Editing How to Play Guide for Battletech

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Mech performance generally depends on the pilots assigned to them. There are four skills:
 
Mech performance generally depends on the pilots assigned to them. There are four skills:
   
*'''Gunnery''' increases ranged accuracy. Useful for nearly any mech.
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* Gunnery ​determines ranged attack to-hit %. Useful for nearly any mech.
*'''Piloting''' ​determines Melee and Death-From-Above accuracy. Also boosts max Evasion, sprint distance, and the amount of stability damage your 'Mech can take before becoming Unsteady. Recommended for close-combat mechs and those with jumpjets.
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* Piloting ​determines Melee and Death-From-Above attack to-hit %. Recommended for close-combat mechs and those with jumpjets.
 
*Tactics ​determines your line-of-sight (LOS) distance, information gained from radar blips, and your Called Shot attack to-hit %. Perfect for long range mechs.
*'''Guts''' ​determines your Mechwarrior's maximum injuries, how much heat you can build up before Overheating, and reduces the recoil penalty for Autocannons. Also, each point of Guts increases a hidden chance for your Mechwarrior to survive being incapacitated in combat, up to 50% at max level. Useful all around, but particularly for frontline brawlers, mechs with poor heat ratings, and mechs that need to sustain fire for a long time.
 
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*Guts ​determines how much heat you can build up before Overheating. Useful all around, but particularly for mechs with poor heat ratings.
*'''Tactics''' ​determines your line-of-sight (LOS) distance, information gained from radar blips, reduces minimum range of weapons, reduces your accuracy penalty when indirect firing with Long-Range Missiles, and increases the precision of your Called Shots (the likelihood you will hit the part you choose as your target). Perfect for long range mechs.
 
   
 
Each MechWarrior also has special [[abilities]] available, which further specialize pilots and their mechs.
 
Each MechWarrior also has special [[abilities]] available, which further specialize pilots and their mechs.
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===Damage===
 
===Damage===
 
Each mech is distinguished by three bars on the HUD.
 
Each mech is distinguished by three bars on the HUD.
* The upper bar refers to its overall damage level. Each body part has an armor and internal structure rating; the former (white) refers to the amount of damage it can absorb before it starts losing structure points (the latter, yellow). Internal structure refers to the base chassis underneath all that armor. If the structure reaches zero, that body part, along with all of its subsystems, is lost. Also, once a part loses all its Armor, the subsystems inside (weapons, ammo bins, jumpjets, heatsinks, etc.) become vulnerable to being damaged or destroyed by Critical Hits to that location.
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* The upper bar refers to its overall damage level. Each body part has an armor and internal structure rating; the former (white) refers to the amount of damage it can absorb before it starts losing structure points (the latter, yellow). Internal structure refers to the base chassis underneath all that armor. If the structure reaches zero, that body part, along with all of its subsystems, is lost.
 
* The second bar refers to [[heat]]. Nearly every action, except for slowly strolling, generates heat: Firing weapons adds heat depending on the category, sprinting reliably causes the heat level to rise, while using jumpjets adds a lot of heat. Overheating mechs (>50% heat capacity) start taking internal structure damage, while those that exceed 100% shut down to cool down and become vulnerable to called shots.
 
* The second bar refers to [[heat]]. Nearly every action, except for slowly strolling, generates heat: Firing weapons adds heat depending on the category, sprinting reliably causes the heat level to rise, while using jumpjets adds a lot of heat. Overheating mechs (>50% heat capacity) start taking internal structure damage, while those that exceed 100% shut down to cool down and become vulnerable to called shots.
 
* The third bar shows mech stability. Mechs which exceed 50% stability damage become Unsteady, taking a penalty to accuracy, while a full bar sends them prone: They are vulnerable to called shots and need to spend move points to get back up.
 
* The third bar shows mech stability. Mechs which exceed 50% stability damage become Unsteady, taking a penalty to accuracy, while a full bar sends them prone: They are vulnerable to called shots and need to spend move points to get back up.

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