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Prior Thread: http://suptg.thisisnotatrueending.com/qstarchive/1171279/
Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Maverick%20Hunter%20Quest
The IRC: suptg.thisisnotatrueending.com, #MHQ
The Twitter: https://twitter.com/HunterCommand
The Recap (thanks to Scarab): http://pastebin.com/wMtuXJM2
Character sheet: https://docs.google.com/document/d/18-L31ukeOd_0XvfqErwY7GogqiwMU8zyIYfXxjTUb-c/

You are Captain Anode, and your commanding officer is pulling you away from party time.

That's never a good sign.
>>
Waiting by the door like a silent colossus (or the world’s most feudal bouncer) is Templar Madillo, one of your newest unitmates, supposedly an escapee from the Weissritter, and keeper of at least a few secrets.

You follow Gopher outside the Dodo, the dim pre-dawn gloom an adjustment from the warm lighting inside. Cool April air greets you as you look from face to face.

“Did someone die?” You ask warily.

“Not yet,” Gopher replies. “I’m still working on getting you cleared for intel, should be through by this afternoon.”

Templar--the bundle of secrets in question--bows his head in a nod. You glance back at Gopher. “What else?”

He hands you a datapad. “I’m keeping Madillo on standby in case I need to bail you out fast,” he says bluntly. “But he’s not authorized to hunt yet. Support only.”

How in the hell does the organization that pushes 2nd Recon to ‘finish the job since you’re already there’ come up with ‘support only maverick hunter?’ You try not to register the annoyance on your face. “Yes, sir.”

“Try not to need it. Oh, and here.” He slides you a datapad. “Command orders for Mortarphant. Deploy is moving some equipment around while we’re relocating, so we’re giving them a little extra notice on your loadout.”

You glance at the datapad.
Requisition: 4th Overland contingent
Commanding: Captain Anode
Standby: Lieutenant Templar Madillo

Deploy indicates that they can deploy 20 units of space to the combat zone.


Assets:
-Ride Chaser (single): 4x space.
-Reploid infantry (single): Trained Hoganmer with experience commanding mechaniloids. 2x space.
-Drimole W (new, sturdy, digs and capable of some damage): Limit 2, 3x space.
-Spiky (spiked wheel, cheap and plentiful): 1 space.
-Blady (bladed wheel, fast and unpredictable): 1 space.
-Earth Commander (light air harrier): Limit 4, 1 space.
-Walk Blaster (slow mobile cannon, folds compact): 2 per 1 space.
-Crash Roader (sturdy, improved offroad mobility): 2x space.


>Go heavy on the digging ‘loids. They can attack from relative safety and guarantee two of three satellite sites go down.
>Put together a mobile attack force. A light mechanized infantry team could actually do some damage.
>Focus on light, harrying mechaniloids--you need some ablative armor to distract Mortarphant for a volley or two.
>Other?
>>
>>1324329
Patchy in heat? Lewd
>>
>>1324333
>>Go heavy on the digging ‘loids. They can attack from relative safety and guarantee two of three satellite sites go down.
> But get enough mobility that once we've taken them down, we can move in on the remaining targets without being sitting ducks.
>>
>>1324333
>Go heavy on the digbots.

I get the feeling that anything visible from above in this mission will get shelled hard.
>>
>>1324333
>Go heavy on the digging ‘loids. They can attack from relative safety and guarantee two of three satellite sites go down.
>>
>>1324333
>>Go heavy on the digging ‘loids. They can attack from relative safety and guarantee two of three satellite sites go down.

Sounds like we're gonna want to get as much stuff underground as we can and get ourselves as possibly mobile (and armored to the teeth) as we can be as well.
>>
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>>1324333
>Go heavy on the digging ‘loids. They can attack from relative safety and guarantee two of three satellite sites go down.
Aw man, now I'm excited. This is my first MHQ thread. Fantastic to finally catch one.
>>
>>1324417
Welcome to the Fourth.
>>
>>1324333
>Go heavy on the digging ‘loids. They can attack from relative safety and guarantee two of three satellite sites go down.

It's baaaaack!
>>
>>1324417
Hope you enjoy your stay.
>>
>>1324333
>Go heavy on the digging ‘loids. They can attack from relative safety and guarantee two of three satellite sites go down.
>>
Gee, I wonder what's going to win? The votes are too close to call right now.
>>
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>>1324502
Quit your sassin', boy.
>>
>>1324333
>>Go heavy on the digging ‘loids. They can attack from relative safety and guarantee two of three satellite sites go down.

Glad to see you round here again.
>>
>>1324333
>Go heavy on the digging ‘loids. They can attack from relative safety and guarantee two of three satellite sites go down.
Artillery Strike The Earth
>>
>>1324333
>Go heavy on the digging ‘loids. They can attack from relative safety and guarantee two of three satellite sites go down.


I'd be joining you more actively but there's Wild left for me to Breathe and we're in session for robots of our own tonight. Good luck getting shelled, kids!
>>
>>1324333
>Go heavy on the digging ‘loids. They can attack from relative safety and guarantee two of three satellite sites go down.

I don't suppose they have a few surplus Bunniloids, while we're at it?

Humiliating as it is to use them, I'd think the jumpy little things would be the most likely to survive artillery fire for a while, even if they accomplish... Jack Shit, overall.
>>
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>>1324348
>>1324374
>>1324376
>>1324417
>>1324553
>>1324581
>>1324626
>>1324662
You decide you need diggers and mobility, first and foremost. The Ride Chaser is a given, as are the Drimoles. That’s half your deployment, right there. You put aside the idea of another officer onsite--Artillery can handle the other half of the command component, and Recon will be in the field--plus, even if a hoganmer CAN use a chaser, that’s a bit too costly to field two operatives.

Putting aside the faintly disquieting mental image of the shielded model trying to survive standing under one of Mortarphant’s shells, you put the rest of your deployment into a mixed bag of fast movers--2 Spiky, 2 Blady, 2 Crash Roaders, and 2 Earth Commanders for a (meager) low-flying air picket. All of them should be able to at least keep on the move, and hopefully stagger out enough on the terrain to have SOMETHING show up in one piece.

All that secured, now you need to figure out your disposition. You duck back in to catch the end of the movie--Madillo parting ways with Gopher for a moment to join you. He’s a good movie-water, mostly by the fact that he says nothing, but given the drunken clamor of the rest of the bar, it serves mostly to make him stand apart from the rest of them. He seems to watch the people more than the screen, contemplative, though you can see an occasional flit to the movie when something catches his interest.

You’re cleaning up and packing your shit a few minutes later, Max seeing out the last of the drunks. Spider is rather neatly stacking glasses in the back, as Firefly ports entire tables in either hand, returning the furnishings to their places.

You’ve got a few minutes to see (or call) someone before you deploy, if you’re so inclined. Or you could get a start on your new home.
>Go to the new barracks. Meet some new neighbors.
>Call or meet someone (specify?). Max, Flares, Spider, and Templar are all present.
>You can’t shake the pre-mission jitters, go get the last leg of your deployment nailed down.
>Other?
>>
>>1324686
>Go to the new barracks. Meet some new neighbors.
>>
>>1324686
>Go to the new barracks. Meet some new neighbors.
>>
>>1324686
>Call Cath is she's fixed, give her the birthday present already
>Barracks if she's not available
>>
>>1324686
>>Go to the new barracks. Meet some new neighbors.
fresh blood to prank. It's april fools, right?
>>
>>1324686
>Go to the new barracks. Meet some new neighbors.
We might not be socializing here, but at least we're going to socialize elsewhere. So we're not totally turning into Em and Schwarz
>>
>>1324686
I'd talk to Flares before we leave, seeing as how she's probably had to be up on her anti-artillery tech more then most.
>>
>>1324774
I wouldn't mind doing that before heading to the barracks.
>>
>>1324774
Good point, seconding this before we go.
>>
>>1324804
Good idea.
>>
>>1324686
Seconding >>1324774 and then barracks.
>>
>>1324686
>Call your damn sister, it's been like three years.
>>
Maybe we should have a talk with Flares before we leave.
>>
>>1324689
>>1324701
>>1324702
>>1324703
>>1324717
>>1324774
>>1324785
>>1324804
>>1324807
>>1324864
>>1325207
You head over to Flares as she sets down a whole stack of chairs against the far wall, helping close up shop for… however long Max needs to clean it up before the returning morning crowd.

“What’s up?” She asks, seeing you beeline (heh) for her.

“I’m going after Mortarphant in just a few,” you tell her. “Shellephant sends her regards, by the way.”

She nods. “How’s she doing?”

You snort darkly. “She’s ahead of the game, put it that way.”

She laughs a little at that. “So they went ahead and did it, huh? They were saying they might.”

You nod. “Anyway, I figured I’d ask the pro. Any tips?”

“Obviously, I’m more used to flying over the shells than standing under them,” Flares observes. “You’re going to have to spend a little time getting used to what she’s firing at you before you know how to deal with it, but…”

“We’ve got decent intel on what shells she uses?”

She stands up straight, stretching her arms overhead before she runs her hand over her raised visor. “Sort of, because she uses all of them. The most common things you’re going to run into are HE and AP, she has some ground-penetrating material, thermals… fuzing, most of her saturation-fire is going to be detonating on impact.”

“I might be able to knock some of the stuff directly overhead out early, then,” you muse. “But we know she’s got the range of the entire theater.”

Flares sucks her lip for a moment. “Then you should watch out for airburst shells and timed fuzing. Those are just going to detonate in the air over or around you. She can saturate an entire area with cluster munitions, but those aren’t going to hurt anywhere near as bad as a direct hit with AP. She’s built to take down high-grade armor.” Like yours. Great. “Your best bet for the pinpoint stuff is staying on the move, but she’ll know that, too. Any cover?”
>>
>>1325507
“Some--I think. And maybe the option to create some.”

“Obviously, you don’t want to get bogged down, but you may not have a choice. Ground approach?”

“No other option,” you say cheerfully.

“Ride chaser?”

“Good guess.”

“Professional’s opinion--while that thing is running, you don’t stop gunning it.”

You nod. “So all her weapons can’t be dumbfire, can they?”

Flares shakes her head. “The guided stuff will be slower to fire. She’s got IR sensors and trackers that will direct it in transit--those systems aren’t really hardened, because they rarely need to be. You might be able to spoof them.”

“Think a little EM field in the atmosphere might screw them up?”

“It might. She’s up on the mesa, yeah?”

“Right.”

“Then all her shots are going to have lead and fall time. You might actually stand a chance at clearing the envelope. Mostly,” she adds.

You DO have OPAL, you realize--it probably can’t catch anything unguided, but it might be able to give you advance warning on the nastier stuff.

>You want to come with me to the barracks? I was going to see the sights first.
>You’ve already taken a bit too long--you should go figure out your force deployments.
>Other?
>>
>>1325515
>You want to come with me to the barracks? I was going to see the sights first.

We should still have a little time left... if not, head straight on back.
>>
>>1325515
>>You want to come with me to the barracks? I was going to see the sights first.
Veeeery quickly. Double-time it, don't spend too long there.
>>
>>1325515
>You want to come with me to the barracks? I was going to see the sights first.
>>
>>1325515
>You’ve already taken a bit too long--you should go figure out your force deployments.
>>
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>You’ve already taken a bit too long--you should go figure out your force deployments.
>>
>You’ve already taken a bit too long--you should go figure out your force deployments.
>>
>>1325515
>You’ve already taken a bit too long--you should go figure out your force deployments.
>>
>>1325515

>Running at the same time as Audit Quest? Whatever if Anode dies he dies. He is not a cute slime princess.
>>
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>>1325973
You COULD always get that upgrade...
>>
How rude of me not to make my presence known sooner. Greetings all.
>>
>>1325986
I'd like a cost rundown to make Anode a cute slime princess, please and thank you.
>>
>>1325986
>evaporated by Wren blades
>Buried by sabomole
>exploded into a fine mist by mortarphant
....at least we'd be geared to fight Ink Stylist.
>>
>>1326036
>sucked up into evil cuttlefish's magic pen.

You'd be whatnow
>>
>>1326078
didn't you know that was exactly the plan?

>Now that we're so close, he can't resist the cuteness! ~~~CARE BARE STARE~~~
>>
>>1326078
The fool! He'd never be able to write without our permission again!
It might seem trivial at first, but come the holiday season he'd be sending UNSIGNED CARDS. Muwahahahaha!
>>
>>1326023
>>1326036
>>1326078
>>1326097
>>1326216
>>>1326078

Y'all need Light.
>>
>>1326223
Is there a problem, Hunter?

Am I being detained?
>>
>>1326223
Light abandoned us long ago.
>>
>>1325986

I think changing Anode into a Slime Princess would cost more money than we have Anode waste since the Quest started. I mean yellow Devil tech has not been used in a while, and we would nee research and...
>>
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>>1326331
There was sort of a lapse in that technology, wasn't there? Did the secrets of it die with Wily? When were they rediscovered? There's those elemental glob robots in Command Mission but those have skeletons, so do they even count?
>>
>>1326423
I always figured it was just NANOMACHINES, SON and the collective desire of everyone to not be turned into yellow goo
>>
>>1326423
Despite the slime princess nonsense, I am actually curious about where Yellow Devil fits into this universe. I guess this would be a Cain Labs sort of question.
>>
>>1325515
>You’ve already taken a bit too long--you should go figure out your force deployments.

>>1326078
This is gonna be the subject of the next disturbing fanfic, isn't it?

>>1326423
>Did the secrets of it die with Wily?
The UN did only recently start making giant robot dragons, whereas Wily already had one by game 2.
>>
>>1325515
>You’ve already taken a bit too long--you should go figure out your force deployments.
Let's get this show on the road.
>>
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Right, gonna go pass out and try to get crackin' early. I'll be running slow burn for... well, however long this takes, this is our first mission on the all-week-long schedule. With luck I won't be here til doomsday.
>>
>>1326451

There is at least one more color for the Devils.
>>
>>1326732
At least a Green and Silver, yeah.
>>
>>1325986
Just so we're clear, this isn't ACTUALLY somewhere in the archives for me to add to the titanpad purchase list, RIGHT!?
>>
>>1327029
Wouldn't it just be an endo purchase?
>>
>>1327513
not if you got some doohickeys to get electric current to travel through the slime
>>
>>1327029
This is not in the archives. At least, not yet, but you never know with this crowd. That said, considering Toxic Seahorse can become goo, there may actually be the tech for this out there.
>>
>>1326920
So, uh, metallic lime-green goo
>>
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Morning, folks. Going to get a morning post out and then hit the gym.

>>1325674
>>1325789
>>1325870
>>1325950
>>1326505
>>1326628
Right, there’s no sense putting it off any longer. “Right, thanks, Flares,” you say. “I’m gonna go get this over with.”

“Safe travels,” she replies.

You make your way to the Command room--for the last time, you think, before the entire thing gets moved--and settle into a seat, punching up the mission data.

You’ve got a ride chaser, two Drimole-Ws, a small convoy of 6 fast-movers, and two Earth Commanders. The mechaniloids won’t be able to keep up with the chaser, but they can be tasked to any objective based on timing--the trick is avoiding detection as long as possible.

The maverick force has firing solutions ready for the entire theater, but still needs observation--long-range reconnaissance and satellite imaging suggest they have drone patrols, and likely a few response teams. If you’re fast, you can delay detection, but staying on the surface, it’s inevitable. You could also leave the team in reserve at the 15th’s staging ground, and send them in response where needed. There would be a delay, but it would keep your cover and preserve your force for a timely distraction or counterstrike.

Sabomole has been placed, you’re notified, and is already on-mission with his Recon escort, one Warrant Officer Compass. His orders are to dig a path to the furthest of the three satellite positions, leaving it nearly-but-not complete. The tunnel team will then double back and move on the next-nearest artillery base. Ideally, they will strike with good timing on your own assault on the third base.

Choose one from each set of options:
Option 1:
>Send the Drimoles to support the dig team. They can hole up at the end of the tunnel to breach when you’re ready to hit it.
>Task the Drimoles on digging secondary tunnels--they’ll be small and won’t get far, but they could be cover in a pinch.
Option 2:
>Send your mechaniloid convoy out as an early distraction. They won’t last long, but they’ll keep the heat off.
>Reserve the convoy until you have an objective to task them on.
>Deploy with the convoy. With leadership and burning down observer drones, they should be able to make it much further undetected.
>Other?
>>
>>1328215
>Send the Drimoles to support the dig team. They can hole up at the end of the tunnel to breach when you’re ready to hit it.
>Reserve the convoy until you have an objective to task them on.
>>
>>1328215
>Send the Drimoles to support the dig team. They can hole up at the end of the tunnel to breach when you’re ready to hit it.

>Deploy with the convoy. With leadership and burning down observer drones, they should be able to make it much further undetected.
>>
We need to stop and think of what disastrous shit the Mavs have planned. Crap like "Mole is secretly collapsing shit" or "Wren has a support team hidden away to get her up to snuff" or "Saetos is not only a higher rank but has huge reserves in multiple spots we don't know about including the tunnelers".

Like, what if they have conventional ground forces they're deliberately going to sacrifice to hold us down til Mortarphant fires danger close? What if they have something or someone to jam our comms to ruin our coordination? etc
>>
>>1328215
>Send the Drimoles to support the dig team. They can hole up at the end of the tunnel to breach when you’re ready to hit it.

>Reserve the convoy until you have an objective to task them on.
>>
>>1328215
>Send the Drimoles to support the dig team. They can hole up at the end of the tunnel to breach when you’re ready to hit it.
>>Deploy with the convoy. With leadership and burning down observer drones, they should be able to make it much further undetected.
>>
>>1328221
Seconding this.
>>
>>1328231
>"Mole is secretly collapsing shit"
That, uh, wasn't secret. Him collapsing shit was literally the reason we were there. He was actively being sloppy enough to give advance warning so he wouldn't kill anyone.
>>
>>1328231
We're not too pressed for timing. The critical point is Sabomole moving to the other base after digging the first tunnel, everything else doesn't necessarily have to go off at the same time. It would be BETTER, but I wouldn't lose too much sleep over it.

What if the payload DOES change? What if it switches to exploit our elemental weakness?
>>
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>>1328260
>What if the payload DOES change? What if it switches to exploit our elemental weakness?

So, birdshot?
>>
>>1328266
I don't think we're part bird.

I meant more like suddenly getting freeze rockets as opposed to regular ones.
>>
>>1328215
Option 1: Send the Drimoles to support the dig team.
Option 2: Reserve the convoy.
>>
>>1328215
>Send the Drimoles to support the dig team. They can hole up at the end of the tunnel to breach when you’re ready to hit it.

>Reserve the convoy until you have an objective to task them on.
>>
>>1328270
Neither of them are approaching in doom bird form, so it likely would be fine. Unless PHANTOM support here ends up being a snow owl or something. Then pray to your cold, uncaring gods.
>>
>>1328472
Did somebody call for a cold, uncaring god?
>>
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>>1328511
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>>1328511
>>
>>1328215
>Send the Drimoles to support the dig team. They can hole up at the end of the tunnel to breach when you’re ready to hit it.
>Other. Could we split the convoy in half; half in reserve until we have a task and half with us if we need them to do a quick deployment?
>>
>>1328218
>>1328234
>>1328246
>>1328324
>>1328341
All of this hinges on doing as much as you can before you’re caught. You know the mavericks love their multi-pronged surprise attacks, so there’s no sense adding another variable until needed--the land strike team can chill with Artillery until the time comes. At the same time, you relay an order for the Drimoles to be sent to link up with Sabomole underground--they can task them to something, or speed up digging in a pinch.

Not for the first time, you wish Schwarz was here. But like he told you what feels like ages ago--most of stealth is not being where they look. All you have to do is somehow be a goddamn ninja on the back of a ride chaser.

There’s no getting it to you out in the field, no way to airdrop it. So you’re going to have to ride it in. Assuming everything else is lining up, you’ll be in transit before the tunnel team hits the second site, if you’re to stand any chance of hitting them at the same time.

...You could, however, opt to keep it powered down and walk it in through that defile, staying low-profile as long as possible. At the same time, going fast forces the maverick gunnery to focus their attentions on you, or accept the loss of one of the satellites when you get there. And if you can knock out those observers fast enough, maybe their shooting will be playing catch-up as you outstrip the last reported locations. Plus, you can’t help but feel a niggling doubt about how slow your response time will be if any wheel on this particular cart falls off.

You frown, weighing the options.
>Take the defile on foot, walking the bike with you.
>Go in with the engine blazing.
>>
>>1328674
>Go in with the engine blazing.
>>
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>>1328674
>Go in with the engine blazing.
Sometimes the simplest option really is the best.
>>
>>1328674
>Go in with the engine blazing.
>>
>>1328674
I think Firefly's opinion was to put the pedal to the metal, yeah? That's probably what we should do.
>>
>>1328674
>420 blaze it
>>
>>1328674
>>Go in with the engine blazing.
>>
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>>1328674
>Go in with the engine blazing.
>>
>>1328674
>Go in with the engine blazing.

We're Anode.
>>
>Pop a wheelie as you go in
>>
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>>1328682
>>1328685
>>1328687
>>1328689
>>1328690
>>1328702
>>1328721
>>1328795
>>1328897
It’s morning in Algeria.

You step off the pad to find your chaser’s engine growling, a 10-Plate turning the handlebars and giving you a salute as you walk past. Ukumari is already on-site, directing the setup of several emplacements.

“As little adjustment as possible,” she calls. “We want fast solutions, not perfect ones.“ She turns and nods to you. “Captain.”

“What’s the word?”

“Nothing yet--we’re using the haze to set up a little closer than we could get away with otherwise.” She gestures with a claw over the horizon, where, sure enough, the air is thick with dust and fog.

“Smoke,” she explains. “Mortarphant’s been busy.”

“The fireworks started yet?” You ask. The ground isn’t shaking and the air isn’t whistling, yet.

“Nothing. The Drimoles were sent after the dig team. Compass grumbled a bit, but he has them following a few hundred yards behind them. They’ll probably park them at the entrance to breach the first tunnel on your go, unless you say otherwise. By the way, this is for you.”

Ukumari hands you what looks like a slender silver pole with a disc on the end--you can’t help but smirk wryly at the hastily-scratched-on doodle of your face at the center of a ringed bullseye.

“Attractor,” she explains. “Call for a jolt and it will find you. Remember, though, once I go loud, you get one, maybe two volleys tops.”

“What have you got on standby?” you ask.

“Myself, Earth Commanders for some close spotting, my unit will be operating Muzzle Crash artillery. We’ve seen the enemy has the same from some of the shell patterns in the terrain, but we doubt they’re as current as our own. I’ve got Cannon Drivers for the front.”

>Further questions?
>>
>>1329078
Hazy... It might make it hard for us to detect incoming obstacles on our chaser, but it'll work to help screen our approach, too. Do we want to rethink our blitzkrieg approach?

No questions here. Let's burn rubber. Or whatever you burn on a ride chaser.
>>
>>1329078
>Go fast, hard and try not to die; pretty much the normal model. Might try to see if OPAL will give us a bit of headway if we get into too much of the dust but I think at this point, there's not much more we can honestly prepare for without losing some extra time and energy.
>>
>>1329078
Er, HC, I think you may have forgot about our VWES loadout? Usually that's part of our last minute preparations, even if we tend to settle on the same loadout most of the time.

I'm bringing it up because I think the Tumult Shell would be extremely useful this time around, either to block a single shot of something from Mortarphant, or to advance on mechaniloids trying to pin us down so she can get a shot off.

We almost never use it; it could use some airing out, for a change.
>>
>>1329078
We have been to France recently. Algeria and France have a fairly fraught relationship. Will the fact we smell vaguely of baguettes and self-importance be a problem for the locals?
>>
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>>1329177
Dammit, so I did.
Choose one to NOT take:

[ ] Tumult Shell
[ ] Tension Coil
[ ] Hurricane Bomb
[ ] Lockon Hunter
[ ] Blackout Rocket
>>
>>1329177

This makes me think of a question.

Tumult Shells travel slow.

Do they speed up if we're going fast? Like, will a dash shot be faster than a normal shot? If we shoot a shot ahead of us on the ride chaser, will we crash into it?
>>
>>1329193

Ooh, neat. I get a cool color for my ID.

>Hurricane Bomb

Maybe leave the heavy firepower behind this time? I mean, T. Coil is a solid mobility option, L. Hunter might help us skirmish at a distance, T. Shell may buy us one more hit, and B. Rockets might interfere with firing data.
>>
>>1329193
>[X] Lockon Hunter
Useful workhorse as it is, we absolutely can't get into a sniper duel with an artillery maverick zeroing in on us.

Flak and Hurricane bombs to kill mechaniloids and mess up Mortarphant once we get to her, Coil and Shell for mobility and safety. Hopefully.
>>
>>1329193
First instinct is to leave the coils.
>>
>>1329221
T. Coil is usually good for mobility it there's something to attach it to.
>>
>>1329193
>[ ] Lockon Hunter
everything banks on getting through that firing range
>>
[X] Lockon Hunter
Yeah, every option we have might be useful, but in this situation? This is the least.
>>
>>1329193
The mobility from the coils could be nice, but I'm not sure how much mobility we'll get from them given the terrain. Still not entirely convinced we should leave them.
>>
>>1329199
Pretty sure I remember this being answered before (...years ago...? WHEN WAS THE LAST TIME WE USED THEM?! AAAHH!). Shells travel at a set speed, no matter our velocity. That said, their speed IS roughly our standard running speed, so they're not slow and plodding, either. We just tend to bounce around so much that they rarely factor in to Anode's usual combat style.

Poor tumult shells. We hardly know ye.
>>
>>1329274

...so firing tumult shells forward while on a ride chaser is probably a bad idea unless we angle it upwards or jump over it?

Huh... could we ramp off of one? Actually, I think this question was answered before too, but I can't remember what it was...
>>
>>1329199
>>1329284
>>1329274
Yes, T. Shells will travel slow, but you're not gonna plow into one unless you shoot to do so on purpose.
>>
>>1329193
>[X] Lockon Hunter
I think for this, it's probably the best to leave behind? It's normally quite useful, but for the moment, it's not the best for the situation.
>>
Lockon Hunter might be useful for remote disabling of observers. I'd rather leave the shells behind, frankly.
>>
>>1329193
>[x] Tension Coil
>>
>>1329304
To expound on this, both Lockon Hunter and Blackout Rocket are both solid ranged options against distant observer targets and incoming fire.

Tension Coil can, if we (god forbid) get unhorsed, be used in combo with our other mobility options to maintain a limited sort of speed.

Hurricane Bomb is just OP as fuck.

Tumult Shells are good for incoming fire, but I sincerely doubt they're "incoming artillery fire" good.
>>
>>1329193
Tumult shells
>>
>>1329322
hmm. Good point. Changing my vote from this >>1329243 to [X] Tumult Shell.

Also, as a side note, we probably should put some money into those to make them go faster. Like, not Ride Chaser fast, but maybe just regular, unaugmented dash speed?
>>
>>1329193

[X] Tumult Shells
>>
>>1329193
damn, I forgot about the observers. Still, tumult shells have some use if we juke and do zigzags.

Do blackout rockets travel faster than tumult shells?
>>
>>1329193
>[X] Lockon Hunter
>>
>>1329359
Yes.
>>
>>1329193
>[X] Lockon Hunter
If only because the scenarios I see needing it are only slightly less likely then the other weapons'

Not happy giving up our longest ranged weapon, but there's no obvious bad weapon for this mission.
>>
If we don't have the X2 Opening Stage theme playing while we're going full GBD, I will be rather cross.
>>
>>1329193
change >>1329235

to
>Tumult Shells
>>
What was the max range and projectile speed on the hurricane bomb again? I'm thinking that this S-rank artillery specialist might be resistant to our shrapnel bombs, if that's the case then it'll probably be most useful on the approach. If it lacks range and projectile speed then we might be better off leaving it behind.
>>
>>1324329
I'm going to vote to drop the Hurricane Bombs.

If the Opal can give enough warning we might be able to intercept munitions with Tumult Shells, Lockon Hunters and Blackout Rockets.

Using the Tension Coils we likely can make sudden higher speed turns.
>>
>>1329434
They are basically grenades.
>>
>>1329524
>>1329529
You've got me convinced.

>>1329193
Changing >>1329364 to [X] Hurricane Bomb.
>>
>>1329529
>>1329607
For additional context, they're grenades, but they do not lob. This is closer to grenade launcher than softball pitch.
>>
>>1329524
>>1329529
Again, good point. Changing >>1329349 to [X] Hurricane Bomb.
>>
>>1329322
Tumult shells might be able to detonate contact
>>
>>1329653
Also true! I still think we should find a way to make them faster after this mission, though.
>>
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>>1329664
We'll cross that bridge when we come to it. The Tumult Shell accomplishes what it was designed to do very well. it's good in confined quarters, for example; coasting down a corridor to clear plasma is probably its optimal use.

Different tools have different uses. Maybe we could see about an option to "hold" the shot and use it as an umbrella in the future; I forget what the rules on modifying old weapons data is now.
>>
>>1329750
Fair. Really it was just more of an afterthought along the lines of "What-If HC & Cain Labs have us run in a straight line through an artillery bombardment again" than anything else.
>>
>>1329193

>Tumult Shells

I don't really buy that they're going to stop oncoming shells and those are our primary worry with this deployment. I'd almost say Lockon Hunters but they could be used to down observer drones, probably more effectively than any of our other kit, so I'd say should stay.
>>
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So if I've mathed it right, it looks like there's 4 votes each for leaving Hurricane Bomb and Tumult Shell behind.

I'll do you a final kindness, since I don't think I'll have time for a proper post by the end of the night.

Hurricane Bomb is superlatively powerful, and has Wren's gruesome capability to tear through armor intact.

Tumult Shell, meanwhile, couldn't ablate the entire impact of a bomb, but it could act as the surface upon which an impact fuze goes off.

On that note, I'm probably going to try to turn in a little early, new schedule changes have left me a little bit wiped--hence why we're so slow two days in.

I'm planning to run thread(s) until Mortarphant's segment is done, posting at least once a night if I can. Suffice to say we're not letting up until the mission is over, so no fear about another long delay before we get to the action.

As always, thank you for reading, and have a good night.

Final vote will be a tiebreaker for leaving behind one of the following:
>Tumult Shell
>Hurricane Bomb
>>
>>1330183
Tumult shell
>>
>>1330183
Hurricane Bomb
>>
>>1330183
Tumult shell don't wanna fight on the off chance one of our limited shots will set off an artillery shell and we also happen to be out of range even though they move slow. Not to mention tossing a wrenade into a forward command bunker would be a very final way of dealing with the issue.
>>
>>1330183
Tumult Shell
>>
>>1330183

>Tumult Shell

There is no good reason to leave behind our heaviest hitting weapon when we know for a fact that our enemy is highly armored. Also even if we manage to stop a guided shell a tumult, we're likely to still get caught in the shock wave. If a crutch might impale you, it's better not to walk with it.
>>
>>1330228
*stop a guided shell with a tumult
Sorry, apparently I can't words right now.
>>
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>>1330183
Leave behind the Tumult Shell.

If one of Mortarphant's specials ever heads straight for us, the way to survive it will be to GTFO, not set it off early.
>>
>>1330183
>Tumult Shell

I may have been the one to suggest shells in the first place, but I definitely don't rate them over Wrenades.

They both answer the same concern I had, anyway: "What's the best option for advancing on a group of entrenched mechaniloids shooting at me?"
>>
>>1330405
That's the thing though, we might be trying to avoid those bigass airburst explosions. Tumult shell might save us from a bunch of little explosions rather than 1 big one. Course, the enemy could always switch..
>>
>Guys, let's leave behind the thing that will knock impact-detonated ordinance out before it hits me!
Are we literally retarded?
>>
>>1330944
No, we're the most mobile hunter in the 4th, and possibly the whole force. Our whole shtick is not being in the way of the incoming shell.
>>
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>>1330944
Its a slow moving projectile that will not stop the thing from exploding around it, and at best will cause a premature detonation. Which if we are anywhere near enough to be firing the thing, we will likely be caught in the blast anyway.
>>
>>1330944
>>1330981
>>1330985
Not to mention that it's possible some of her ordinance will just straight up pop the shell like it's nothing.
>>
>>1331013
Yeah if she shoots anything AP at us the shell isn't gonna do jack.
>>
>>1330183
>Tumult Shell
>>
>>1331049
Those we might be able to sniper with Lockon Hunters.

Mortarphant has been classes as a B when in melee range. The hard part will be getting to her not taking her out.
>>
>>1331371
Presuming she doesn't pull a Bloodhound and have a melee buddy as support. This could well be a two boss hunt, after all.
>>
>>1331371
Calling it now, she's sawn off all her guns so she can lay down point-blank shellings.
>>
>>1331423
>sawn-off artillery
not sure if I should be scared, upset, or aroused
>>
>>1331395
inb4 Squilliam Fancyson shows up again
>>
>>1330183

>Hurricane Bomb

>>1331049

It would bait her into using AP more often. I bet AP is a hell of a lot easier to dodge than a cluster bomb. The more predictable she is, the better our odds.

>>1330405

Setting it off early helps us GTFO faster, relatively speaking. It means we're further away from the bomb when it goes off. Remember, all her shots will have a lead and fall time. That means it's going to be easier for us to predict where they're going to land.

In other words, we're not using the shield to block, we're using it to help us dodge in a roundabout way.
>>
>>1331371

Fair point with the lockons. I'd say an AP shell would be hell to hit but that's why we have OPAL.

Wasn't aware of her melee ranking but also I don't trust a B to behave like a B and just die nice and easy. The past has taught me that much.
>>
>>1331427
Why not all the above?
>>
>>1331600

Yeah, no kidding. B is for Bad News.

I mean, weren't *we* a B at one point?

Also the main character of this franchise is B-rank as well. Just in case anyone forgot.

That's a pretty good rule of thumb. If the maverick is B-ranked, we should go in expecting to fight X.
>>
Reposting the mission select info in case I'm not the only one who needed a refresher:

Barrage Mortarphant (A-class)
Known weaponry: Blaster Shell, Command Strike. Mortarphant is built for command and control of multiple mechaniloid assets, and designed around long-range bombardment. WARNING: Mortarphant's extreme-range weapon approaches S-graded armament, offset by her near-total lack of close-range options--the most danger will be in the approach.
A former 15th Artillery officer, Mortarphant has gone violently and sadistically maverick, still operating out of the remains of a 15th remote base, situated on a mesa in Algeria, overlooking a shelled-out town in a valley. Mortarphant's long-range capabilities are terrifying--the relative shelter of the valley is the only available approach, with wide fields of interdictor fields preventing close-in insertion. Mortarphant is a high strategic priority--she is both providing artillery fire for multiple maverick operations in the region, as well as sidelining several loyal hunter assets due to the threat of being a potential infection vector for her interlinked sister units.
Available support: 15th Artillery is unable to mass counterbattery fire against the superior position and gunnery of Mortarphant, but has requested the assigned hunter seek their counsel before engaging.


>>1330183
>Hurricane Bomb
Remember we can also try shooting shells backwards to maybe take the brunt of an explosion we didn't manage to outrun.
>>
>>1331841
We were never a B, but good point.

It was mentioned in an earlier thread that Mortarphant could and likely would possibly arrange danger-close artillery strikes on her position if given the chance, but as long as the satellite bases get taken out we shouldn't have to worry too much about that. Which isn't to say we shouldn't watch out for any nasty surprises, but the biggest danger is in the approach.
>>
>>1331857
Nicely summarized. Now to turn theory into practice and survive the mission.
>>
>>1331841
We were rated an A from day one. We are in literal "one-man army" territory.
>>
>>1331857
Correct. Mortarphant is unafraid of shelling herself.
>>
>>1331857
Also she doesn't seem to be entirely in her right mind and easily provoked, so I'd expect desperation moves like... Cooking off all of the ammo in her body or firing into a magazine or something instead of an elaborate trap or anything. Mines were mentioned as a thing closer to the mesa, I think.
>>
>>1330183
>Tumult Shell
Hurricane Bombs are our strongest weapon. It's the only thing I wouldn't even consider dropping.
>>
>leave hurricane bomb
>>
>Tumult Shell

We have no idea if she's had Saetos-level upgrades done for melee or if she has a squidguy or something. Offensive punch is great.
>>
>>1331428
I need to go to work, but I want you to know that was the funniest goddamn thing.
>>
>>1328257
Sorry, I'm retarded.

Mole wasn't the Maverick we had to fight was the twist there.
>>
>>1330183

>Tumult Shell

At the level of firepower she has, we would waste all our load just stopping a shot. She won't use the heavier stuff over herself because those are meant to destroy reinforced buildings and she is not that shielded.

Hurricane has the chance to catch some of her shells and make them explode in her face, right?
>>
>>1332683
>Hurricane has the chance to catch some of her shells and make them explode in her face, right?

Nope. The Hurricane Bombs are timed grenades. The Tumult Shells are more likely to trigger impact fuses.
>>
>>1332774
still not worth it. If there are unknown threats backing up or in addition to Mortarphant, who is a powerful asset in addition to Mavericks loving their "multi-pronged attacks", we want to be able to push through quickly and not leave them behind us or destroy them outright.

While tumult shell might be useful in a very specific situation we really never want to happen, there is still a good chance it won't help at all. More killing power against groups or individuals never hurt us before, especially since swift killing power is one of the things we lack.
>>
blackout is fairly likely to trigger premature contact, honestly. After all, it's got like a bajillion solid knives
>>
>>1332913
not only that, but it should also fuck up her guided munitions too since that's their main function. the razor flak cloud is just an added bonus.
>>
>>1332913
Mind that it's dumbfire and we don't really know how long it'll travel before detonating if it doesn't hit anything. If push comes to shove, we might have to shoot it ourselves to trigger the flak cloud.
>>
>>1332888
>While tumult shell might be useful in a very specific situation we really never want to happen, there is still a good chance it won't help at all. More killing power against groups or individuals never hurt us before, especially since swift killing power is one of the things we lack.

Just to turn that around the situations you are expecting are the ones that are unlikely to happen. We are attacking an artillery base with lookout posts not entrenched infantry which indirect fire grenades would be good against.

The choice between Tumult Shells and Hurricane Bombs is a choice between weapon that will help get to the target (more) intact and weapon that will be more effective at taking down a target that we should be able to take out.
>>
>>1332913
Don't think that the Blackouts will trigger any impact fuses. Nothing solid enough to trigger them. Things can still pass through them if they are tough enough/stupid enough to ignore the death of a thousand cuts.

They will likely mess up guided munitions by being a ball of interfering shrapnel.

>>1332926
Tumult Shells for "dumb" explosive impact munitions.
Blackout Rockets for smart guided munitions.
Lockon Hunters for kinetic penetration (AP) munitions.
>>
>>1333071
>>1333071
Except tumult has no guarantee that it'll stop even a little bit of an explosion. it might go right through. we are attacking an artillery base. do you expect it to be undefended? Nothing goes as planned, and frankly thinking a tumult shell, which has been questionably useful, is more important than our most powerful offensive weapon is kind of bananas, especially since HC just gave us a bone about one being superlatively powerful while giving us a caveat about the other.

Almost every run has had a nasty surprise and we should be loaded for bear everytime we go out. We have literally no idea what's going to hit us during this mission and preparing for a very likely scenario - Mortarphant having unknown backup to protect the installations and/or herself - is more important than something that might be useful, potentially, in a situation we should be planning around or completely avoiding at all costs.

We don't know how bad it's going to be. Things go wrong or surprise us every mission. Tumult Shell isn't anywhere near as useful as making enemies really unhappy as the Hurricane Bomb and I doubt the shell would even protect us from one shot.

Mortarphant, and whoever directed her here, is no fool about her weaknesses and has something up her trunk to counteract her vulnerability up close. She's in a valuable tactical position and you're taking our intel for granted.
>>
since I didn't make it offical before,

>Ditch Tumult Shell

Also what the hell this is awful: http://www.avclub.com/article/cartoon-network-picks-new-mega-man-animated-series-253147
>>
At some point I think we should consider either upgrading the tumult shell or completely redesign the way we use the data from the ground up. Even from the beginning its usefulness was limited outside of trenches, corridors or point defense.
>>
>>1333450
Likely upgrade as I do not think we can repurpose something after it gets set like that.
>>
we just used the base data so we should be able to repurpose
>>
>>1333525
See, I am not entirely sure myself. Just saying, may not be able to is all.
>>
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>>1333384
[screaming internally]
>>
>>1332888

That's a pretty good point. They probably wouldn't think twice about dogpiling us with enemies to slow us down just enough to get hit. Not like they have reason to care about friendly fire...

...kind of starting to wish I'd voted to leave behind Lockon Hunter, even though I really wanted to keep it for this mission.
>>
>>1333573
Man of Action has really gone to shit.
>>
>>1333573
Only internally?
>>
>>1332774

>No hurricane effect at all.

Damn mac maccool names!
>>
>>1333798
They're pretty hurricane-y, trust me. Anyway, back home now--would have been home sooner but I had to run back here to get my sneakers for the gym--and writing now.
>>
>>1333573
Of fucking course it's 3d.
What the hell happened to 2d animation? Did people develop a fucking allergy?
>>
>>1333842
2d animation is just flash nowadays.
>>
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>>1330200
>>1330220
>>1330225
>>1330228
>>1330405
>>1330424
>>1331284
>>1331962
>>1332253
>>1332683
>>1333384
You check your weapons--still a little doubtful, you’d opted to leave the T. Shells behind for a few reasons. Not the least of which is that it’s focused on energy weapons, and you’re not sure you want to trust your life and a VWES slot to something that might stop a shell.

Coils expand your mobility, Wrenades will be reliable, vicious damage, Lockon Hunter will let you burn down observer drones and (hopefully) pierce heavy armor, and Blackout Rockets should play havoc with trackers.

Hopefully.

With that aside, there’s nothing else for it. “I’m going in loud,” you tell Ukumari, kicking a leg over the seat as you mount your Cheval. “If we happen to lose comms, you can task my ‘loids.”

She nods, flashing you a sharp-toothed grin. “Spoken like an artilleryman,” she replies. “Go make some trouble.”

You throw her a wave over your shoulder as you gun the Cheval, the jets pulsing as it rises up and skims the ground, dustclouds blooming around the thrusters. With one last twist of the handle, the generator whines, and your body jerks back in the seat as you take off.

“You’ve got a clear approach to the satellite base, but the mesa is mined,” Ukumari comms. “You can send the wheel ‘loids to sweep and clear ahead of you once you’ve got their attention.“

“What else we got?” You call, surprisingly cool air rushing past your ears as you clear the hunter base camp.

“Well, you can take the defile on your way in, but the stealth goes both ways--they know it’s there. Or you can take the straight shot in--the risks are a little more obvious.”

“The type that whistle, right?”

“That too. We know they’ve been through everywhere at least once.”
>Take the defile approach.
>Take the open line.
>>
Let's take the defile. The less time we have to spend dancing between high-yield explosive raindrops, the better.
>>
>>1333912
>Take the defile approach.
The ballsy approach is probably not the best choice, at least this early in a mission. We should at least TRY to keep the ride chaser intact, if only for a while.
>>
>>1333912
>Take the defile approach.
Don't give the doom elephant more chances to shoot us then we have to.
>>
>>1333912
Take the defile. I worry she'll start to get suspicious if we're too easy to spot.
>>
>>1333912
>Take the defile
>Have 'loids on point

If I were 'phant, I'd have rigged the defile and any other easy stealth or cover with mines or other deathtraps. On the other hand, 'phant is a bit loopers right now.
So send in the disposables first, and if they spontaneously explode, then get out into the less likely to be inherently explosive ground.
>>
>>1333912
>>Take the defile approach.
We're nothing if not the type to go the route most booby-trapped. But it does hopefully save us some shelling at the least.

Also, >>1333980 seems pretty on point on what to do.
>>
>>1333980
Backing this.
>>
>>1333980
That'll slow us down too much. We've already outpaced our backup mechaniloids. The whole point of bringing the ride chaser is to go in fast, and try to skim whatever patrols Mortarphant has going, before they zero in.
>>
>>1334155
I thought we took fast 'loids for the purpose of not dashing into danger alone?

>>1324686
>All of them should be able to at least keep on the move
This suggests to me that the 'loids can keep pace, am I missing something?
>>
>>1334199
This is what I was going on:
>>1328215
>You’ve got a ride chaser, two Drimole-Ws, a small convoy of 6 fast-movers, and two Earth Commanders. The mechaniloids won’t be able to keep up with the chaser, but they can be tasked to any objective based on timing--the trick is avoiding detection as long as possible.
>>
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So we're opting to blaze through the defile, mechaniloids behind us, ready to be tasked to any side objectives?
>>
>>1333912
>Take the open line.
We've got other parties waiting on us to complete their objective. We need to move fast and be a distraction so Sabamole has time to dig. The more they see us the less they patrol for Sabamole.
>>
>>1333912

>Take the open line.

We aren't a stealth type and Ride Chasers are noisy.
>>
>>1333912
>Take the defile approach.
the mines worry me more than the exposure. I feel like we used up all our luck with mines in the Skipjack mission.
>>
>>1333912
>Take the open line.
the defile is more likely to be densely mined, and it's better if we can start breaking observers gradually instead of all at once.
>>
>>1333912

>Take the defile approach.
CalculatedRisksBird.jpg
>>
>>1335920
>>
>>1335969
I want to say that Longshot Sparrow's weapon data would give Fluke Shooter, but I think that'd have to be Odds Orca's weapon.
>>
>>1335979
Longshot Sparrow's weapon would be the Kestrel Chancer. It brings immense firepower but an unbelievably low accuracy.

In season 4, Anode will use it on a one in a million odds hit on Blitz Chiroptera, now a bloodthirsty maverick.

The moment will be known forever after as K.C. At the Bat.
>>
>>1336167
Yeah, but why did Longshot Sparrow go mav?
>>
>>1336194
A very, very bad miscalculation.
>>
>>1336167
fuck you, that made me laugh.
>>
>>1336194
Because all bats and birds are evil.
>>
Longshot Sparrow is 3 ounces, and very dangerous.
>>
>>1336222
Has MHQ collectively had eight fanon/joke Reploids to make a roster picture with? I remember Largescale Mustang and Uncultured Swine, Longshot Sparrow makes three.
>>
>>1333912
>>Take the defile approach.

Cover they know is there is better than no cover.
>>
>>1336349

Knowing our luck the place is mined to hell and back. And by that I mean is full of mines!
>>
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just remember rule 16 my friends.
>>
>>1336639

Hence why I want us to be a badass and

>Take the open line.
>>
Okay, settling in after a very long day, writing soon.
>>
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>>1333936
>>1333945
>>1333959
>>1333977
>>1333980
>>1333988
>>1334964
>>1335920
>>1336349
You bank left, letting the defile slowly rise up around you as you take the ‘safe’ approach. “Going through the ravine,” you comm. “Expect action soon.”

Your pace is slowed--down here, in the shade, some scrub stubbornly clings to life beneath high plunging cliff edges. The path is spacious, but rough--you bank around a few rocks and have to slow your pace a little from the terrain. You scan the cliff walls, listening and peering intently, waiting for the inevitable.

It’s almost a relief, then, when OPAL chimes in your ear--a mechaniloid activation signal. The walls are suddenly alight as rocks clatter and purple-framed walkers emerge from the crevices they hid within, clinging stubbornly to the cliffsides. Multi-directional lasers begin to blink down overhead at odd angles, the normal firing lines tilted up or down a hair by the rocky overhangs.

“Contact, right overhead,” you warn. “Can’t fire on them at this speed. Barite Lastars--can they put out a warning?”

“Not by themselves, no, but we’re seeing incoming fliers. Our scouts have an ID on Scramblers.

You frown, racking your brain as you gun the engine--flying pincers on a propeller, they can grab and reposition something. “Maybe trying to unseat me?”

“I doubt it, they lack the precision. An--hold on, we’ve got contacts, topside.”

You look up to see the sky shadowed as something leaps overhead, bounding from cliffside to cliffside. A moment later, another, and another. Something adroitly lands on a rock and jumps its way down, coming to face you. It crouches with oddly dextrous legs, tilting the barrels of the guns on its back at you, and fires, dead on.

>Gun it right past.
>Bank to avoid the fire and take it out as you pass.
>Other?
>>
o7
>>
>>1337055
>Bank to avoid the fire and take it out as you pass.

Really would rather avoid losing the Ride Chaser this early.
>>
>>1337055
>Bank to avoid the fire and take it out as you pass.
If the jumpy things are what could be relaying our position (seems like a good bet?), they need to be taken out. Leaving one behind us would be bad, long-term.
>>
>>1337055
>Bank to avoid the fire and take it out as you pass.
>>
>>1337055

>Bank to avoid the fire and take it out as you pass.
>>
>>1337055
>Bank to avoid the fire and take it out as you pass.

Part of run and gun means gunning more than an engine.
>>
>>1337055
>Joust it.

The Ascent Lance is perfect for this. Pop the plasma blasts and impale the sucker.
>>
>>1337055

Ohhhh, shit, changing this
>>1337168

to this
>>1337229
>>
>>1337055
>Bank to avoid the fire and take it out as you pass.
Taking it out might alert other things, but gunning past it would likely mean being shot from behind.
>>
>>1337229
>>1337349
Thirding this.
>>
>>1337229
Against my better judgement, I gotta see this.
>>
>>1337055
>>1337229
>Joust it.
>>
>>1337229
4th'd. (heh)
>>
>>1337229
This actually sounds good.
Let's commit suicide by mechanic!
>>
>>1337229

I'll support this. Jousting it also seems faster.

I'm reminded of the dash attack in Jet Stingray's stage...
>>
>>1337055
Jousting seems fine. What's the worst that could happen?
>>
>>1337055
I don't see anything wrong with >>1337229
let's do it.
>>
>>1337229

Ditto.

>Joust the motherbuckers!
>>
>>1337055
>Bank to avoid the fire and take it out as you pass.

I'd really rather have Anode's epitaph be, "He saved the world. A lot." than, "Well, he died in an incredibly stupid way, but damn it looked cool!"
>>
>>1339092
In this case, both Jousting and Banking are doing the same thing. Dealing with the mechaloid's fire before killing it as we pass.

Banking is having us dodge and then kill it with either buster or lance attacks while Jousting is having us use the Phase properties of the Ascent Lance to "kill" the mechaloid's attack before killing it with the lance.
>>
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>All those jousting votes
Oh. Oh my. I do hope this turns out to be as exciting as I hope!

The lance is, after all, a fantastic tool for blocking... Plasma. I can't wait!
>>
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As the anon that suggested we tether some torpedos back on the Skipjack op, I approve of this write-in.
>>
>>1337229
Lets do this shit
>>
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to be a bit more specific, let us juke, deflect the shot with lance, then run it down with the Arrest Buster.
>>
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>>1337055
>You look up to see the sky shadowed as something leaps overhead, bounding from cliffside to cliffside. A moment later, another, and another. Something adroitly lands on a rock and jumps its way down, coming to face you. It crouches with oddly dextrous legs, tilting the barrels of the guns on its back at you, and fires, dead on.
This isn't Mortarphant, is it?
>>
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>>1339691
I don't think Mortarphant is that mobile, and she's supposed to be on top of the mesa. So I very much doubt it.
>>
>>1339517
...This is a good point. The ordinance might not be plasma based; it could be a missile. This thing could even be one of those DNA Mimics or whatever, with VWES capabilities.
>>
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>>1334964
4/4/17, 2:58 AM.

>>1337229
4/4/17, 21:56 PM.

You guys made it ... 3/4 of a day.

I need to stop giving you ride chasers.
>>
>>1340056
Oh dear.
>>
>>1340056
I'm not sure why I didn't make it loop when I made this. Here's a looping version, for Cain Labs' viewing pleasure.
>>
>>1340056
On the subject of crazy ideas, we won't land on mines if we mariojump on enemy mechaniloids.
>>
>>1340056
I was always terrible at Ride Chaser segments, especially in X5
>>
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>>1340148
No, X5 was terrible at Ride Chaser segments. Friggin' Adler rote memorization ass rassum frassum...
>>
>>1340056
Just a point, but you were the one who gave us the Ascent Lance (lances are a spear/polearm intended to be used while mounted on a charge), the option get an upgrade to let us couch it, gave us a Ride Chaser and put an enemy in front of us.

This is a fully viable tactical idea considering the choices you gave were "Charge passed it," "Dodge to the side and kill it" and we have a Lance that kills projectiles.

Considering our armament I opted to suggest that we use the Lance to kill the projectiles and kill it of as we pass by.

This was not a silly suggestion.
>>
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>>1340158
Oh, no, I get all of those aspects.

It's just that you're in a narrow defile with cliff walls.

Anyway, writing now, and no, it's not gonna be a Smite button for badwrongfun.
>>
>>1340154
Overdrive Ostrich in X2 and Avalanche Yeti in X8 (which I'm imagining this defile section to be like) are the best Ride Chaser stage in my opinion.

>>1340166
Are you taking my suggestion to mean multiple passes? I only meant one as I figured that this was not a boss or mini-boss.
>>
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>>1337229
>>1337349
>>1337376
>>1337379
>>1337548
>>1337679
>>1338455
>>1338555
>>1338840
>>1338929
>>1339020
>>1339613
The mechaniloid hops back and forth from perch to perch as you weave around the first round of shots, swinging around a trio of pulsing energy shots. Snapping your lance out, you bear down on it as you accelerate, snaking around a rock as you socket your lance and brace.

You catch it midjump, the body twisting away and splitting open as it explodes, parts tumbling past you with a satisfying shock of impact. Your one-handed grip on the controls wobbles a little, but you keep it under control.

...Only to nearly bank into the cliffside at a shallow angle. You pull to the right and overcorrect, fishtailing wildly again as you struggle to get the chaser under control, nearly fumbling your lance in your hurry to return your other hand to the bars. You scratch up the side of the chaser against the cliffside, sparks flying and pebbles flecking the paintjob as you slowly come back to control, your knee a little scraped but otherwise unharmed.

Up above you, more of the little bastards are hopping side to side. You fire your buster skyward, mostly to keep the more choice angles denied as you pass, a little more cautious for your near-miss. The sky clouds again, though, as something flies overhead on its way past you.

“Those Scramblers are repositioning the Lastars,” Ukumari warns.

“How sturdy are they?” You ask.

“Not at all.”

>Spend a few Lockons to knock the Scramblers out of the air and de-turret the path ahead.
>Focus on evasion--they’re filling the air quick, but one or two light hits won’t destroy the Cheval.
>Other?
>>
>>1340206
Well let's be fair, Overdrive Ostrich is just all around awesome. On a totally unrelated notes: https://www.youtube.com/watch?v=HQ9oQCCSw8o&t=13m21s
>>
>>1340235
>>1340235
Spending our ammo to make the way ahead safer is a good way to spend our ammo. Make them the low charge shots, of course.
>>
>>1340235
>Spend a few Lockons to knock the Scramblers out of the air and de-turret the path ahead.

and

>others
fire a blackout rocket for cover if there are any more enemies in firing range behind you.
>>
>>1340235
>Spend a few Lockons to knock the Scramblers out of the air and de-turret the path ahead.
The quicker we've got a clearer path (and keep our ride in one piece) the better.
>>
>>1340235
>Spend a few Lockons to knock the Scramblers out of the air and de-turret the path ahead.
>>
As a side note, Mortarphant is A-class, right? That means we could get Nav support. Would it help, or would it just crowd comms?
>>
>>1340275
a navigater wouldn't really provide anything we aren't already getting. and as much as I'd love to get another helping of Wellington's snarkiness, the boy has more important things to do right now.
>>
>>1340235
>Spend a few Lockons to knock the Scramblers out of the air and de-turret the path ahead.
>>
>>1340235
>Spend a few Lockons to knock the Scramblers out of the air and de-turret the path ahead.

>>1340275
We've already got Ukumari, she's like having Wellington a Navigator but with the bonus of being an electric bear
>>
>>1340235
If the scramblers aren't all that durable, can't the default buster handle them?

>>1340241
>the press start sound effect is replaced with a fart
>>
>>1340336
>If the scramblers aren't all that durable, can't the default buster handle them?

I suspect its more how evasive the scramblers are. Buster shots are rather slow and the scramblers are at a distance.
>>
>>1340235
>Spend a few Lockons to knock the Scramblers out of the air and de-turret the path ahead.

Low-charge, and see about hitting each carrier and turret in the same shot if the angle's right.
>>
>>1340235
>Spend a few Lockons to knock the Scramblers out of the air and de-turret the path ahead.
Is the defile narrow enough that a single blackout would destroy them with aoe?
>>
>>1340329
>>1340290

I was wondering what an ukumari was.

That said, I'd like to make an argument for. I wouldn't say Ukumari is equivalent to Navigator support. Navigator support isn't just having someone to chat with; they have a suite of tools to give us the heads up on things.

And I don't put any stock in the "save nav support for another hunter who needs it more" line of thinking. We're out here right now; if we can get it, we should get it.
>>
>>1340640
Ukumari (Quechua for bear or spectacled bear) may refer to:

-Ukumari (Inca warrior)
-A regional park in Colombia
-Another name for the spectacled bear

https://en.wikipedia.org/wiki/Ukumari
>>
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>>1324329
MEGAMAN!!!!!


ur fighting ROBOTS?? ?MEGAMAN FIGGHTING ROBOTS MEGAMAN FIGHTTING THE ROBOTO MEGGGA MAN MMLEGENDS 3 NEVER EXISTING MEGAMAN FUCKING UFKC UFOYKUODKUF FUCK TYHIS STUPID THIREAD FUCK MEGAMAN THIS IS NOT /TG/ REGLATED FUCK YOU!!!
>>
>>1340290
>a navigater wouldn't really provide anything we aren't already getting. and as much as I'd love to get another helping of Wellington's snarkiness, the boy has more important things to do right now.

>"Noted." You progress further in. Still no signs of activity, but the damage begins to look more severe. "So no one in the 4th asks for Navigator assistance?" You ask.
>"The 4th? Try the entire thing. We get requests off and on, but there's this belief floating around since the first war that navigators are spread too thin to provide coordination for every operation, so no one asks. Others...there's a misguided sense of pride in not asking for help. Just a minute," Wellington suddenly says in a less bored, more serious tone, "I'm reading nonautomated activity just ahead."
Naw, fuck that, they're open. If they're not, they'll tell us to fuck off. We're all grownbots, we can ask for directions.
>>
>>1339532
I have to admit, more Skipjack op shenanigans were a small factor in wanting to bring the Lockon Hunter...

>>1340235

>Spend a few Lockons to knock the Scramblers out of the air and de-turret the path ahead.

We brought it, let's use it. Don't see why not.
>>
>>1340290

>Navigater

...I'm sorry, normally I wouldn't, but now I have to ask... Does Wheel Gator have any relatives in the Navigators?
>>
>>1340235

>Spend a few Lockons to knock the Scramblers out of the air and de-turret the path ahead.

Let's not hang about.
>>
So given that things seem to have slowed for the night I guess now would be as good as any to post this. Me and another of guy_with_the_parrot's players have been re-working the chatlogs from our MHQ derived game for a while, trying to turn it into something that somewhat resembles a truly giant story-time. Here's a link for anyone who's interested.

http://www.mediafire.com/file/8u412vmo4vuk90w/MHX+Season+1+First+Half.zip

As you may well have guessed from the page/file name, this is only the first half of the first season of the game. It's hard to say when we'll have the next half, since there's still a short novel's worth of text to read through and re-format, (coming from two different sources which have to be stitched together) but it'll be coming eventually.
>>
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>>1341281
Ooh, sweet. Remind me to check that out when I remember what free time is.
>>
Thread upvote!

http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Maverick%20Hunter%20Quest
>>
>>1341745
Setting question that's been bugging me for ages.
What sort of weaponry are civilians allowed, legally?
>>
>>1342699
civilian-grade weaponry.

Nonanswers aside, probably the same general buster/beam saber tech as us, just not as powerful. Not sure where conventional firearms sit in megamans.
>>
>>1342699
there could be cooling and power issues with trying to use buster/saber tech. It's not like civilians just carry around a solar reactor in their left ass cheek.
>>
>>1342731
>It's not like civilians just carry around a solar reactor in their left ass cheek.
Speak for yourself.
>>
>>1342731
That'd just mean they'd have to make it self-contained. Something like our icicle, assuming it didn't sear a human operator's hand, would likely make a horrifyingly effective surprise if a mav was trying to take hostages and thought they were helpless.

Hell, it wouldn't surprise me if there were stories of mavs getting shanked by humans with hi-beams.
>>
>>1340235

>Spend a few Lockons to knock the Scramblers out of the air and de-turret the path ahead.

We should get a custom Lockons rifle for our team.
>>
>>1342746
I believe some home-rigged stuff that packs enough of a punch to worry an A rank was mentioned in previous threads, possibly around Grach's time
>>
>>1342746
>>1342919

Beware of the chemist because he can ruin you!
>>
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>>1342699
>>1342716
There are civilian-grade (and often human-sized) busters, buster pistols, rifles, etc. Beam knives are about the best most humans can safely manage--with the near-weightlessness of the blade, you face some serious issues with knowing where the thing is and it's easy to get hurt.

For Reploids, lower-power integrated busters are also available, but they also take longer to "morph" from the Reploid's hand and back, about 15 seconds. There are faster models, of course, but like with firearm ownership, it's harder to obtain and they're much more expensive as they approach military-grade.

Also, a little late, trying to write now.
>>
>>1340253
>>1340263
>>1340264
>>1340266
>>1340298
>>1340329
>>1340377
>>1340404
>>1340860
>>1340915
>>1342917
You decide to use your ammo for its intended purpose--you have more shots and other tools to crack Mortarphant, if needbe. Sighting ahead with one hand on the bars, you’re a little more careful with your steering as you line up and throw a Lockon at the furthest Scrambler in the line.

There’s a satisfying whoomph as it explodes in midair, the Barite it just dropped engulfed in a belch of dark smoke. Parts rain down and plink off the Cheval’s hood as you sight and shoot the next. One claw fails and its payload lists to one side, the whole thing listing and slamming into the cliff wall, tumbling down beside you, its fire wild and ineffectual, exploding after bouncing from a particularly sharp angle. A third shot impacts on the Lastar payload, but a fourth scythes the last Scrambler out of the air, arms cartwheeling in opposite directions. You veer around the tumbling body of a downed flyer, seesawing yourself back straight.

The constant rain of Lastar fire falls to the wayside with the Scramblers dealt with--unfortunately, you don’t doubt those Lockons and explosions drew some attention. And--well, the shells aren’t whistling yet, but sure enough, ahead you see swooping Earth Commanders, and they’re most certainly not your own.

>Hug the wall. If you have to be careful, so do they.
>Keep your speed up and shoot them down as they come.
>Other?
>>
>>1343386
>Other
Feint hugging the wall to draw them in, then fire Blackout Rockets and gun it. Hold fire as long as possible so they run right into the chaff cloud.
>>
Sounds good to me!
>>
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>>1343417
This seems like a good idea.
>>
>>1343417

This!
>>
>>1343386
seconding >>1343417

it'll probably kickstart the shelling, but every enemy mechaniloid wasted in friendly fire is an advantage.
>>
>>1343386

I rather like
>>1343417
>>
>>1341745
I should note, both for you and any others that enjoy having free time and would like to do things in it, that reading the combat (blue) sections of the log is pretty much entirely optional. We tried to edit it such that they weren't necessary to the flow of the story since they have a bunch of random bullshit in them as well as the fighting and RP
>>
>>1343417
Maybe not such a good idea. Earth Commanders shoot out that tumbling knife thing when they die, so you want to deal with them at a distance, if at all.
>>
>>1343602
Not to mention all the posts that are just "rolling d" because we had to delete all the fucking numbers to try to cut down on shit
>>
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>>1343386
>Keep your speed up and shoot them down as they come.
Gotta move fast. Time is of the essence and every second counts now that our element of surprise is blown
>>
>>1343386
>Keep your speed up and shoot them down as they come.
Save the chaff and don't slow down
>>
>>1343386
First write-in, best write-in >>1343417
>>
>>1342917
We kinda did. Susan was given a slaved rifle with Lockons in it.
>>
>>1344918

still need a Demonlition expert. Either hire one or train one, or both.
>>
>>1345053
Isn't that Susan's buddy's job?
>>
>>
>>1345054
No, Flak is our Rocket Man. Though I bet he would love to learn more reasons to carry even more explosives.
>>
>>1345053
I don't think we'll be facing any demons, though.
>>
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Unrelated to current proceedings, this new One-Punch Man extra brings to mind the Hunter/Maverick rankings:

http://readms.net/r/onepunch_man/Special/4156/3
>>
Okay, folks, post tonight will be late, I'm heading back to see my family for the evening. I don't plan on staying long, though.

>>1345053
I'm going to be real honest, "demolitions expert" is already something you could easily crosstrain Flak into, as he already has extensive weapons training and a few courses in tactical kaboom would be right up his alley... and I'm incredibly leery of the vote process that introduced this idea into the collective mindspace of the readership, because it was rather aggressively spammed by a certain IP-cycling multivoter.

I mean, it can happen, but I want to be good and sure the readerbase actually wants to go that route.
>>
>>1345790

Are you saying people in this quest doesn't like explosions?
>>
>>1345893
That's the thing. Why have just one guy in charge of blowing things up?
>>
>>1345926
explosions are too slow. Anode is so GOFAST he needs something faster than rockets.
>>
>>1345926
>>1346078

Because explosives are dangerous and should be handled with care? Our team is way less shielded than we are. Plus how else will they be able to defear a miniboss without our help?
>>
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>>1343417
>>1343455
>>1343467
>>1343498
>>1343565
>>1343574
>>1344856
You frown, pulling to the side as the Commanders bear in. You ride the brakes, engine thrum going low as you bank toward the cliffside, hand hovering over the grip as you wait for the inevitable strike.

You hit the boost at a sudden explosion from your left, a new mechaniloid signal going live, proximity signal pinging dangerously close in your ear. You jerk sharply to the right as the stone itself seems to burst from the cliff wall, seeing your own startled reflection in a single, shining blue eye.

You barely have the presence of mind to snap another shot behind you, a lockon shearing through the rock and leaving molten stone cooling in a perfect semicircle. A moment later and the rock tumbles apart and reveals a red mechaniloid core, buzzing angrily with electricity. The whole ride heaves, however, as an Earth Commander slams into you from the front, shredding itself against the front blaster. The green casing shatters halfway down as the interior gyroscope flywheels off wildly, ends coming alight with plasma. It carves a nasty line through the plating as it tumbles by on your right, one end embedding in the chassis under your seat. The chaser bucks and makes a hellish grinding noise for a terrifying microsecond before the tine snaps off and skitters away behind you, a neon blue plasma bloom burning from the hole, as the engine sputters twice and then finally reignites.

“Anode, status?” Ukumari comms, as you weave around another diving Commander and trigger the thumbstuds, slapping the third out of the air in front of you.

“Chaser took a hit, but it’s still going--” You glance back at the guttering plasma flame, boiling into ozone reek and black smoke in your wake. “--For now. ‘Loids in the walls.”

“Iwan de Voux,” she replies. “They coat themselves in local material for armor.”

“I noticed,” you grumble. You pull away from the walls and clear the wave of Commanders. Ahead, you can see the first base looming at the top of the defile,

… And so far, Mortarphant hasn’t fired.


>Dismount to hit it as soon as you can scale to the surface.
>Too many ambushes. Hope the artillery stays silent a little longer to swing by and scan.
>Other?
>>
>>1346743

>Dismount to hit it as soon as you can scale to the surface.

I'm not liking how this has been going... let's not hang about.
>>
>>1346743
A lot can go wrong here. We don't know how much longer the chaser is going to go for in this shape; one more hit and we could be mechaniloid-hopping to the mesa. And if it breaks down in the middle of the open, well... That's really not good either. It wouldn't be great to go scale the base, then come back and find our chaser had been scrapped by mechaniloids, Mavs, or missile fire.

Then again, we have a lot of get-up-and-go that if there's shelter nearby we can take it. I say park the chaser somewhere a little obscured by rocks or something (after making sure it's not a Voux), then start climbing with our Tension Coils.

What do we task our own mechs to, either way?
>>
>>1346743
Something is going on here. There is approximately zero chance that we are undetected, and Mortarphant is known to have firing solutions for every inch of this place. There is a reason we don't have shells raining down on us, and we don't know what it is.

Making some assumptions regarding probable maverick actions once we engage the base...

>terrain permitting, put the chaser on a collision course with something volatile in the base, remember to dismount before it impacts.

We don't know how much longer the chaser is gonna last, and I would be thoroughly unsurprised if it gets sniped by artillery shortly after we stop riding it to provide evasive action. If we write it off now, we don't have to worry about our plans getting jacked by losing it later.
>>
>>1346743
>Dismount to hit it as soon as you can scale to the surface.

Hitting those mechaniloids ought to be easier when we're not also driving a ride chaser.
>>
>>1346872
We do still have to get to the mesa across open ground, though.

That's gonna be hard without a chaser, to say the least.

Also India will absolutely assuredly painfully murder us. To death.
>>
>>1346743
>Dismount to hit it as soon as you can scale to the surface.

Time to dismount. Maybe we can use it later. At least this way it has a chance to survive intact.

We're probably a bigger danger to it than the inevitable artillery fire.
>>
>>1346743
>>Dismount to hit it as soon as you can scale to the surface.
>>
>>1346901

>India
>Implying we weren't already dead.

>>1340056
>>
>>1347030
Alright point, but let's at least not give her any reasons to violate the corpse.
>>
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I had to make a map. Is this accurate at all?
>>
>>1346872
It's possible that Mortarphant only has the mechaniloids to check in on us with while we're still in the defile, and a parked, stationary ride chaser isn't as likely to get their attention as a moving one, especially if it's not out in the open. There also isn't really anything we can crash it into either, since the nearest base is at the top of the defile.
>Dismount
>>
>>1346743
>Dismount to hit it as soon as you can scale to the surface.
Crap. Bike is a dramatic time bomb, get moving.
>>
>>1346743
I'm guessing Mortarphant has no intention to fire at all.

We haven't seen much mines. Maybe the entire landscape is just rigged to blow all at once?
>>
Plasma leaks are dangerous.

The way to prevent plasma leakage is to make sure the internal plasma pressure is as low as possible, so it doesn't spray out.

The way to lower the pressure of a fluid is to increase its velocity (just ask Bernoulli).

Thus, there's only one sensible and safe option:

>Floor it
>>
>>1346114
By everyone getting trained in explosives.
>>
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>>1347933
I'm starting to get a bit wary of these single/double post per ID posts

For obvious reasons
>>
>>1347941
I'm pretty sure it's always Bokan pushing for a demo expert. The unfortunate thing is that I think getting someone trained up in explosives might actually be a decent idea... but fuck making Bokan happy.
>>
>>1347948
I certainly don't mind the idea either. Unfortunately it's a bit hard to tell who is who (especially since I'm at a different IP depending on what day/time it is) and since only a few people use the irc... yeah.
>>
This is a sincere but probably stupid question. Why didn't we get Sabomole and tunnel straight to Mortarphant and take her out?
>>
>>1347958
Because those three bases around Mortarphant are able to fire on her position and she's THICC enough to handle some danger close.
>>
>>1347960
Thanks, bud.
>>
>>1347948
>>1347941
Nah, not Bokan, I just like to tease. Though I can adopt my name if need be. That said, no idea who the others were. Personally I would be more up for investing in potential VWES rifles down the line for our Berets, help them find the niche they find suits them best and going for higher rankings. Hell, I am still sad I lost Blare the demented Hoganmer, which means I don't get even a quarter of the reasons to write their buddies, Defcon and Klaxon.
>>
>>1347981
Yeeeeeeh, sorry about dropping Blare, real life has been pretty shit since late last year. I have no defence, and am made of shit and fail.
>>
>>1347985
No worries, I understand considering what was going on around the time. Just wish I could actually act as someone to either talk to or offer distraction from some of the worse stuff.
>>
>>1347981

Well, considering the budget cuts, was having our own team really worth it? They can't come with us in the dangerous missions and is a money sink. Can't we at least have them take their own missions so they start to pay for themselves? I think they could handle C ranks on their own by now.
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>>1348012
we could skew their training towards base defense, make sure they can act autonomously in the event the base gets attacked (again)
>>
>>1348012
There are a fair number of missions where having them will be an asset rather than a deficit. Big problem right now is that we are still in the setup phase for the squad.
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>>1347160
Close--the defile is mostly horizontal and the furthest-out base is in the top right, not the top left.
>>
Besides, if we train these guys up now, when Anode eventually goes mav we'll have a nice list of new characters to choose from to hunt him down with.
>>
>Too many ambushes. Hope the artillery stays silent a little longer to swing by and scan.
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>>1348012
Well, I can't really say how we would be without them since we already took them, so I will say future missions witg them depend upon how they choose to progress. Also in what we can give them. I mean, just imagine for a moment if everyone got access to Wrenades. As for their own hunts, well, the main issue is that a C rank is normally either an enemy mook or miniboss if sufficiently upgraded. Also, again, depends on what they want to go into. For all we know, one guy may want to go heavy and fast like a mini us, one may want to get a host of items allowing better information gathering in the field and longer range combat, yet another could specialize in explosives since it is a convenient third option and I am tired enough to not want to think hard, and the fourth might want to be knife happy for all we know. Or they could want to go down routes all their own with this, who knows? But my point is, they are a mini squad of potential that we opted to take, so we may as well see where that goes.
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>>1346799
>>1346890
>>1346959
>>1346982
>>1347224
>>1347248
You pull to the side once again, frowning. No more Iwan de Fuckyous spring forth, and you turn the handles in, cutting the engine as you reach the base of the cliff. You don’t like it. Scratching at the hole in the chassis with your thumb, you inspect the damage to the still-hot metal. It looks like it’s stabilized (which is to say, melted shut in a way that will hold for a while). But still…

No, you don’t like it. Where’s the artillery on this artillery mission?

“Arc, I’m in position near the first base,” you comm. “What’s Sabomole’s status?”

“In transit to third base. I wouldn’t wait much longer, there’s no way--”

“Yeah. Yeah, I’m with you. But what about these forces? This doesn’t match the profile.”

“Wren had outside support,” Ukumari reminds you. “And looking at the report, I’d be unsurprised if there weren’t a connection.”

Ugh. “Yeah. No, I’m with you.”

You scale quickly, using your coils and boots to practically fly up the near-vertical surface, stone crunching beneath your heels and cascading grit and dust down beneath you as you climb. You keep a coil ready to reposition in a hurry, if you have to, but neither rockballs nor Earth Commanders make another showing. At last, then you clamber topside--

Only to roll to the side as a lobbed grenade whistles past where you stood. Ahead, an Aclanda snaps its scorpion claws and fires a pair of beams at you. You dash back the way you came, snapping your busters up and returning the favor. Alarms begin to blare (finally) as it goes down, the earth beneath you rumbling faintly as you hear machinery engaged somewhere nearby. You dash away from the cliffside and in amongst a ring of prefab structures on a raised baseplate. From the center, a giant armored turtle rises up from an elevator shaft, already firing slow-drifting missiles over your head to try to box you in.

Behind all that, though, you see what you came here for.

You’ve seen plenty of big mechaniloids, but this one is … massive. Vaguely animal-shaped, unpainted grey armor streaked with scratches and dust makes it look ancient despite the modern design elements in play. Its entire back is a missile rack, like an old mobile rocket truck. On either shoulder, full rails for missiles rest, the whole platform plodding slowly and stupidly to face you on four padded legs. It ‘kneels’ to bring its guns to bear on you, even as a crude “trunk” levels on you, an IR laser focusing in to track you. OPAL whines insistently in your ear that you should Not Be Here.

“The secondaries just went live,” Arc warns.

>?
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>>1348012
I'm pretty sure they're going on regular missions without us, and they're more of an investment than a money sink. Once they've all had an EAS fitted, they'll be far more useful anyway.
>>
>>1348461
I am thinking we see how the giant artillery platform likes Blackouts, use something heavy to try and get rid of the support, and then trying to get it killed as fast as we possibly can. Also if this mission continues to be as suspicious as it has been, call the Fifth since Intel never hurts and it is a mission that relieves pressure on the Sixth and Fifteenth considerably.
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>>1348461
>“The secondaries just went live,” Arc warns.
All the secondaries, or just this one?

I'd also like to mention how much I love having tegaki on this board
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>>1348500
I'm rather enjoying it too.
>>
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>>1348461
We gotta get outta the way. Dash, Jumpjet, Tension Coil, Raikousen, whatever; focus on evasion until we can find a blind spot on this thing.
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>>1348493

Then that should be in the status report in the next thread.

Something like "Team X completed Y mission on their own" or something.
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>>1348521

https://vimeo.com/211758157
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>>1348461
> Rockets? Lots of them? BLACKOUT TIME for cover, and maybe we can zapt and trigger a ammo-stack explosion ala Mechwarrior.
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>>1348461
blackout rockets for cover, shoot any exposed missiles to see if you can set them off. Circle around it and try to take out one of its rear legs, use the misericorde on the joint if necessary. we can use its big frame as cover from the other loids.
remember we don't have to completely wipe this place, just take out what matters.
Blitzkrieg.
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>>1348461
Fire blackouts as cover and initial damage before approaching. If there are any energy shots in the wall of fire that will approach us, we'll dash through that with the ascent lance. Otherwise, blow up a missile early with Lockon and dash through that.

Misericorde on one of those legs, and a hurricane bomb to rake across that missile rack.
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>>1348461
>You’ve seen plenty of big mechaniloids, but this one is … massive. Vaguely animal-shaped, unpainted grey armor streaked with scratches and dust makes it look ancient despite the modern design elements in play. Its entire back is a missile rack, like an old mobile rocket truck. On either shoulder, full rails for missiles rest, the whole platform plodding slowly and stupidly to face you on four padded legs. It ‘kneels’ to bring its guns to bear on you, even as a crude “trunk” levels on you, an IR laser focusing in to track you.

...wow, uh. That's a thing. Unless elephant shaped mechaniloid missile launchers are standard issue for mavericks, I think it's possible that when Shellephant cut their connection, Mortarphant took it really, REALLY badly.

I agree with everyone else saying
>Blackout rockets, blackout rockets, blackout rockets.
Run and shoot. Repeat as necessary.
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>>1348619
I was thinking more how Yamatoad is tying up valuable assets for the Sixth with his armada building and Mortarphant normally covering his stage, as well as how Mortarphant screwed over the 15th.
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not sure what we're fighting, this was the closest thing I could find.
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>>1348461
Clock's ticking. Blackout to blind it, then see if we can lob a Wrenade (just one) directly at its back to set off its fireworks before they launch.

>>1348854
Sounds like a mission-custom heavy to me. Surely X didn't encounter 100% of all big animal mechaniloid models in his career.
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>>1348461
Stay the hell out from in front, stay the hell out of the way of the IR laser.

Try to blow up the missile racks by Lockon Hunter'ing the first one to fire as it's launching, and if that fails nuke it with a Wrenade.
>>
>Its entire back is a missile rack

A rack? Chaff the rack before it fires, so it can't even launch those guys to begin with.
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>>1348847

No reason our team can't hunt small fry. Civies who went Mav would be classified as C class right? I mean Foxfire was only a B because she was a Hacker and a wanted criminal. Plus with what she stole giving her C rank would be too low.
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>>1350645
Civvies who went mav would, unless they'd been modified, be D. That's not even Maverick Hunter business, that's the sort of thing you send the police to handle.
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>>1348461
Dodge, then apply Wrenade
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>>1350691
E-class is the lowest, actually.
>captcha is a French road sign saying how to get to Geneva
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>>1351030
Yeah, but E was described as "Your grandmother could beat this" which is likely reserved for things like blowing up a computer or a target that broke their everything but needs to be murdered before they get rescued.
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>>1351069
The Toolcircuit from the 16th that we met was E-rank
>>
the self-deleting nature of Saetos' DNA means we can't make slave weapons out of them, right?

What about jagwire? could we possibly have the team set up a cable network to change the mobility of a room?
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>>1348493
>>1348574
>>1348735
>>1348760
>>1348809
>>1348830
>>1349200
>>1349214
>>1349354
>>1350961
Yeah, no.

You send a Blackout sailing downrange, impacting against the side of its head as you juke away from the trunk. It slows and stalls as the cloud of flak slashes away at its plating, shields flashing under the storm of metal. In response, two ports on the head open and small, spherical grenades eject, bouncing around the side you’re trying to clear. You have to zig-zag back the way you came as the Mega Tortoise drops more ordnance to box you in. You look up just as the plodding gunnery platform lines up and looses a missile directly at you.

You fire a Wrenade straight back at it, turning and barreling directly at the Tortoise behind you, grappling onto it with a T. Coil. It snags as you swear you can feel the missile behind your shoulder blades. The instant your line goes taut, you twist on your heel and hit the jump jets, a sick lurch of motion careening you around the heavy mechaniloid. Cutting your coil, you skid to a halt as an enormous explosion goes up behind you.

That… that worked better than you thought it would. The Tortoise is still standing--barely--with a massive hole rent in its shell, smoking heavily from the direct hit by the missile. The launcher platform isn’t doing much better, one leg strut buckled as it lists and awkwardly stands, trunk sheared off from the Hurricane Bomb you fed it. Down but not out, it begins a walking salvo of rockets from its rails, reloading and firing at you as it tracks.

The explosion of noise ends with a single overcharged Lockon Hunter, sent square through the Tortoise and into the missile launcher. The last rocket lurches up and goes skyward as the shoulder jerks back, the whole head crumpling as the shields overload.

… And then you hear the scream. On open, unsecured comms, a mindless shriek of rage that you swear you can feel echo off the defile below you and rattle around in your own head.

You’re already sprinting, leaping off the defile and falling back the way you came. In freefall, you see movement below. Two smaller figures, one with a profile you almost-but-don’t recognize, stand flanking something massive that you most certainly do.

You’re falling towards a Cannon Driver.
>Shit.
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>>1351855
So Use T. Coils, or a big explosive in the cannon?

So our team can easily hunt C ranks if they do it together, right? Maybe a weak B rank once they more experience. And that's the limit without real upgrades.
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>>1351855
>lolwut?
Cannon drivers aren't a threat in open spaces, they fire slow and have no mobility - use our massive mobility to get out of it's set firing angle. It's not like this is a narrow hallway and it's serving as a roadblock.
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>>1351855
>one with a profile you almost-but-don’t recognize
UH OH
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>>1351855
> Wrenade down at them, Tension Coil to get us the hell out of the line of fire. In fact, zigzag our way down on T. Coils so they can't draw a bead on us.
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>>1351964
Might want to get visual ID on the two smaller guys first in case one's a civilian or something.
>Apply plasma and/or Lockon Hunters to the Cannon Driver before you fall into its firing range.
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>>1351928
Now, now, it could just be Seven.
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>>1351855
T. Coil to change momentum, pepper foes with buster fire

Try to land on feet to build up charge, we're gonna need it
>>
oh look. an ambush. good thing we took our wrenades and not our crap shell!
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>>1351855

Wrenade then T-coils to dodge sounds good to me.
>>
So folks, I've started to assemble an MHQ Wiki. If anyone has any thoughts on articles to prioritize or things they'd like to see, please let me know.
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>>1352148
There should be a more detailed account of the Maverick Hunter organization than MMX canon provides, detailing history, command structure, and common models of enlisted Hunters. Maybe a page for each division?

Also a page for yourself where instead of text there's that one picture of Robot Satan
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>>1351872
Our team is made of C ranks, so they could in theory solo those. That said, C rank is standard Mook rank for our missions. A Hoganmer should be around that ranking, disc boys D if I remember correctly.
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>>1352293

Four C rank could solo a weak B rank, right? Only they start to especialice they could get further upgrades. Heavy armor for the Tank, lighter build and speed for the sniper and so on...
>>
>>1352148
Character profiles
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>>1352148
Tech articles would not go amiss. Saber technology, teleporters, dash, VWES/weapons data, ceratanium, cyberspace, mechanloids, prominent manufacturers...

Political articles may also be useful, esp. since you already dumped a bunch of info on the Chinese Hegemony or whatever its friendly name is.
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>>1352412
They could theoretically team up against someone our rank, but there would be casualties for sure. Weak B target could be a good find for them though
>>
Are there any specific articles you'd like to see sooner rather than later?
>>
>>1352645
An overview of the Maverick Hunters with focus on the different divisions.
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>>1352645
Hunter cafeteria menus.
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>>1352148
an 'official' new timeline; and something about DNA.
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>>1351855
Dash sprint downward while lassoing the cannon driver. once we're more level, or they start shooting, use are air dash to cirlce around.

Shoot or stab the others as we swing around, whichever is more convenient.
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>>1352148
"official" descriptions of DNA, and what can be done with them(slaved weapons, quality of copies, etc)

what the other guys have mentioned

A description and/or timeline on the nature of the maverick virus. Cases where there's a massive spike in infection rate and when it changes speculated vector like how it will soon become flying sigma heads.

everyone's nicknames, both official and the ones the mavs use for hunters.

On the nature of cyberspace. How and what matter can seamlessly transition into it and be affected by things generated in cyberspace.
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>>1351855
Fire a blackout downwards, land on our feet, and juice the cloud.
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>>1351855
I'm given to understand cannon drivers rely more on arcs for upward shots?

What do you think about airdashing, coiling and kicking off the wall to zigzag, then saetos dashing into it with the lance out for a OHKO and some capacitor charge?
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>>1351855

Going with the Wrenade then T-Coil dodge tactic.
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>>1351964
>>1353422
aren't we going to run a bit low on wrenades?
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>>1351855
Seconding this:
>>1353103
In the interest of VWES conservation.
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>>1353440
He's got a point. We're gonna want to save at least a few shots for the other elephant mechaniloids (because I'm pretty sure she'll have more than one) and Mortarphant herself.

That said, if we can spare 'em it would definitely decisively clear our landing.
>>
Serves me right for hoping it would be things like "put up an article about Steel Berets" as opposed to "do all the really hard complicated in-depth articles first." A wisdom is not I.
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>>1353743
We just want you to know how we feel about you.
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>>1353746
I do accept goats, you know.
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>>1353753
we're out of goats. do you take mechaniloid goats?
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>>1353753
Best I can do is a dove
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>>1353753
And you already got Addax
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>>1353766
Ow. Right in my pride. Anything smaller-scale you might suggest starting with? I'd like to crank out some content.
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>>1353775
Hell I don't know, I'm mainly here for the main story. Maybe something about what Saetos's original design specifications were? I seem to recall his dossier including the fact that information regarding him had been erased when he went mav
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>>1353775
The 17th. We don't know all that much about anyone there except X and maybe Mac. I also recall it being mentioned in IRC that Karin would've died if we hadn't intervened in that fight with Mac?
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>>1353775
some of the smaller-scale stuff I want is closer to me wanting to push my spergy headcanon on you, like What X does with all these Light Capsules.

ah, how about the price lists for those black market simu-data? Is Em worth more than Anode?
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>>1353909
I imagine that a big factor in the value of sim data is how recent it is.
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>>1353775
Okay, small stuff... who are some world leaders?
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>>1353944
You've met a few not too long ago at Frog's retirement party.
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>>1353440

Are we? Not sure; I admit I haven't been counting. I thought we'd only used about 2 so far...?
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>>1354018
sounds right to me, pretty certain we have like eight of them... Admittedly, it'd certainly be nice to keep about half in reserve for pummeling Mortarphant with but we've also gotta make sure we get to her so I'd say spend away.
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>>1354034
was it 8? I'm having trouble finding any info of how much we have of any VWES. Only one I'm sure of is Lockon at 16.

I was running on the assumption that it was 4
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>>1354048
That's something you could add to the wiki, Cain, weapon stats.
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>>1354048
>>1354064
It's 8, the list of shots full up is on the char sheet up top. We've used... One so far, right?
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>>1354080
2, and a third if we go through with this next one.

I don't mind only bringing 2 to mortarphant
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>>1354092
Maybe... But if we consider that the mesa is her "main base", I doubt it's just gonna be her plopped out on an empty rock. Who knows how many of those robojumbos she's got there, or what else? I'd say we should make sure to save at least 3 or 4 Wrenades for the mesa.
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>>1354099
I was under the assumption that the big mechaniloids were the satellite artillery pieces
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>>1354108
That seems right, yeah. But just because they're serving as satellite artillery pieces doesn't necessarily mean that there's not at least one on the mesa.
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>>1354099
The robojumbos literally are the satellite bases, so there won't be any at the mesa unless she managed to hide them underground without anybody noticing, and honestly, these things seem to pack such a ridiculous punch that 3-4 might be overkill.

But then, I guess it's good to have redundancy, I'm gonna guess that Mortaphant will have some pretty heavy point defense since she probably can't dodge for peanuts.

Either way, I'm glad that Anode finally has a valid option to deal with heavy armour. I mean, I'm still bitter about the Stupidity Saber, but this mostly makes up for it.
>>
Page 10 vote reminder!

http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Maverick
>>
So is anything happening with that sword harem whatever thing or was it just a meme for the one thread and now forgotten?
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>>1356459
Just a one thread joke.
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>>1356459
I was writing for it as planned, but shit came up. Repeatedly. Feel free to write your own!
>>
Probably no post tonight, we're near to the end of the board anyway. No worries, the plan is still to run 'til it's done.
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>>1353970

Cathode

I want to know what she has been doing while Anode had to deal with so much bull.
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>>1357183
She's been lazing around on a beach, sipping mai tais.
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>>1357735

I don't think that she accumulates so much vacation time, unless she took like two misions a day for a while.
>>
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>>1357932
I had no idea HC was so adorable!
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>>1357849
Considering how many guns she'd bought and attached to herself last time we saw her, I don't think she's done anything BUT go on two missions a day since the beginning.
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>>1358361

Or single missions that included killing a lot of mocks.
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>>1358498
>mocks
I am unfamiliar with that mechaniloid
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>>1357996
TELL NO ONE

Also, I think I'll make a new thread. See if I can get it out tonight, but this is a busy week. Again, 100% worst case, thread up this weekend.
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>>1357996
>>1358843
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New thread is up!

>>1358929




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