource management and shrewd decision-making. If you do decide that Frostpunk is worth your time, I would strongly recommend that you play the DLC scenarios before playing Endless Mode, as there are new game elements added which enhance EM, as well. Have fun! I look forward to seeing your next attempt. =^[.]^=
Thanks for the advice! Given my current situation I think I know what I'll use my first steam core. I've already liking the game very much. The circular building grid is new to me, also the laws which is essentially another tech tree, and both ties into seamlessly the game story/theme. I'm fully intened to finish at least the base game. I think I've got the DLCs as well and I'll proably give them a try, but I'm not sure I will do on or off the channel. Just talking about it made me want to jump back to it. :) The second part is out soon, you can tell me if I got any better :)
you got simultaniously right :D
I'm not sure I understand what you meant by that.
I like the cuts between events. These are great to watch while I'm gaming, your voice is very calming :D
Thanks! You can watch videos while you playing? That's some multitasking skill :) What games do you like to play?
Do you recommend buying the DLC? I played 35 hours but only the base game. It seems to me like there is no endgame and you run out of resources on the map.
I bought two DLC the Project Laika and the Green Planet. The projekt Laika adds animals to the game, and that's it basically. I think 4 new buildings which produce food. I think they produce more than farms, but using oxigen. Also there will be pets in the doms like dogs and cats or even turtles. It's not a game chaning DLC it's enhancingthe game a little, but I think it also the cheapest DLC. I really can reccomend the Green Planet DLC. That is totally a game changer as you have to terraform Mars. It adds a new tech tree to your research, adds a few new buildings, and also the ability to make all disasters go away. Also you can change the surface from the red sand to green. Not to mention a couple of new random events. All in all it is worth it's price. There is no end game, but there is an end goal. You have to finish all your mission goals, then you will get a message, that you win, but the game continues in a sandbox mode. You can also have infinite resources. Build the Mohole Mine for metals and rare metals, and the Escavator for concrete. Those two wonders can support a sizable colony. I don't know how big of a colony they can support, but I guess I will find out.
Yeah I played with those wonders and eventually you run out or its insufficient and the workers get old and dont leave the colony so you have to shut off their oxygen...@@Telidian
@@Vigilante-3-1 I don't think they can run out, but I also don't think I played one game for 35 hours. Usually I've managed to complete everything before Sol 400. However in a very big colony I can see they can be insufficent. Or if those are the only source you can face logistics problems. You don't have to shut off the old peaople's oxigen, you can let them live out their lives. Also killing them I think have a negative effect on the other colonists.
Is it possible that the LRM boat might benefit more from hanging further back so that it fires from within its goldielocks range for much better hit chances?
I agree, I should have hang back more with the Shadowhawk. However it wasn't a real LRM boat. I just tried to make a support mech, but 20 LRM is not much. I like my LRM boats to have at least 40 LRMs
One can never have too many LRMs XD I remember setting up a Centurion C9-9A as an LRM boat (I'll try almost anything once XD). I think I put in 3 x LRM15s (better weight ratio than LRM10 / 20s) and jump jets. It had relatively flimsy armour and had to stay way back, but it worked pretty well!
What's the strangest mech you've ever designed and used?
@@fromtheheart8512 I usually try to build effective mechs and I'm not experimenting as much as I should. That being said, my ultimate LRM boat was a Stalker, with 4 LRM20, five or six LRM ammoa couple of heatsinks and a token armour. I think it could only fire fully twice if I used the coolant vent ability on it. So I usually didn't fire everything, just when I really needed to. But one time I just couldn't resist the temptation and shoot all LRM-s against a medium mech, which was immediately destroyed. (I think it may had 75% or 50% armour)
@@Telidian Sounds like fun! I'm doing an "all missile only" career run at the moment, mostly LRMs but I'll allow SRMs on my scout. So I'll have to try that out if I find a Stalker :)
Got to love those ammo explosions :) (At least on enemies!)
I'd not seen a NARC Beacon attached before. It REALLY ups the damage they take for 1 round. And yeah - I remember doing an escort mission on that map and they got stuck in exactly the same spot XD
I agree with you. Being shot in the head isn't usually very minor. XD Looks like you're trading headshots with the enemy in that first mission :)
I'd be interested to know why you value Cooling Vents so much as I never did quite see the value of that skill when compared to some of the other skills. Sure, you get some immediate cooling, but then for the next several turns you gain extra heat (+8 for 3 turns I seem to recall?) so you end up not cooling all that much overall. Maybe I'm missing something?
I vlaue it becuse it is useful in all situations. The way I build my mechs they usually can handle 2 alpha strikes before they are at the brink of overheating. With the cooling vent I can add a third round before I have to cut the firepower back. Also it means I can shoot more in lunar, nartian and desert bioms. I tried breaching shot but that depends on the circumstances, and it can not negate bulwark. Also it is for one wepon only. The +1 initiative is nice, but if I let my opponent move for tactical advantage I will loose the benefit. The ace pilot again sometimes good, sometimes it doesn't matter. At least that is my experience, but I'm open to suggestions. What's your favorit skill mix?
@@Telidian Actually Master Tactitian, apart from the +1 initiative would also remove 1 bar of stability damage for each initiative phase you reserve on. I didn't know that breaching shot doesn't negate bulwark, but then again I think I only chose the full gunnery line in one playthrough a long time ago. After giving it some thought, most of the skills are situational. Although some a little more situational than others. I know many people feel that Bulwark is essential but I like trying out many different builds and playstyles. One of my favourite builds is to get 4 gunnery, 10 piloting (Ace Pilot), 4 guts, 10 tactics, (Sensor Lock) and use it with a mobile mech with lots of support weapons. That way I can get in close, and either melee or shoot from close range - then shoot again the next turn and jump/run away - preferably out of line of sight behind a mountain or something. Also being able to target the exact parts of the enemy for maximum crippling is great. That's also why I love the Firestarter. Did a skirmish the other day, and tried building 4 x Spiders with only Small Lasers and Machine Guns. I was amazed that even those Spiders were enough to take down a lance almost twice their tonnage (230 tons vs 120 of the spiders) including a 95 ton assault mech, a heavy, a medium and a light without suffering crippling damage or weapon loss. You've got to keep moving for maximum evasion or preferably position yourself out of line of fire - but it worked much better than expected. This said, the skill I'd be happy to choose all the time (even on all pilots) would be Sensor Lock. That way they remain useful in all situations. Whether overheating, out of weapons/ammo, out of line of sight, they can contribute to the fight. Plus, being able to focus down even mechs with lots of evasion, or destroying things from far away is great.
@fromtheheart8512 I give some thoughts what you said and even run a few expermients. I tried 4 firestarter with machine guns against an assault medium and 2 light mechs, and they had won. I also managed to find out that ace pilot works only with shooting. If you melee first you won't get the move. However still their mechs got damged, and when you go close for the support weopon the enemy also tries to punch you in the face. The main problem with that, sometimes it will remove all your evasion. Then you are practically dead. In career mode I have a great emphasis to not let my mech damaged (besides armour), so I don't have to spend time to repair them and I can take more missions. That being said I started to think about the ace pilot skill in a fast mech, maybe with medium range weoponry. One or two mech like that would be very useful in an assault mission, especially if you combine that with an LRM boat, or other long range support unit. They could harass the convoy, function as spotters, and in worst case they can step on the vehicles. Luckily I still have room for more mechwarriors in this playthrough, so I'll start to experiment with ace pilot. However I think I will give them either bullwark, or multi target. The first for obvious reasons, the second so they could remove 3 evasions from three different target if the need arise. Thanks for the advice!
@@Telidian Cool that you tried some interesting experiments :) Yeah, Ace Pilot does only work for shooting and not melee. Pity :) But having the high Pilot score gets you extra evasion, faster sprinting, and protects you much more when someone decides to melee you. But most of the time I try to keep my distance from the bigger mechs, making sure that when they shoot at me, I have maximum evasion and, if possible, within the "bad range" of their weaponry. And there's lots of playing with initiative to get 2 turns before the enemy (so I can melee when possible, even though that doesn't work with Ace Pilot - the benefits of high Pilot skill are still invaluable). It's definitely not a quick playstyle compared to some others - but the challenge of it is enjoyable and it can allow you to punch above your weight. I'm glad you came up with some ideas on how to use the skill though! I think it's fun to come up with different builds and approaches. I certainly look forward to seeing your new builds in the future!
Well, the Quickdraw incident was rather unfortunate.
At least Skyros could take out the target :)
Well that 3rd mission became a big old brawl :)
5:38 - Good shot Skyros! :)
I think I might end up wanting to eject Glass out of the airlock - her personality shines so bright, it deserves to be amongst the stars. :)
LOL :) As I see it if she delivers she can use whatever langue she wants.
I could feel your pain in that second mission. Anything to do with convoys - either destroying or escorting ends up being a pain in the neck :) In fact vehicles in general end up doing very strange things sometimes. In the last mission I did (an assassination mission), one of the enemy reinforcement vehicles ended up getting stuck outside of the bounds of the map. Fortunately, close up there was just enough line of site to be able to kill it :)
I think it is deliberate to a point. Every escort mission one of the vehicles starts to lag behind. This way they can stretch the extraction time. However this could result what you see here. Yeah I also encounter tha bug you mentioned and seen in other playthroughs. At least it is a rare a bug. Also every time you can destroy that enemy with ranged weapons. So it is not a big issue, at least from my point of view.
I was so sure you'd grab the firestarter part from the 1st mission salvage - but I was wrong XD
I think I passed on the firestarter because I tried to complete all the required light mechs for the score. But I get you really love firestarters, and I can understand that :)
You know that standing in spore clouds means you take 20% more damage, right? :)
No. My understaning is that spore fields makes your aim less accurate, and your enemies less accurate while you standing in the spore cloud. But in the next jungle I'll check.
@@Telidian They have both a beneficial and negative effect, you are harder to hit. I believe that you retain the "harder to hit" even if you leave the spore field on the same turn. As far as I remember, moving through the field (instead of standing in it) gets you the bonus without the negative effect while standing in the field gets you both the bonus and negative effect.
@@fromtheheart8512 I will check that out then next time I encounter with it. If that's tha case I will ran my mechs through spore fields as often as I can.
Maybe the reduction on the AC shot on the Hunchback from 70 to 65 was an "after-shot effect" from recoil? I know you have some recoil reduction from the skills but can't remember the recoil on the AC/10.
To be honest, I am aware of recoil, but I never really factored that into my play. I think mostly becuse the game does all the math for me, while on a table top game you would obviously consider it. Still it is a good point, I'll try to keep in mind, especially that now I'm at a point where I can finally equip a mech with an AC/20.
To be honest, I personally don't mind if a mission takes longer, especially if there is thoughtful tactical play. For those destroy base missions it would have been cool if the game considered it an automatic win once all defenders and turrets have been destroyed. Having to destroy buildings "just because" always felt a little strange.
Agree. Sometimes even after the buildings destroyed and there are no enemies, you still have to walk to the evac zone. I consider that a bug, but on rare occasions it can happen.
17:30 woohoo! headshot kill! Don't see those very often in the beginning :)
Here's the comment equivalent of a back-seat driver (maybe a back-seat mech pilot? XD) - I was surprised that at around 55:00 you didn't jump in close with the firestarter to spray bullets as, being a light mech, it would have gone before anyone else on the next turn and could jump out of there. Man, I love firestarters :)
More like a rumble seat pilot :D I see your point. However the enemy had also two light mechs, and if I killed that one I think in the next turn the enemy's other light mech would move next. Also in general I try to protect my mechs to take any structural damage, because in that case I need spend time to repair them, and it is fine when it is the last mission on a given planet, but if there is more I like to avoid repairs. Repairs cost time and 1200 days could tickle away fast if you spend a lot of time just sitting on a planet and waiting for your lance to became combat ready.
At around 42:40 the mech that fell down happened to fall exactly on top of the other dead mech. And then died on top of it 🤣. And man, one can never underestimate those "walking dead" light mechs that are so damaged that one nasty look would make them fall apart. Fleas, spiders, locusts and the likes of them suddenly go mad, punch you and get lucky with a small laser or single machine gun like poor old Hurricane getting shot in the head. Aggressive little blighters :) Had fun watching these :)
I'm glad you had fun. I also had fun recording it, and I thank you for your comments it makes me even more motivated :)
I don't like those "destroy convoy" missions either. The best strategy I've found is to ignore the escort as much as possible and make a sprint to the general vicinity of the denial zone (the idea is to get ahead of the convoy) and use a combination of weapons and melee stomping (seeing as it does double damage to vehicles) to take them down while trying to stay as out of sight of the escort as possible. But in general, those missions suck :)
I usually try to deal with the convoy and the escort prioritizing the convoy. Stepping on them is a sure way to destroy them yeah. I agree these missions suck, and they became more and more difficult as you advance. When the convoy has strikers and you have assault and heavy mechs, they having a hard time to catch up. You can of course argue to bring a fast medium mech or two. But by the time you have heavy and assault mechs the convoy escort also consist heavy or assault mechs. Sometimes the convoy itself has heavy hitters like a PPC carrier or SRM carrier. Those vehicles are nasty, and they can destroy you're lighter mechs with ease.
@@Telidian The only good thing about PPCs is that the closer you get to them, the less accurate they are (can't say the same about SRMs though - lol). Another approach I've used (depending on the mech builds) is to take a few heavy missile supports with a bunch or LRM20s and using sensor lock to target them from out of sight. Only thing is that the missile damage would often spread out amongst all the armor locations and they'd take a beating before being destroyed. But even so, those missions are quite a challenge - especially seeing as you pretty much end up having a "soft" time limit.
@@fromtheheart8512 I also used LRM-s sometimes with sensor locks sometimes with spotters. With spotters the good thing that you can soften up the target for the LRM barrage.
I always thought they should have allowed mechs to melee hit buildings to destroy them instead of always having to use a weapon.
That would be nice yes. My guess they either overlooked it or the solution for that would mena a lot of work, with a little pay off. However in the DLCs they added city fight mission, where you can jump on buildings, and the buildigs can be destroyed under a mech, in which case the mech falls down and took damage. I haven't encounter those mission yet in this playthrough, but I'm looking forward to it.
I was so hoping you'd start building another Firestarter :) But I can respect the choice of having the cash by selling the panther.
I was focusing here more to get more medium mechs. But I beleive later there will be another Firestarter. I really like those mechs, just not with the basic setup.
I wonder why poor Hurricane has a female name?
I haven't noticed that, but you are right. Strange.
It seems like aiming for the head is a surefire way of destroying legs :)🤣
Something like that :) Later with higher tactics skills will be better. But only a little :)
Chack out the third mission (1:03:15) for a very intense battle!
Good colony
Thanks! Also thanks for the first comment on my channel!
If anyone can gave me any advice how to improve my videos, please leave a comment!
I like your format as it is. What would be cool for future runs of Battletech would be themed playthroughs - things like an all locust team (any variant combinations) to see how far you can get with them, or an all melee combat team, or all of a single type of weapon, or things like that. Just seeing how far you can get with a particular concept/theme.
Thanks for the feedback! I've already changed some the format, mainly I've learned how to edit, so I can cut the loading screens and I don't have to think what to say while it is loading. I was thinking to make a single type mech lance, but it is a bit hard, since you can usually buy 1 piece of mech at a planet, and it is random what you can salvage. So getting the four mechs would be a problem. The all meele lance is an interesting idea. If not for an entire playtrough, but for straight up battles could work. But if you throw in towers, then you have to have some range weapons. But I might do just a few random expeperimental videos on this. But that is very far away, this series will last quite a while. I'll estimate it will over a 100 episode before it is done.