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[BATTLETECH/MechWarrior] Thread Bombed From Orbit [Closed]

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Posts

  • FiendishrabbitFiendishrabbit Registered User regular
    I never really unlock my arms either unless I need to pop a UAV or simply have to hit a high-flying mech. The main reason is because I really like torso-mounted weaponry except on a very small selection of mechs, so I'm just used to torso lock as standard.

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  • NobodyNobody Registered User regular
    monkeykins wrote: »
    Wait, mouse sensitivity does something? I'll be honest, I never really unlock my arms, since I exclusively build my weapon groupings around range and click frequency.

    I build groups around same weapon type, and secondary ones for arm mounts.

    For example my WHM-6D has 3 LL and 6 ERML. Two of the ERML are arm mounted. My weapon groups are:
    1. All large lasers
    2. All ER medium lasers
    3. The arm mounted lasers

    As for sensitivity, this video is pretty good at showing the in-game settings and demonstrating how they change gameplay. Mouse sensitivity is at 3:18:



    I keep forgetting to look into the FOV option

    Gnome-Interruptus
  • FoefallerFoefaller Registered User regular
    edited April 23
    I never really unlock my arms either unless I need to pop a UAV or simply have to hit a high-flying mech. The main reason is because I really like torso-mounted weaponry except on a very small selection of mechs, so I'm just used to torso lock as standard.

    I've found unlocking them is pretty much a must if you are running a brawler. Even if you have nothing in the arms, it's easier to twist away from damage since your scroll speed isn't hard-locked by your mech's torso twist, meaning you can start facing in the right direction with less mouse movement.

    Of course, once you do that, you need to go to training grounds or the Academy and spend about 20 minutes messing with the mouse sensitivity options until you get something that feels good, or you're going to overshoot everything.

    Foefaller on
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    Nobody
  • monkeykinsmonkeykins Registered User regular
    Actually, yeah, one of the main reasons I dont unlock arms is because the little arm aimer moves so fast. Also if it was a toggle I might use it. Also my mouse has two useable buttons, a third awkward button, and a fourth unusable while aiming button. I typically build around two weapon groups, sometimes a third "edge case" group (3SRM2 on my Corsair, for example).

  • FoefallerFoefaller Registered User regular
    monkeykins wrote: »
    Actually, yeah, one of the main reasons I dont unlock arms is because the little arm aimer moves so fast. Also if it was a toggle I might use it. Also my mouse has two useable buttons, a third awkward button, and a fourth unusable while aiming button. I typically build around two weapon groups, sometimes a third "edge case" group (3SRM2 on my Corsair, for example).

    There is a key bind for arm lock toggle.

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    Gnome-InterruptusNobodyH3KnucklesJimbo
  • monkeykinsmonkeykins Registered User regular
    I assume there is, just never thought I needed it enough to look for it.

  • BetsuniBetsuni Insert Disk 4 and Press Any Key to Continue Registered User regular
    Oddly I hated arm lock and never turned it on. So when the mechs that didn't have a lower arm actuators came out it really sucked for me.

    oosik_betsuni.png
    Steam: betsuni7
    ErlkönigGnome-Interruptus
  • IceBurnerIceBurner It's cold and there are penguins.Registered User regular
    edited April 23
    Battletech: Bit late to this conversation on some 'mech designs seeming bad. Most Battlemechs, especially early ones, need the full combined arms warfare setting of tabletop Battletech to make sense.
    - As of yet, no modern, professionally-made video game has come close to the full picture.
    - Most commonly, games represent 'mech and vehicle combat.
    - The MechWarrior 2 series had extremely primitive AI-only AeroTech and artillery implementations.
    - Many 'mechs are equipped with AC's for anti-air.
    - The only video game I know of to even cover infantry vs 'mechs was Crescent Hawk's Inception.
    - S Lasers, Flamers and MG's are originally considered anti-infantry weapons.
    - Infantry could use weapons capable of harassing 'mechs and easily destroying vehicles. Just imagine the possibility of facing many individual soldiers using coordinated guerilla tactics to pick off or steal from the convoy you're escorting, perhaps with help from a Locust or two.
    - Flamers are also useful for battlefield control in the right settings. In tabletop rules, Flamers could set hexes on fire. Forests for example, would burn for multiple rounds and produce LOS-obscuring smoke.

    Due to the lack of all these components of the game system, the why behind many Battlemech design decisions doesn't exist in the video games. The Rifleman has no aircraft to fight. The Firestarter has no terrain to light on fire and no infantry to suppress or kill. The (originally rear-facing) small lasers on the Jagermech have no infantry to deter. Without urban environments to constrain the speed and firing ranges of other 'mechs, the Urbanmech is really out-of-place.

    Speaking of which, it feels to me like it's taking a while for DLC 2, Urban Warfare. That subject matter is probably pretty challenging from a programming and art asset standpoint. Have to temper my eagerness with my want for it to be done extremely well. While no Battletech video game has done that environment justice yet, I feel we're finally at a level of common computing power where it's possible to do so. Here's hoping.

    IceBurner on
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  • CantidoCantido Registered User regular
    Sounds like you want Battletechfront.

    3DS Friendcode 5413-1311-3767
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  • IceBurnerIceBurner It's cold and there are penguins.Registered User regular
    Cantido wrote: »
    Sounds like you want Battletechfront.
    Hmm, not why I posted that. Hope it's more clear after edits.

    3DS: 3024-6114-2886 | NNID: Rabites | Steam: IceBurner
    PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
    Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
  • NobodyNobody Registered User regular
    Back in the day I wanted a mashup of Steel Panthers and Battletech. I guess Battlefront would work too.

  • jgeisjgeis Registered User regular
    edited April 23
    Announcement trailer for Urban Warfare just dropped, comes out June 4th. Preorders are up now:

    jgeis on
    [
    NamrokIceBurnerMirkelSproutGnome-InterruptusOrcaIoloNipsTynnanCantidoElvenshaeH3KnucklesSiliconStewIanatorTox
  • BetsuniBetsuni Insert Disk 4 and Press Any Key to Continue Registered User regular
    IceBurner wrote: »
    Battletech: Bit late to this conversation on some 'mech designs seeming bad. Most Battlemechs, especially early ones, need the full combined arms warfare setting of tabletop Battletech to make sense.
    - As of yet, no modern, professionally-made video game has come close to the full picture.
    - Most commonly, games represent 'mech and vehicle combat.
    - The MechWarrior 2 series had extremely primitive AI-only AeroTech and artillery implementations.
    - Many 'mechs are equipped with AC's for anti-air.
    - The only video game I know of to even cover infantry vs 'mechs was Crescent Hawk's Inception.
    - S Lasers, Flamers and MG's are originally considered anti-infantry weapons.
    - Infantry could use weapons capable of harassing 'mechs and easily destroying vehicles. Just imagine the possibility of facing many individual soldiers using coordinated guerilla tactics to pick off or steal from the convoy you're escorting, perhaps with help from a Locust or two.
    - Flamers are also useful for battlefield control in the right settings. In tabletop rules, Flamers could set hexes on fire. Forests for example, would burn for multiple rounds and produce LOS-obscuring smoke.

    Due to the lack of all these components of the game system, the why behind many Battlemech design decisions doesn't exist in the video games. The Rifleman has no aircraft to fight. The Firestarter has no terrain to light on fire and no infantry to suppress or kill. The (originally rear-facing) small lasers on the Jagermech have no infantry to deter. Without urban environments to constrain the speed and firing ranges of other 'mechs, the Urbanmech is really out-of-place.

    Speaking of which, it feels to me like it's taking a while for DLC 2, Urban Warfare. That subject matter is probably pretty challenging from a programming and art asset standpoint. Have to temper my eagerness with my want for it to be done extremely well. While no Battletech video game has done that environment justice yet, I feel we're finally at a level of common computing power where it's possible to do so. Here's hoping.

    Everything you just described is why I think that the TT BT is still the best way to play the game. Especially since there are way more things that need to be added to a PC game that makes it that much more complex and too costly. I just wish I had friends who would play the TT version. Also more time to do it too.

    oosik_betsuni.png
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  • HardtargetHardtarget There Are Four Lights VancouverRegistered User regular
    played a mission of Battletech last night for the first time since launch and I fucking forget everything, what the hell do the abilities do/mean? oh god.

    Is there a quick tutorial that anybody is aware of that is up to date with the 1.5 patch stuff?

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  • OrogogusOrogogus San DiegoRegistered User regular
    edited April 23
    I mean, the Rifleman is objectively pretty bad, even if you go looking for special rules to buff AC/2s and 5s (under standard rules, I don't think they're any better at AA than a much lighter medium laser). It still has a superfluous large laser and paper armor. It was obviously specced from the artwork, and at the time there weren't any good weapon options for the arms, so the loadout is a Frankenstein arrangement.

    Are people trying to argue that it's completely impossible to create suboptimal 'mechs under tabletop rules? I don't think that's true.

    Edit: I also think the Urbanmech is terrible in cities unless you go to the trouble of setting up a double blind game with a GM (in which case it's pretty great, especially the AC/20 variant). Its AC/10 actually has a range advantage over most light and medium 'mechs, and you give that up in a city. It needs to make piloting rolls to use its measly run speed, and 2 jump is limiting. Most 'mechs with even 4 jump can easily outmaneuver it and shoot it in the back.

    Orogogus on
    Phoenix-D
  • OrcaOrca Registered User regular
    edited April 23
    Ohhhhh yeah

    Edit: the new DLC announcement

    Orca on
    The 2012 issue of Fornax. | Steam and Origin: Espressosaurus
    IoloElvenshae
  • IoloIolo iolo Registered User regular
    IceBurner wrote: »
    Battletech: Bit late to this conversation on some 'mech designs seeming bad. Most Battlemechs, especially early ones, need the full combined arms warfare setting of tabletop Battletech to make sense.
    - As of yet, no modern, professionally-made video game has come close to the full picture.
    - Most commonly, games represent 'mech and vehicle combat.
    - The MechWarrior 2 series had extremely primitive AI-only AeroTech and artillery implementations.
    - Many 'mechs are equipped with AC's for anti-air.
    - The only video game I know of to even cover infantry vs 'mechs was Crescent Hawk's Inception.
    - S Lasers, Flamers and MG's are originally considered anti-infantry weapons.
    - Infantry could use weapons capable of harassing 'mechs and easily destroying vehicles. Just imagine the possibility of facing many individual soldiers using coordinated guerilla tactics to pick off or steal from the convoy you're escorting, perhaps with help from a Locust or two.
    - Flamers are also useful for battlefield control in the right settings. In tabletop rules, Flamers could set hexes on fire. Forests for example, would burn for multiple rounds and produce LOS-obscuring smoke.

    Due to the lack of all these components of the game system, the why behind many Battlemech design decisions doesn't exist in the video games. The Rifleman has no aircraft to fight. The Firestarter has no terrain to light on fire and no infantry to suppress or kill. The (originally rear-facing) small lasers on the Jagermech have no infantry to deter. Without urban environments to constrain the speed and firing ranges of other 'mechs, the Urbanmech is really out-of-place.

    Speaking of which, it feels to me like it's taking a while for DLC 2, Urban Warfare. That subject matter is probably pretty challenging from a programming and art asset standpoint. Have to temper my eagerness with my want for it to be done extremely well. While no Battletech video game has done that environment justice yet, I feel we're finally at a level of common computing power where it's possible to do so. Here's hoping.

    I would love an HBS or HBS-quality Battletech game that let you recreate the arc of Mercenary's Star. Your ragtag mercenary company gets stranded on a planet, and you have to recruit local militia - infantry and vehicles - capture supplies, create repair stations, capture vehicles and mechs, train up better soldiers and pilots etc. Big focus on combined arms, setting ambushes, effective use of infantry/vehicles against superior forces in the early game. And eventually build out a few lances of mechs and go battle the big bad oppressors.

    ElvenshaeH3KnucklesCantidoHefflingironsizide
  • NipsNips Luxuriating in existential crisis.Registered User regular
    edited April 23
    Re: Combined Arms: Hey, there's always hope for BATTLETECH 2. Just gotta keep throwing our money at them, until they get the message!

    Re: Urban Warfare Trailer: Fuuuuuuck yes.

    Nips on
    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
    OrcaTynnanElvenshaeH3KnucklesIolo
  • OrcaOrca Registered User regular
    Just give me more fun missions with cool mechanics, and iterate on the already-good design with Battletech

    The 2012 issue of Fornax. | Steam and Origin: Espressosaurus
    NipsIolo
  • NamrokNamrok Registered User regular
    Guess I should finally saddle up and finish the career I started. I think I had 2 hundred days left or so, but Flashpoints stopped showing up, and I'd fleshed out a solid Assault lance.

  • CantidoCantido Registered User regular
    Glitch: "I'm gonna get LIT"

    3DS Friendcode 5413-1311-3767
  • Ark EvensongArk Evensong The NetherlandsRegistered User regular
    Bit more info for Urban Warfare, from the Steam Store page:
    Urban Warfare brings 'Mech combat to the vast cityscapes of the Inner Sphere! Electronic warfare, large-scale building destruction, environmental mechanics, new enemy units and more make the urban sprawl a whole new battlefield.

    Urban Warfare
    Street brawls introduce new tactical gameplay challenges as ‘Mech combat moves from wide-open natural landscapes to vast urban sprawls. Every building in the new urban biome is fully destructible, so you’re never more than a few salvos away from a new line of sight, or the defensive cover of high-rise rubble. Abandoned explosive fuel trucks, destroyed coolant exchanger buildings, and broken electrical transformers that disrupt targeting will drastically change the battle as you go.

    Electronic Warfare
    The return of these lost technologies will forever change the 31st century battlefield. ‘Mechs equipped with Electronic Countermeasures (ECM) and nearby friendly units are obscured from enemy targeting systems and immune to indirect fire. Meanwhile, ‘Mechs equipped with Active Probe can reveal, locate, and target enemy units that would otherwise be hidden.

    Two New BattleMechs
    The experimental Raven 1X sports an advanced electronic warfare package that combines ECM and Active Probe systems into a lightweight component. The Javelin is a compromise between speed and firepower, with close-range knockout power.

    New Flashpoints
    A wide variety of new branching short stories that link together mercenary missions, crew conversations, special events, critical choices, and rare bonus rewards.

    Three New Enemy Vehicles
    The Gallant Urban Assault Tank sports a variety of weapons to fight at all ranges with speed and agility, the Packrat is a battlefield support vehicle equipped with a prototype version of ECM, and the Rotunda is a reconnaissance vehicle equipped with a prototype version of Active Probe.

    New Encounter
    Attack and Defend is a challenging new mission type where your mercenaries must destroy an enemy’s base to stop a steady stream of attackers before they can overcome your forces and knock out your employer’s base.

    NipsH3KnucklesBetsuniGnome-InterruptusElvenshaeIoloCantidoTox
  • OrcaOrca Registered User regular
    More mission types. Excellent.

    The 2012 issue of Fornax. | Steam and Origin: Espressosaurus
    NipsH3KnucklesElvenshaeIolo
  • NipsNips Luxuriating in existential crisis.Registered User regular
    "Attack and Defend"

    Wait, so, someone's putting a MOBA in my Tactical Simulator?

    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
    H3Knuckles
  • SiliconStewSiliconStew Registered User regular
    That urban environment is more visually impressive and vertical than I was expecting. I wonder if those buildings are going to have weight limits and how much damage you'll take when one gets blown out from underneath you.

    I figured the Raven and ECM were pretty well guaranteed for this DLC so that'll be fun, and the Javelin is also a match for the new environment, though I am a bit disappointed there aren't even more new mechs.

    I wonder how many new flashpoints they've put together? With the way they are built, I'd imagine they could crank them out at a fairly rapid pace, though playtesting requirements would limit things.

    Just remember that half the people you meet are below average intelligence.
    OrcaIolo
  • OrcaOrca Registered User regular
    The auto save functionality means any screwups lose only one mission so that helps.

    The 2012 issue of Fornax. | Steam and Origin: Espressosaurus
  • see317see317 Registered User regular
    edited April 23
    Bit more info for Urban Warfare, from the Steam Store page:
    Urban Warfare brings 'Mech combat to the vast cityscapes of the Inner Sphere! Electronic warfare, large-scale building destruction, environmental mechanics, new enemy units and more make the urban sprawl a whole new battlefield.

    Urban Warfare
    Street brawls introduce new tactical gameplay challenges as ‘Mech combat moves from wide-open natural landscapes to vast urban sprawls. Every building in the new urban biome is fully destructible, so you’re never more than a few salvos away from a new line of sight, or the defensive cover of high-rise rubble. Abandoned explosive fuel trucks, destroyed coolant exchanger buildings, and broken electrical transformers that disrupt targeting will drastically change the battle as you go.

    Electronic Warfare
    The return of these lost technologies will forever change the 31st century battlefield. ‘Mechs equipped with Electronic Countermeasures (ECM) and nearby friendly units are obscured from enemy targeting systems and immune to indirect fire. Meanwhile, ‘Mechs equipped with Active Probe can reveal, locate, and target enemy units that would otherwise be hidden.

    Two New BattleMechs
    The experimental Raven 1X sports an advanced electronic warfare package that combines ECM and Active Probe systems into a lightweight component. The Javelin is a compromise between speed and firepower, with close-range knockout power.

    New Flashpoints
    A wide variety of new branching short stories that link together mercenary missions, crew conversations, special events, critical choices, and rare bonus rewards.

    Three New Enemy Vehicles
    The Gallant Urban Assault Tank sports a variety of weapons to fight at all ranges with speed and agility, the Packrat is a battlefield support vehicle equipped with a prototype version of ECM, and the Rotunda is a reconnaissance vehicle equipped with a prototype version of Active Probe.

    New Encounter
    Attack and Defend is a challenging new mission type where your mercenaries must destroy an enemy’s base to stop a steady stream of attackers before they can overcome your forces and knock out your employer’s base.

    Ah, the Rotunda, for when you don't have enough station wagon in your futuristic giant robot war game.

    To be fair, I'd still drive one if I could, even without the large laser or missiles. I mean, I'd miss them, but...

    see317 on
    Ringo wrote: »
    Well except what see317 said. That guy's always wrong.
    NipsH3KnucklesIolo
  • McGibsMcGibs TorontoRegistered User regular
    Yeah... that looks about 20 tons.

    website_header.jpg
    Elvenshaesee317Ianator
  • CantidoCantido Registered User regular
    IceBurner wrote: »
    Cantido wrote: »
    Sounds like you want Battletechfront.
    Hmm, not why I posted that. Hope it's more clear after edits.

    Honestly, BattleTechFront sounds awesome.

    3DS Friendcode 5413-1311-3767
    Gnome-InterruptusElvenshae
  • Jeep-EepJeep-Eep Registered User regular
    I hope they're getting hyped up for a clan full story expansion pack.

    I would rather be accused of intransigence than tolerating genocide for the sake of everyone getting along. - @Metzger Meister
  • CantidoCantido Registered User regular
    edited April 24
    Jeep-Eep wrote: »
    I hope they're getting hyped up for a clan full story expansion pack.

    I want to put those snooty cultist fucks in their place. Mechwarrior 2 was not enough.

    Cantido on
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    Orca
  • AspectVoidAspectVoid Registered User regular
    Cantido wrote: »
    Jeep-Eep wrote: »
    I hope they're getting hyped up for a clan full story expansion pack.

    I want to put those snooty cultist fucks in their place. Mechwarrior 2 was not enough.

    Clans should be its own game, not an expansion. It'd make sense to put the player in the role of a Clan Mechwarrior and instead of taking contracts, you'd be making wagers for mech numbers and tonnage. A twist on the current formula, so to say.

    PSN|AspectVoid
    H3KnucklesnonoffensiveGnome-InterruptusNamrokElvenshaeTynnanElbasunuBRIAN BLESSED
  • IoloIolo iolo Registered User regular
    Boo!

    Professional Scavenger did not fire. 1.5 patch notes lied to me. :(

    I9mt92v.png

    Boo!!

  • FoefallerFoefaller Registered User regular
    edited April 24
    AspectVoid wrote: »
    Cantido wrote: »
    Jeep-Eep wrote: »
    I hope they're getting hyped up for a clan full story expansion pack.

    I want to put those snooty cultist fucks in their place. Mechwarrior 2 was not enough.

    Clans should be its own game, not an expansion. It'd make sense to put the player in the role of a Clan Mechwarrior and instead of taking contracts, you'd be making wagers for mech numbers and tonnage. A twist on the current formula, so to say.

    I wonder, if they ever did the Clan Invasion, if HBS would keep Clan tech as being straight-up superior to IS, or make it more nuanced as MWO has tried to do (Ideally without forbidding Clan tech to IS mechs altogether and visa versa.)

    Foefaller on
    steam_sig.png
  • NamrokNamrok Registered User regular
    AspectVoid wrote: »
    Cantido wrote: »
    Jeep-Eep wrote: »
    I hope they're getting hyped up for a clan full story expansion pack.

    I want to put those snooty cultist fucks in their place. Mechwarrior 2 was not enough.

    Clans should be its own game, not an expansion. It'd make sense to put the player in the role of a Clan Mechwarrior and instead of taking contracts, you'd be making wagers for mech numbers and tonnage. A twist on the current formula, so to say.

    I've long thought about what a clan expansion could bring to a campaign mode. Batchall bidding could be a huge part to lazily help the campaign self balance. No more rolling into every mission with your lostech assault lance and maxed out pilots. Maybe have it be linked to how much honor you earn, and honor in turn decides how much equipment and manpower you can requisition. Also which missions you even qualify for.

    Also, omnimechs! I've put some thought towards having extra omnimech pods lying around, being hot swappable if one of your pods gets damaged. Cut down on your repair times, and really emphasize the Clan's style of lightning war towards Terra. Maybe let you save hot swappable pod profiles for mechs to adapt to intelligence reports with your limited mech chassis. That could be a great twist on consecutive deployments.

    In fact, a campaign where you need to blitz down one of your clan's invasion corridors towards Terra on an incredibly tight time table would be awesome. The whole clan invasion from Phelan Kell's capture to Tukayid took what, 2 years? Jan 3050 to May 3052? Current career mode gives you 1200 days, so something like 700 sounds like a nice extra challenge that would utilize Clan speed, adaptability and conservation of resources well.

  • CantidoCantido Registered User regular
    AspectVoid wrote: »
    Cantido wrote: »
    Jeep-Eep wrote: »
    I hope they're getting hyped up for a clan full story expansion pack.

    I want to put those snooty cultist fucks in their place. Mechwarrior 2 was not enough.

    Clans should be its own game, not an expansion. It'd make sense to put the player in the role of a Clan Mechwarrior and instead of taking contracts, you'd be making wagers for mech numbers and tonnage. A twist on the current formula, so to say.

    That sounds much cooler than trying to quantify Honor like Mechwarrior 1.

    3DS Friendcode 5413-1311-3767
  • BetsuniBetsuni Insert Disk 4 and Press Any Key to Continue Registered User regular
    edited April 24
    Didn't HPG say that the Clans will not be an expansion a while ago?

    Betsuni on
    oosik_betsuni.png
    Steam: betsuni7
  • ErlkönigErlkönig Registered User regular
    Betsuni wrote: »
    Didn't HPG say that the Clans will not be an expansion a while ago?

    Quite the opposite. From the original pitch from the site that shall not be named/linked:
    Q: 3025 is before the Clan invasion. Will there be Clans in the game?
    A: There are no Clan ‘Mechs in the game yet but the BattleTech universe spans hundreds of years and in success, we plan to include them in later installments.

    | Origin/R*SC/Steam: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum |
  • BetsuniBetsuni Insert Disk 4 and Press Any Key to Continue Registered User regular
    Ah ok. Thanks for the quote.

    oosik_betsuni.png
    Steam: betsuni7
  • SiliconStewSiliconStew Registered User regular
    They've also updated a little info for the third DLC.

    Called "Heavy Metal", releasing winter 2019

    "The third BATTLETECH expansion features a host of new BattleMechs, including several that have been unseen for decades and perhaps a surprise or two…"

    Just remember that half the people you meet are below average intelligence.
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