Adventures in Steam Games
A Blog About My Steam Games and How To Conquer Them
Saturday, August 15, 2026
Confessions of an Automationeer, Part 259: A Birthday Gift to Myself
Thursday, August 13, 2026
MechDB Misadventures, Part 30: All-Pulse Laser Brawlgoyles
MechDB Misadventures, Part 30: All-Pulse Laser Brawlgoyles
Due to having an oversized 400-rated Clan XL engine in a standard frame encased in Clan Ferro-Fibrous armor (of which it can carry up to 13 tons), the Gargoyle/Man O' War OmniMech in MechWarrior Online is generally best used as a relatively fast brawler, with a large number of smaller, lighter weapons instead of a few larger, heavier ones. With the introduction of the GAR-M(TSP) variant, this philosophy can be taken a step closer to its logical conclusion by combining its left arm with the C variant's right arm and the E variant's side torsos to yield 16(!) energy hardpoints. One suggestion using all of these hardpoints is as follows:
Above: Mixing the Gargoyle M's left arm with the C variant's left arm and the E variant's side torsos gives the 'Mech at least 16 energy hardpoints - filling them with a 50/50 mix of Micro and Small Pulse Lasers, while using 8 additional Clan Double Heat Sinks to absorb their heat load and spare tonnage capacity, creates a tough, yet fast brawler that can eviscerate anything in a close-range combat scenario, especially against slower targets.
Prior to the introduction of the M variant of the Gargoyle, one of the closest pure energy-based pulse laser brawl configuration to the one shown above was as follows:
Above: Before the GAR-M(TSP) debuted, this was closest we could get to a pure pulse laser-based brawling setup for the Gargoyle, and compared to the one above, it has longer range but is more heat-intensive, wiht only 20 heat sinks instead of 24.
There are other pure pulse laser-based builds based on this chassis besides these two, but the Small/Micro Pulse Laser-based one could well be one of the most effective ones MWO will ever see - as long as you leverage its 12.5 tons of armor and 81.0km/h speed to absorb or evade incoming fire while keeping your cluster of tiny little lasers trained on whatever victim is unfortunate to get in your sights.
Thursday, August 6, 2026
Confessions of an Automationeer, Part 258: Generations II Five Years On
Confessions of an Automationeer, Part 258: Generations II Five Years On
- Round 1 (1955): $15m
- Round 2 (1960): $20m
- Round 3 (1965): $25m
- Round 4 (1970): $30m
- Round 5 (1975): $35m
- Round 6 (1982): $40m
- Round 7 (1987): $45m
- Round 8 (1992): $50m
- Round 9 (1998): $55m
- Round 10 (2002): $60m
- Round 11 (2007): $65m
- Round 12 (2013): $70m
- Rounds 1-6: -$5m (budget)/+5m (prestige)
- Rounds 7-12: -$10m (budget)/+$10m (prestige)
- Budget: Lower-priced cars (compacts and subcompacts, regardless of body style) and lower-end performance cars of any kind (including sport compacts, which should ideally be a separate trim of an existing budget model). Smaller SUVs/crossovers and pickup trucks also belong here.
- Prestige: Higher-priced premium and luxury cars (including any high-performance variants of either), as well as trucks, crossovers, and SUVs. This also includes (usually) higher-end sports cars and grand tourers, in addition to supercars and hypercars.
- Standard: Includes mid-range family cars (sedans, wagons, hatchbacks, and minivans) and performance cars of various types that are priced between the budget and prestige brackets (including muscle/pony cars). Mid-priced utility body styles (trucks, SUVs, and crossovers) fall into this category.
- Rounds 1-4: 6 Points
- Rounds 5-8: 8 Points
- Rounds 9-12: 10 Points
- Rounds 1-6: Base price of $2000 + $500 per techpool point
- Rounds 7-12: Base Price of $5000 + $1000 per techpool point
Infinite Space Insights: Graviton Beams and Their Tabletop Counterparts
Infinite Space Insights: Graviton Beams and Their Tabletop Counterparts
Tuesday, August 4, 2026
MechDB Misadventures, Part 29: Using Component Armor to Absorb Unused Mass
MechDB Misadventures, Part 29: Using Component Armor to Absorb Unused Mass
- 0.5 tons for each shoulder actuator (to make each arm more difficult to blow off)
- 0.5 tons for each hip actuator (to make each leg less likely to fall off in the event of a critical hit)
- 1 ton for the cockpit (thus forcing any attacking unit to score two critical hits to destroy it)


























