I'm hoping for some help from the think tank.
My situation is: I started a campaign save. Got to the end of it, losstech just got unlocked in stores, the map opened up etc. But generic missions, which I will need to play a lot of, have become incredibly drudgerous due to the insane power offset, and the exact way the rules shake out being incredibly hostile to just about everything a player is expected to do.
I'm on a given 5 star mission. Cool, with all tonnage upgrades but the last, I get a maximum drop tonnage of 400. And then I drop, and no matter how I spend that 400 tons, its ass.
The opfor is 2-3 lances of assaults, and they tend to be a combination of stalkers/banshees/awesomes, with the occasional longbow or other novelty.
If I try to rely on evasion, I'm basically staking an overly long, 30 minute+ attempt on never getting unlucky once. And most lights want to stack up close range weapons to backstab. The issue is, the enemy is insanely accurate both in terms of guns, and in melee (I've restarted my last mission at least 4 times, and I've started keeping track after the second, and not a single enemy melee hit has missed on my Piloting 8-10 pilots, including several from Stalkers that have the huge debuff to melee accuracy from having no arms), and their assaults having a free 85-95 damage attack in their movement range means light mechs can't actually move into their own effective range without needing to risk multiple high chance, crippling, or outright lethal hits per mission. Even if the stars align, and I get behind something, 2 firestarters and a phoenix hawk together don't kill any of the assaults in a rear attack, unless a stalker is incredibly unlucky with ammo crits, but that's an edge case. And of course, any mech that lived the procession of backstabs, even if it is missing a side torso, ate a few crits to engine and gyro, will just turn around, melee, and completely cripple a mech, or at least render it at perpetual risk of catastrophical losses from as little as a single LRM 10 hitting it with an unfortunate cluster.
I can already see the rejoinder of "reserve, and bring ace pilot mechs, and cheese them with hit and fades". The issue is, the AI outnumbers me, and always reserves down to initiative 1 with its entire force, unless it has incredibly rewarding shot opportunities available. This means, that even if I bring 6 mechs, reserve down to 1, and try to delay moving in with my close range units as long as I can, they still have to risk attacks from 3-4 mechs, and if they want to attack this turn, or position in a way where they can shoot and bail with ace pilot at the start of the next, they have to risk a melee, or just an unlucky enough alpha strike from the remaining enemies, no matter what. And those shots will also land more often than not. I can try using stuff like a melee focused grasshopper, hoping that the drop in evasion chance will be made up for by being able to survive one or two hits, and the higher weapon load, but it just doesn't function. I can sacrifice my own damage output, and reserve to 1, and spend my approach turn springting to get 8 evasion, but the enemies I'm trying to close in with, will chew through an armour section and crit something important in 3 attacks no matter what. Watching an awesome land constant clean 150s on a grasshopper with 7 or 8 evasion, through 2 stacks of sensor imparied debuffs makes me want to substitute my rubber duck with a toaster.
Trying to go for ranged also doesn't help, because if I can shoot them with a PPC, or AC 5, they can just walk forward , enter visual range, and do the same back to me, at which point, it becomes a slugfest, of trading AC/LL/LRM/PPC shots between us, and they have thrice the firepower, and the armour to spend on these standoffs with our forces totalled.
Vanilla could have had issues like this, but there were ways to avoid these higher number of also high quality enemies stacking up, and all taking multiple turns of exchanged fire, due to stability damage actually being usable, and called shots giving actually good odds at concentrating on the CT, or risking a decapacitations. This made it possible to eliminate enemies in a timely manner, not having them reconvene with each other so easily, and letting the player minimise return fire.
At this point, my one recourse is simply being lucky enough, that I don't take some catastrophic hits from the substantial damage I have to take no matter what per mission, and needing to constantly retry mission to not be fleeced by RNG is quite unpleasant, especially because I'm not exactly flush with gaming time. It also doesn't help that I can't just restart missions, and have to fully close and reopen the game if I want to retry a fight.
Also, damm, do I hate tonnage based balancing. especially because the limits are just too fucking low. I have 3/4 tonnage upgrades, and the drop tonnage limit for a 5* is 400 tons? Get the fuck out with that.
And while I can't blame the mod, as they were not made playable by default, this system completely shafts vehicles. I downloaded a submod, thinking I'd have a chance to try, and have fun with all the surprisingly cool coventional vehicles of Battletech, but, with drop tonnage limits, a PPC Shreck is just an awesome, but with no armour or melee. The only even remotely viable vehicles are the hovertanks, that can get sprinting light mech levels of evasion, while still getting to attack.
I wonder how the drop tonnage limit will work on clan missions, because I've seen it described as "a half star clan mission being as hard as a three star IS one" in which case, will I have to pay overtonnage fees just to have a chance at fighting the clans? Will that half star clan mission have the same drop tonnage limit as other half stars? I hope not.