Team Creation Questions

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Coreno
Posts: 3
Joined: Fri Nov 26, 2010 12:48 pm

Team Creation Questions

Post by Coreno »

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.
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
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RE: Team Creation Questions

Post by LarkinVB »

I do not follow conclusions like leadership -> female human -> guided missiles.

I start with whatever race I like to play, increase only leadership to 50+, hire manager, increase business skill to 50+, hire mechanic and increase damage repair to 50+. Than I evaluate the initial weapon skills of all three pilots and increase them according to my taste. The only repeating race choice often is a replicant I for manager. Afterwards I pick titans matching the weapon skills and lookup wether the jocks do need jump skills.

This will provide an energy titan, a CC with MGs and a guided (manager) in many initial setups which is a good start. Fourth jock often will get unguided missiles or additional energy/cannon firepower.


LordSteel
Posts: 37
Joined: Mon Jul 29, 2002 8:44 pm

RE: Team Creation Questions

Post by LordSteel »

Coreno, the initial skills of your pilots is also determined by their names (not callsigns) IIRC. Therefore, you might get a pilot with a boost in GM skills. If I don't like the pilot initial skill setup, I just fire him/her and recruit another with a different name or include a middle initial or something.

I generally do not go with GM right off the bat. I find that energy weapons are a good first choice for pilots that I intend to use GM (when i get to middle weight mechs, I include both GM and plasma weapons). For other pilots, I go cannon, since the machine gun is excellent at point blank range and AC are good for distance. I also up the phycial attack skill of some energy weapon (flamethrower) pilots, since they get in close.

Generally, I end up with pilots with the following configurations:
Long Range Support: GM, Energy 70+
Close Assault: CC, Energy 70+
Mid-range Assault: Cannon, Energy 70+ CC 50+

Just my two bits.
Coreno
Posts: 3
Joined: Fri Nov 26, 2010 12:48 pm

RE: Team Creation Questions

Post by Coreno »

So, how about trying to get different xp for jocks?  I noticed in my games before, some jocks severly lacked other xp, while others lacked in pilot xp.  I try to do no/low danger checks like running through woods, linking scanners, repeatedly active scanning a disabled mech, jumping up and down on a flat surface with reasonable skills.  Are some weapons better at giving xp than others?
LarkinVB
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RE: Team Creation Questions

Post by LarkinVB »

ORIGINAL: LordSteel
Mid-range Assault: Cannon, Energy 70+ CC 50+

I strongly suggest to stick with one ranged weapon skill + CC for the first few ranks.
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
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RE: Team Creation Questions

Post by LarkinVB »

ORIGINAL: Coreno

So, how about trying to get different xp for jocks?  I noticed in my games before, some jocks severly lacked other xp, while others lacked in pilot xp.  I try to do no/low danger checks like running through woods, linking scanners, repeatedly active scanning a disabled mech, jumping up and down on a flat surface with reasonable skills.  Are some weapons better at giving xp than others?

I removed some xp awards for no danger skill checks like scanning disabled or dodging with no enemy in sight. The main income for others is still scanning. There are wepoans which are providing more xps than others if you compare weight/slots but these are usually low damage/short range. I don't think there is a single best weapon to gather xps.
LordSteel
Posts: 37
Joined: Mon Jul 29, 2002 8:44 pm

RE: Team Creation Questions

Post by LordSteel »

ORIGINAL: LarkinVB
ORIGINAL: LordSteel
Mid-range Assault: Cannon, Energy 70+ CC 50+
I strongly suggest to stick with one ranged weapon skill + CC for the first few ranks.

Agreed. This is the result after I get to rank 5 or so. Still piloting medium weight titans, although the pilots could pilot assault. I'm just waiting until they get more xp.
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