This can act as a huge force multiplier, particularly when you're struggling to keep your main roster out of the repair bay for long enough to fight. When you finish the set, you immediately get access to that mech with its basic loadout-weapons and all. ![]() Here's the thing, though: when I started out, I understood this as 'mech salvage allows you to build that mech for yourself.' That's not right. Collecting three pieces of mech salvage of a particular type allows you to add that mech to your roster. Broadly speaking, it comes in two forms: specific bits of gear (like jumpjets or lasers) and mech salvage. However, don't underestimate the usefulness of salvage.Ī higher salvage claim allows you to pick up more stuff from the battlefield-this is based on specific damage done over the course of a mission. Early on, the temptation is to crack that money slider all the way up. When you take on a mission, you're able to figure out how you want to divide up the reward between cash, priority salvage rights, and faction reputation. Similarly, it's sometimes worth spending an entire month on repairs and refits rather than taking on work 'just because.' Salvage: it's good If you take a few easier and less rewarding missions and do well, you might make more money overall than if you fling yourself into a tough challenge and wreck your mechs doing it. This problem becomes less pronounced later in the campaign when you have more mechs and an upgraded mech bay, but early on you'll want to plan your missions very carefully. If you can't do a lucrative mission because your best kit is in the shop, then you're effectively in the hole for that amount of money. There's an opportunity cost associated with repairs and refits that must be accounted for. However, you'll quickly find that the time it takes to repair stuff is more costly than the money it costs. That's a healthy concern: being unable to pay your monthly upkeep costs is a critical fail state. When you start out in the campaign, you'll naturally be concerned with earning money. A successful melee strike can strip away Guarded, however, so a good opening against a bracing foe is to send a fast mech to headbutt them before the rest of your guns open up (although bear in mind that this is likely to open up your light mechs to a potentially deadly counter-attack). The ideal response is an attack from the rear, but this isn't always possible. Guarded halves incoming damage from the front and sides, while Entrenched reduces stability damage. ![]() Guarded and Entrenched are buffs applied when a mech takes the brace action. This is often a good use of light mechs and weapons that aren't in their effective range bands, helping them set up better shots for your more powerful weapons. Taking fire will also strip a stack of Evasion even if the attack misses. Evasion can be mitigated by using the Sensor Lock ability-part of the Tactics line-which removes two stacks, or you can get around it with melee strikes. ![]() Each stack makes that mech harder to hit with ranged weapons. They last until that mech's next activation, and moving further adds more of them. Stacks of Evasion are gained when mechs move. These are the defensive buffs that you'll see in every battle.
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