机甲建造指南 - 购买什么装备以及如何使用

0 点赞
MechWarrior 5: Mercenaries
转载

**This guide is not finished, it is WIP. I decided to publish half done to get the info out there and update as I can. Formatting the tables and pics just takes longer than I thought.** This guide shares ideas on Mech building and features screenshots of Mech loadouts for others to try and build and see what they think The guide covers ideas on Mech building and what to buy or salvage to improve your Mechs beyond the ordinary and absolutely kick arse. The guide also has a useful equipment section that talks about what each item does and how putting certain things together can really make a difference. I also cover pilot selection and upgrades - these can take you next level. This guide is focused mainly on mid game or later. Around where you start to see some of the cool equipment you don't get early, and about the time you get some decent assault Mech. For early game information, please read the good ones out there already. Understanding the basics by reading some weapon and Mech guides Start by reading these three guidesFirst - thanks for writing these great guides guys. Top work. These guys did a great job, so I don't need to write anything here, except go and read these. My apology to anyone I missed, these are three I found really useful. Best Mech for AI in Early Game, IMO By Zako Mk.II Yet Another Revamped Weapon Guide By LittleTex2112 MW5 Main Campaign Progression Guide By ZoomBeast If you read them, you will get a lot out of them. You need to know what Mechs are good and which are crap. What weapon setups and combos are good, and how to equip your dumb buddies, the AI, so they will function properly. Building YOUR personal Mech - a few basics There are two types of Mech in this game - Your Mech and AI MechsThere are Mechs you build to pilot yourself and Mechs you build for the AI to pilot. You need to be very clear on this. For the Mech you are going to pilot yourself, build whatever suits your style. I recommend having two or three variants of your Mech, suitable for different missions or roles you need to play. Aim for a minimum of 8 good, effective Mechs in your bay. Three for you, and 5 to swap and mix for the AI. If you are short on cash, enable the 'don't strip weapons in cold storage' in YAML and put some in storage - be aware it WILL strip any upgrades. Be very careful giving one of your Mechs to the AI, you might get unexpected AI behaviour. I keep them as two very separate groups. Armour, armour, armourYou can't fire that awesome alpha strike if you are dead - so max armour is better than being a glass cannon - regardless of what Mech you are building, always try to have max armour. Even better, why not have more armour than the maximum armour on your Mech, just read on to find out how. Building YOUR MechMake a style choice - brawler or sniper or mixed - up to you. If you read the guide 'Best Mech for AI in Early Game, IMO - By Zako Mk.II', you might use a Hunchback-4P as your Mech. Or you can travel to Valentia and use the Wolverine Mk2. I used the Wolverine for a while, the UAC5 is easy to aim, has a big hit and good rate of fire vs what you will meet at this stage in the game. Personal Mech weapons overviewLarge and Medium lasers - Standard LL and ML is all you really need. PPC - good damage - harder to hit with - better for the AI IMO - ER PPC not worth the heat ER lasers - Pulse - SB - not worth it early game Small laser or MG - no - save the weight for heat or armour or a bigger engine for more speed. SRMs - hard to manage - most Mechs can't handle more than SRM6 x 2 (or max 3) combined with massed lasers - lasers will do most of the damage and use SRMs as the killer blow to finish a Mech. LRMs - One 10 or 15 is useful early, to shoot down flyers. Can be variable against tanks. Putting LRMs in your Mech is not a good tactic because when you get charged by enemy Mechs they can get inside your minimum fire distance and then you have no weapons. Better for the AI to have LRMs. Strategy 1 - mass lasers (and optional SRMs)I like mass lasers. Sustained damage with a good recycle rate. Early builds are all ML, or LL x 2, ML for the rest. You want 6 to 9, or whatever Mech you find early. Hero Trebuchet is a good early find. My early game fave is the Hero Trebby. Use SRM6 x 4, ML x 2. Downsize the engine to 84 kph and up the heat management. Kills lights and even mediums. Another early Mech is the Blackjack-1X, LL x 1, ML x 6. Blackjack-1X and Hero Trebuchet: Blackjack-1X LL x1, ML x7 Hero Treb with SRM6 x4, ML x2

突击者-1A1: 大家都讨厌突击者,但你可以在游戏早期就获得一台,并解决其设计问题。 卸下所有的SL武器,将引擎降级为核心325(65公里/小时)。根据是否拥有双热沉套件等情况,安装7门中型激光炮,或2门大型激光炮+5门中型激光炮,或4门大型激光炮+3门中型激光炮。 它之所以好用,是因为在游戏的这个阶段,它比敌方拥有更厚重的装甲——7门中型激光炮能造成50以上的单发伤害,且冷却速度快,热量管理出色,还拥有强大的拳击能力。 突击者-1A1(2门大型激光炮+5门中型激光炮配置) 突击者-1A1(4门大型激光炮+3门中型激光炮配置)

策略二:混合武器 样样通,样样松 我并不喜欢混合武器的玩法。其优势在于情境灵活性,拥有不同武器来应对不同威胁。这在游戏初期还可以,但到了中期我会选择专精。 缺点是选择太多。面对目标时,我该用粒子炮(PPC)、三联装中型激光炮(ML x 3)、还是AC5或AC10呢?我喜欢简单点,专注于驾驶、识别最大或主要威胁以及完成任务目标。激光武器就很简单,要么是远程要么是中程,只需在爆发期间持续瞄准目标就行。 策略三:弹道武器 单发伤害高,但循环射速慢 我不喜欢在自己的机甲上装多个弹道武器,只会把它们装在AI操控的机甲上。 原因如下。AC 2——我发现AC 2真的很难瞄准和使用。很难长时间瞄准目标造成足够伤害,这会让你暴露在敌人的反击火力下太久。装在AI操控的机甲上会很棒,因为AI能保持目标锁定,而且它的射速非常快。 AC 5或AC 10——早期配合中型激光炮作为备用武器时表现不错。 AC 20——命中时效果很好,未命中就很糟糕,射程近,射速太慢——我不用它们。 步枪——重型步枪可能值得一试——所有攻略都说小型和中型步枪不怎么样。 LBX机炮——取决于个人喜好——当你获得一些高等级的LBX机炮后会很不错。 高斯炮连发或单发——单发的特点无需多言。 我很早就装了连发高斯炮,用它来集火攻击那些讨厌的目标,比如坦克、轻型机甲,甚至远处的垂直起降飞行器和Igors。组建你的AI lance——保持简单 组建AI队友 从一开始,不要给你lance中的任何AI机甲配备SL、MG或SRM武器——这些武器会让AI困惑,导致它们无法使用自身拥有的更优武器。如果必须的话,把这些武器移除——这一点在整个游戏中基本都适用。 早期游戏AI机甲 早期游戏中,使用低价值机甲会有些枯燥。你可能会驾驶着Jenner、Javelin或Firestarter,而你的队友则驾驶Centurion。让AI机甲保持简单配置,给它们配备4门ML(中型激光炮)并最大化装甲。 早期游戏中最佳的AI机甲是Goblin Phoenix Hawk。你可能会很想自己驾驶它,但我总是让Goblin作为AI驾驶员驾驶它,而自己则继续使用Centurion。 接下来我会追求的机甲是Blackjack和另一台Centurion,因为它们很常见。我的目标是组建一支包含两台百夫长、一台哥布林和一台黑杰克的机甲 lance。黑杰克是专精于AC2或PPC的机甲,而百夫长则是通用型机甲。具体示例如下: 黑杰克: 黑杰克-BJ1 配备双AC2和四中型激光 黑杰克-BJ1 配备双PPC和双中型激光

百夫长: 百夫长-AH 配备 AC10-BF、LRM 10 百夫长-A 配备 AC10、LRM 10、中型激光炮x2

游戏中期的AI机甲 到目前为止,你的个人机甲可能是【驼背-4P】、【 Wolverine Mk2】、【 Blackjack-1X】、【英雄投石机】或其他具备良好中近距离打击能力的机甲。我使用的是定制版【 Charger-1A】。 在这个阶段,我开始为AI寻找【 Rifleman-3N】和【 Jagermech-6S】,并将这两台AI机甲分别专门配置为弹道武器型和粒子炮型。AI擅长执行单一任务,因此将粒子炮或自动炮集中配置在一台机甲上,其他武器则使用中型激光炮。 第三台需要寻找的AI机甲应该是多用途机甲。在游戏的这个阶段,【 Marauder】或【 Orion】是这个角色的不错选择。配置上混合使用远程导弹、自动炮或粒子炮会很合适。 【 Rifleman】和【 Jagermech】配置参考: - 【 Jagermech-6S】:4门AC2,2门中型激光炮 - 【 Rifleman-3N】:2门粒子炮,4门中型激光炮

猎户座与劫掠者: 猎户座-1K 配备 AC5×1、LRM 10×2、中型激光×4 劫掠者-3R 配备 AC5×1、粒子炮×2、中型激光×2

GEAR - finding and equipping the right gear gives you OP Mechs Buying or salvaging gear is a always a trade off between price and function, and rarity. Do I need it now or can I wait? What benefit will it give my Mech? Can I afford it? Will I ever see it again? Can I afford NOT to buy (at any price)? These are the choices we face after every mission or trip to the shop. This section helps you understand much of the gear available and make choices about what to buy and when. Gear - Heat managementHeat sinks can also go into Engine Heat Sink slots - a double heat sink can be put into one engine slot instead of using 3 crit slots - saving 2 crit slots! Heat banks do not give additional cooling - they only increase the heat cap at which a Mech will shut down - the Mech will still need to dissipate this extra stored heat Thermal transfer duct increases overall cooling by 2.5.% - one in each leg gives 5% Upper exothermic housing, Cooling jacket, Cooling lines - these all give a heat bonus that applies to the weapons mounted at a specific location. This table summarises the heat gear I have seen so far. Items in italics are a recommended 'always buy'. ComponentMounting slotWeightSinkingCoolingHeat modifierSpecial Single heat sink1 crit slot1 ton1.00.1nilnil Double heat sink3 crit slot1 ton2.00.2nilnil Double heat sink (QS)2 crit slot1 ton1.50.15nilnil Double sink KITmain engine slotzero+ 100.2nilnil Double sink KIT (QS)main engine slotzero+ 50.15nilnil Thermal transfer ductupper leg0.5 tonnil+ 2.5%nil- 15% leg structure Upper exothermic housingupper arm1% of Mechnilnil- 5% weaponnil Cooling jacketarm + shoulderzeronilnil- 10% weaponarm weapons Cooling linesarm + shoulderzeronilnil- 10% weaponarm weapons Thermal mass small1 crit slot1 tonnil0.2- 14 heatone off bonus Heat bank I1 crit slot1 tonnilnilnilstores + 5 heat Heat bank II2 crit slot2 tonnilnilnilstores + 10 heat Heat bank III3 crit slot3 tonnilnilnilstores + 15 heat Retrofit support heatsupport slotzeronilnilnil+ 2 heat skill Gear - Engines, Structure and Armour Engine typesInstall into Engine Type in the centre torso. Each engine reduces engine weight by a fixed percentage, but take up fixed slots in the left and right torso. For earlier light engine types, a Mech is destroyed if a single torso is destroyed. Keep an eye out for engines that need BOTH torsos destroyed before you die. Always buy these and retrofit Mechs to remove the older (more vulnerable) types. QS engines appear fairly late and are cheaper to buy in stores. This is the most effective weight reduction for a Mech - heavy and assaults get 8 to 13 tons for an XL engine. This table summarises the gear I have seen so far. All of these are really useful and are a must buy until you have plenty in stock. ComponentWeight reductionTorso slotsDisadvantage Light engine- 25% engine weight 2 (4)torso death Light prototype- 40% engine weight 2 (4)torso death, no engine heatsinks Light engine (QS)- 15% engine weight 3 (6)torso death XL engine- 50% engine weight 3 (6)torso death XL prototype- 50% engine weight 3 (6)torso death, +20% weapon heat XL engine (QS)- 44% engine weight 4 (8)torso death Structure and ArmourEndosteel Structure - reduces structure weight of Mech by 50% and takes up slots on the Mech. Structure (QS) - small weight reduction (0.25 to 1 ton) Ferro Armour - saves weight, adds more armour per location and takes up slots. Modular armour - adds a fixed amount of additional armour to a location for a fixed weight cost. Only applies to front armour. Also comes in a 'rear armour' version. Modular Ferro armour - adds extra armour capacity at a location. You then need the weight available to allocate any more armour to that location. Hardened Armour - adds double armour at every location for double the weight - manually remove armour to get down to the correct Mech weight This table summarises the gear I have seen so far. All of these are really useful and are a must buy until you have plenty in stock. ComponentMounting slotWeight reductionDisadvantage Structure EndoStructure- 50% (up to 5 tons)takes up 14 slots Structure (QS)Structureup to 1 ton- 10% structure Armour FerroArmoursaves 0.5 to 2.8T, increased armour / tontakes up 14 slots Armour Ferro prototypeArmoursaves 0.5 to 2.8T, increased armour / tontakes up 16 slots Hardened ArmourArmournone - doubles Mech armourdoubles armour weight **Special note** - Modular armour is a game changer Why? - It fixes the "I keep getting my arms blown off and losing my fav Lostech weapon" problem. It also fixes the "my Mech died when my XL engine got torso hit" problem. For me, I always buy every single piece I see. You run out so buy it all the time. Here is the breakdown - most Medium and Heavy Mechs have about 30 to 45 armour points in the arm. For the cost of 1 ton you can add a MKII module (0.5 ton) to each arm and add 16 points per arm. That is 30% to 50% more armour in each arm! I put it in the arms and torsos of every Mech I build. In an assault Mech I put 4 x MKIII or IV for 85 to 100 armour points in each arm and torso. ComponentMounting slotWeightArmourConditions Modular armour MK I1 crit slot0.25 ton+ 8added automatically - above location maximum Modular armour MK II1 crit slot0.5 ton+ 16added automatically - above location maximum Modular armour MK III1 crit slot0.75 ton+ 24added automatically - above location maximum Modular armour Mk IV2 crit slot1.0 ton+ 32added automatically - above location maximum Modular Ferro Mk I1 crit slotzero+ 8raises location maximum - need to allocate Modular Ferro Mk II1 crit slotzero+ 16raises location maximum - need to allocate Modular Ferro Mk III2 crit slotzero+ 24raises location maximum - need to allocate Modular Ferro Mk IV2 crit slotzero+ 32raises location maximum - need to allocate Gear - Weapon enhancements (WIP) WIP - watch this space Things that make your weapons perform better Gear - Mech handling (WIP) WIP - watch this space Things that make your Mech handle better or faster. Gear - Sensors and electronics (WIP) WIP - watch this space Things that increase sensor range or targeting. Pilots - which skills matter (WIP) WIP - watch this space Who to buy to get the best pilots long term.