![]() ![]() It wasn’t easy and my highlander got pretty beat up losing a leg and most of its armor. I was able to take 80% of the OP4 (an Atlas, two Quickdraws, a Catapult, an Orion and a Black Knight) off the board before lighting the beacons. This will give you time to sprint the beacons (don’t enter them) and then turn and start mopping up OP4 without the reserve OP4 showing up to shoot you in the back and block the path to the evac point. I really think that the key to surviving this encounter is to hold off on lighting any beacons until you have two turns remaining. It isn’t too difficult (capture or destroy base depending on your flashpoint decision) I just didn’t feel like jumping back a save. ![]() ![]() I kept the lance listed above because I really didn’t want to do the mission before this one all over again. Thanks for all the awesome advice I received in the comments. I have almost every mech in the game (except for the SLDF Griffin, Atlas II and banshee BNC-3S) at my disposal so almost any lance configuration you can think to field I can probably pull off so don't hold back. I am late into the career mode and have both DLCs. Heavies can bring the firepower to thin out the OP4 but are also too slow to reach the evac site after the beacons are lit and will have to sprint to the beacons ignoring the OP4. Mediums most likely wont fare any better than the lights because of the volume of fire your facing after the beacons are lit. These little guys are amazing against a single lance and can jump into the rear arch of any heavy and focus fire into their back and wipe them out but they have paper thin armor and run hot (one jump and alpha strike will take them to the limit of their heat). I have four firestarters with four ML+10dmg and six SL+10dmg. By the time the beacons are lit enemies are EVERYWHERE and my mechs are either falling over from stability damage or being lit up in their rear arch.Īny light mechs I field will be obliterated standing in the beacon zone with no protection or evasion (and the OP4 will agro on the mechs lighting the beacons as soon as your in the circle). You gotta sprint to get to the beacons and ignore the OP4. It's difficult to thin out the OP4 because you don't have time to focus on any of the enemy AND get to the beacons on time. My assaults are barely standing by the time the bombs drop. The issue is the amount of damage the OP4 can deal out is ridiculous. My mechs can core just about anything in a single salvo with a precision shot but I know my forces are too slow to do this mission type so i'm going to have to restart. King Crab KGC-0000 with gauss rifle+, LRM20++ and two LRM15++. King Crab KGC-0000 with two AC20++ and three M Pulse Lasers. Royal Highlander HGN-732B with two AC20++, two ML+ and max armor.Ītlas AS7-D with two AC20++ and four ML++. I haven't survived long enough to find out.)Ģ lances consisting of two mediums/one heavy/one assault.Īdditional OP4 (dropped after second beacon is lit):ġ lance consisting of two mediums/one heavy/one assault.Ģ heavy vehicles (usually a maxed out bulldog and SRM carrier) spawn every turn. After bombardment you have 4 turns to evacuate before enemy reinforcements arrive (i'm assuming this ends the mission. Once all beacons are lit you have two turns until the bombardment starts. Kurita faction flashpoint part IV is a 4.5 skull target acquisition mission. #Battletech flashpoint kurita shop how toam looking for advice on how to finish this mission and can't find anything online from anyone who has actually completed it. Davion Liao Marik MoC Taurians Locals Aur.Res. (CHEM) Research Star League +Progress Davion Liao Marik Steiner Kurita MoC TauriansLocals Aur.Res. ![]()
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