Team Creation Questions
Posted: Fri Nov 26, 2010 12:58 pm
I've played this game many many times ever since the older 2d version was released for free, and now I'm coming back to play, I'm struggling as always with my team creation. Assume I've read the unofficial guide from cover to cover and know most of its information.
First jock has a boost in leadership, which is Cha/Ins, which makes a female human guided missile & indirect jockey with scanner use the most efficient choice.
Second jock has a boost in business, which is Int/Cha so a Human or Replicant I female, with guided missile, indirect and scanner the most efficient choice.
Third jock has a boost in damage control, which is Int/Dex so a Replicant I or Replicant D, with weapons and systems based upon their starting stats.
Unfortunately, I'm struggling much more with guided missiles than I used to, perhaps this is because you cannot purchase light mechs right off the bat. I figured using guided missiles for my important team members means they're likely to stay at long range and not get hurt so much.
I was wondering about some pointers, or how people tend to start a new team. I have gotten a team up to 8 or so members piloting a mix of heavy and medium mechs, with 22 wins, but this was mainly using energy weapons off the bat, however i struggled a lot with managing my team off the battlefield, which is why i'm trying to maximise the "hq" skills first.
Thankyou all for your time.
First jock has a boost in leadership, which is Cha/Ins, which makes a female human guided missile & indirect jockey with scanner use the most efficient choice.
Second jock has a boost in business, which is Int/Cha so a Human or Replicant I female, with guided missile, indirect and scanner the most efficient choice.
Third jock has a boost in damage control, which is Int/Dex so a Replicant I or Replicant D, with weapons and systems based upon their starting stats.
Unfortunately, I'm struggling much more with guided missiles than I used to, perhaps this is because you cannot purchase light mechs right off the bat. I figured using guided missiles for my important team members means they're likely to stay at long range and not get hurt so much.
I was wondering about some pointers, or how people tend to start a new team. I have gotten a team up to 8 or so members piloting a mix of heavy and medium mechs, with 22 wins, but this was mainly using energy weapons off the bat, however i struggled a lot with managing my team off the battlefield, which is why i'm trying to maximise the "hq" skills first.
Thankyou all for your time.