u/Technical_Turn3497

Image 1 — Daishi Gausszilla - proof that the Annihilator ANH-1A is not needed
Image 2 — Daishi Gausszilla - proof that the Annihilator ANH-1A is not needed

Daishi Gausszilla - proof that the Annihilator ANH-1A is not needed

Chassis: DWF-B Daishi
Weapons: 4x C-Gauss Rifles
Upgrades: Expanded Sensor Range I, Expanded Sensor Range II, Superior Detonation I, Superior Detonation II
Weapon Groups: Group 1: 4x C-Gauss on group fire, Group 2: 4x C-Gauss on chain fire

How many of you have complained that the Annihilator 1A is too slow? Let's face it, you might have a few extra lasers on your ANH-1A but you really only want to use the 4 clan gauss rifles in group fire mode, over and over again, right? Well, here is the answer. The exact same mech minus a few extra point-defense lasers that you most of the time won't need anyway. It has enough ammunition to last through a typical high difficulty mission (64 group fire shots), and it's faster than the Annihilator, which is to say, slow, but acceptably slow, instead of slow-as-a-snail slow like the Annihilator is. And since it only has ballistic weapons, it generates very little heat and requires no extra heat sinks.

Dust off that DWF-B wreckage in your cold storage and make one today! You know you want to....

u/Technical_Turn3497 — 2 days ago

Multiplayer Bug in iOS version of Civilization VI

Nowadays when i start a Civ VI game (with all DLC) on iPad with my son, the game doesn’t use my preferred gamer nick name and instead calls me “mobile.” It does that for my son also, so when we are both in the game and a notification pops up that one of us has done something, it’s hard for other players to know which of us the notification is referring to. I’ve tried signing out and signing in to Game Center, tried unlinking and relinking my Game Cente account with my 2K account, but no luck. Does anyone know of a fix for this?

reddit.com
u/Technical_Turn3497 — 4 days ago

How do you defeat Korea?

What are the best strategies to employ when playing multiplayer against a human opponent who has picked Korea? In these kinds of games, the Korea player always manages to outscience us, and then destroy us with superior military forces. The only time I have ever been successful against Korea is when I could find them early and contain them to a relatively small area. Otherwise, they inevitably dominate no matter how successful I am with my civilization. Any tips welcome.

reddit.com
u/Technical_Turn3497 — 4 days ago

KDK-2 BEARRACUDA - a fast, flying, close-range delete button assault mech (mods not required)

Chassis: KDK-2 Kodiak
Weapons: 4x Tier 5 PPC-X
Equipment: 4x Jump Jets Class I
Upgrades: Boosted Top Speed, Armor Hardening II, Jump Jet Thrust, Rapid Jump Jet Recharge, Longer Burn Time
Weapon Groups: 4x Tier 5 PPC-X on Group 1 in group fire, 4x Tier 5 PPC-X on Group 2 in chain fire, 2x Tier 5 PPC-X on right arm on Group 3 group fire, 2x Tier 5 PPC-X on left arm on Group 4 group fire

This is the mech for those who like to get up close and personal with enemy Clan mechs. Now I know I normally tell people not to do that, but it’s just soooooo satisfying to see a Clan assault mech evaporate after 1-2 alpha strikes from this beast. Since PPCx weapons are short range, you have to get in close - real close. Your strategy should be to fly in and close to about 50m, then unleash an alpha strike right into the enemy’s center torso or rear center torso. Now, I know what you’re thinking: “That’s impossible! Even for a computer!” To which I say, “It’s not impossible. I used to bullseye womp rates in my T-16 back home. They’re not much bigger than…” er, never mind, wrong Sci-Fi genre. This build is successful in erasing even Daishis in 1 or at most 2 alpha strikes if done properly. You can easily do 2 alpha strikes before needing to take time to cool, so land your shots, and then run/jet out of there as the enemy mechs turn on you. Trust me, it works! Now, having said that, you do need 3 lancemates configured with long-range weapons who can occupy your target mechs’ attention while you fly in, and reacquire it after you land your strike and are running away. But oh man, does it work!

u/Technical_Turn3497 — 4 days ago

Behold…. Inferno Cat!

You’ve heard of the Mad Cat. You’ve heard of black cats.

But have you heard of Inferno Cat?

This is my TBR-S build for a fast-moving brawler version of the Timber Wolf that uses SRM-6 infernos and designed for human player use. With its lancemates drawing aggro, it speeds up to its target and unleashes salvos of 4x SRM-6 Infernos at its target, then after shutting it down, finishes it off with a combination of flame throwers, machine guns, and medium pulse lasers.

Needless to say, the hot rod paint scheme is a must.

Upgrades: Speed Boost, Armor Hardening, Improved Jump Jet Acceleration, Improved Jump Jet Regeneration, Improved Jump Jet Height
Weapon Groups -
Group 1: All weapons for a point-blank alpha strike in group fire
Group 2: 2x C-MP Lasers (for swatting turrets, tanks, VTOLs) in group fire
Group 3: 4x SRM-6 Infernos in chain fire
Group 4: 2x C-Machine Guns, 2x C-Flamers, 1x C-MP Lasers in group fire, for finishing off a shut down mech.

This mech is actually pretty good for shutting down Daishis. Not so much against other clan mechs that use fewer beam weapons. Obviously, it’s more effective the larger the enemy mech and the more energy weapons it has. The strategy is to rush the target using vectored jump jets while your lancemates are hanging back and drawing their attention. Then when within 330m, fire either Group 1 or Group 3 weapons directly at its center or rear torso (to maximize the number of SRMs that hit), and when the enemy is shut down, run circles around it using Group 1 or Group 4 to finish it off. As per my understanding, additional SRM infernos don’t keep an overheated mech shut down, but since firepower is generally lacking for this class of mech, the additional missiles are useful for adding damage. It’s especially effective when targetting the legs for the finishing move.

You could probably remove some SRM ammo and put in more heat sinks, but I find that this build is pretty good for heat management and only occasionally am I having to hold fire just to cool off. I often switch to group 4 in these situations as those weapons generate a lot less heat and still allow me to keep firing.

Note: some weaknesses of this build are that its SRMs are on the torso rather than the arms. It’s challenging to keep the torso weapon reticle trained on the target when you are trying to run fast circles around it, but it can be done. Also, this really won’t work well unless your lancemates have got their attention. But when it works, oh man is it fun…

u/Technical_Turn3497 — 5 days ago

Mech builds for fighting the Clans

New member here (console player, no mods) and this is my first post. I’m sharing specs on a late-game Daishi configuration I use for fighting Clans. Like many of these builds, it’s designed to “engage from range.” This build uses the DWF-A chassis, and maximizes all of its hardpoints with a third cLRM20 taking its left arm omni hardpoint. This gives it the ability to fire 60 missiles at a time while sniping targets from range with its three c-ER PPC, and provides an anti-missile shield for mechs it is in close formation with using its c-AMS.

For upgrades, this mech has the +25% lockon duration, expanded sensor range I, expanded sensor range II, and upgraded missile damage (two slots).

This mech is designed for AI, since the AI lancemates are terrible at brawling. At this stage of the game for me, clan LRMs and ER PPCs are plentiful, so it’s not a great tragedy for me if I lose them, but usually that doesn’t happen because this mech will be ordered to hold position and provide long-range fire at Clan targets.

There are two companion DWF-P configurations that I also use in conjunction with this one, set up as either snipers or general fire support mechs with ECM that nicely complements the DWF-A Bombardier. I will share those later if there is interest.

u/Technical_Turn3497 — 6 days ago