![]() The game uses spawn lists to determine which parts spawn where, with the principal factor being the planets attributes (typically industry, though other factors like Star League. I dont see why not, although now youre talking about adding a whole new asset to the bundle. Past this DLC, I hope we get a few more flavor quirks but nothing that chips away at build diversity, more like broad enhancements than specifically targeted stuff that tends to shoehorn designs in one specific direction or another. The art of managing a mech lance isnt just about fighting - its about knowing where to shop for the best mechs. Giving mechs further character probably helps ease further away from gunbagging and provide a reason to not just field 4x Hunchbacks. Hardpoints help, but now it is a situation where you find an ideal speed and hardpoint distribution and you're done. That being said, the stars of the show are mechs, but the TT construction rules (while good for their time and place) are far too simple and result in gunbags. Maybe scaling it up would be better, but maybe it would be worse, if it raises mission times or makes defeating mechs trivial (training AI to make intelligent use of cover without gimmicks is difficult and it is already far too easy to lure them into position for all four of your short-ranged brawlers to blast away) or otherwise breaks something fundamental. 95. This feature was first introduced in the BattleTech: Flashpoint game expansion. There are certainly enhancements and quality of life improvements that can be made but overall it is right where it needs to be. A Flashpoint is a series of scripted missions that are linked, often forcing consecutive deployments. If the game isnt going to deliver on either, it better be cheap. If the story isnt going to be good, there better be a plethora of mission variety, player experiences, tools, and controls-BattleTech deserves it. ![]() Sure HBS saves money by reusing MWO art, but I feel they should have more mechs original to them.įor what it's worth, I think that the game's core gameplay loop is rock-solid. A 60.00 dollar game sold with the premise that theyre going to tell a story ought to tell a good story-Battletech deserves it. Sure, the Marauder II has its art problems, which are mostly solved by now, but again, HBS could present the players with a other mech exclusive to the HBS game. Plus I'm tired of seeing the Annihilator as the premier Wolf's Dragoon assault when we have the Imp and Marauder II. Davion was producing the lower tech Devastators in that time frame and why not test it in the Periphery first? There are no other 100 tonners circa 3030 that would be considered standard availability for the IS outside of the Atlas from TRO 3025 and the retcon King Crab. The Medium Drones move in phase 2 and the heavies in phase 1. The Atlas II custom shouldn't exist either, but it's there.įor a long time, the Atlas was the only 100 tonner, and we as gamers only got other 100 tonners as retcons or as part of the Wolf's Dragoons. Theres another Heavy Drone armed exactly like that and a Medium Drone with 2 M Lasers, AC/5 and SRM6. Games play fast and loose with canon, and frankly I don't see problem with HBS throwing in another SL era unit. Fluff says 6 were made in time for the invasion of Terra. ![]() That is the date for production in the inner Sphere.
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