Battletech Update
#1
Posted 16 November 2017 - 06:53 PM
Showing off one of the early missions.
Now isn't constant update and community engagement so much better than using an annual CON to promote your product?
#2
Posted 16 November 2017 - 07:31 PM
#3
Posted 16 November 2017 - 08:01 PM
feel like it's missing a little something but I don't know what to pinpoint...
#4
Posted 16 November 2017 - 08:34 PM
And vertical drop LRM's
#5
Posted 16 November 2017 - 08:53 PM
Quote
feel like it's missing a little something but I don't know what to pinpoint...
its not mechcommander is what its missing
mechcommander gold is still the best battletech game ever made
#6
Posted 16 November 2017 - 08:57 PM
Armored Yokai, on 16 November 2017 - 08:01 PM, said:
feel like it's missing a little something but I don't know what to pinpoint...
Professional voice acting for one. The pilots sound reasonable but that mining dude at the start doesn't read the intonations in those lines correctly, so it all sounds out of universe/character.
Music is good, though.
Edited by 5th Fedcom Rat, 16 November 2017 - 08:59 PM.
#8
Posted 16 November 2017 - 09:22 PM
#9
Posted 16 November 2017 - 09:43 PM
this is 1990s tech with better graphics
now if all your Mechs moved at the same time that would be an improvement
or issue a command "light scout" and the light takes off to reconnoiter the area
JMTCW
#10
Posted 17 November 2017 - 12:31 AM
#12
Posted 17 November 2017 - 02:25 AM
#13
Posted 17 November 2017 - 02:30 AM
Armored Yokai, on 16 November 2017 - 08:01 PM, said:
feel like it's missing a little something but I don't know what to pinpoint...
It's like judging XCOM from just a skirmish battle - half of the meat of these games is the management aspect. Salvage, contract negotiation, mech management will add context to each battle.
#14
Posted 17 November 2017 - 02:34 AM
#15
Posted 17 November 2017 - 07:01 AM
Muujig612, on 16 November 2017 - 09:08 PM, said:
Death from above!
Except the part where they actually destroy a Spider with a DFA from a Panther? Nah, I'd say it's not so much "missing" something as it is just early game material. Early missions are always fairly boring. But it doesn't help that the player came to the party with vastly more tonnage than the opposing side. He basically steamrolled the opposition. The AI played extremely poorly, too, the only real threat that was faced during the entire mission was the player's own willingness to take heat damage. But again, early game, and fighting against basically non-military targets.
#16
Posted 17 November 2017 - 12:24 PM
#17
Posted 17 November 2017 - 02:18 PM
Rusharn, on 17 November 2017 - 12:24 PM, said:
#18
Posted 17 November 2017 - 02:59 PM
Still I don't really feel it to be honest.
The voice acting is pretty bad, the music is bland, repetitive and doesn't help create any suspension, I would turn it off right away if it's like that. This particular mission looked extremely easy which may or may not be fixable in settings, not sure why they would use a cakewalk mission as showcase, a nailbiting hard one where the player lost several mechs would be better marketing. The AI didn't look smart, coordinated or tactical, but it didn't have any good units to work with so it's kinda hard to tell. The low difficulty also made the video feel grindy and kinda boring.
Also what kind of mission design is that, go here blow this tower up, go over there to an almost identical base and blow this other tower up, then go to this third base and blow more buildings up. I didn't feel the story or any dramaturgical curve in the mission itself.
I get that it's a beginner mission and early development and so on, but if you want to showcase mission gameplay it should be representative of the best gameplay there will be.
Map and graphics looks ok, just a bit repetitive, but I don't like the sound effects and the screen shake was more annoying than immersive.
Edited by Sjorpha, 17 November 2017 - 03:05 PM.
#19
Posted 17 November 2017 - 03:01 PM
#20
Posted 17 November 2017 - 03:36 PM
Dimento Graven, on 17 November 2017 - 02:18 PM, said:
In the HBS Battletech game the AC10 does the equivalent of 15 points of damage in the TT, so there is no check for a 1 in 6 cockpit hit, it destroys the head out right exceeding both armor and structure in a single attack. This makes an IS AC10 as powerful as a Gauss rifle or a Clan ERppc.
From what I have read in the HBS forums this was an intentional decision to make the AC10 more useful, however with how frequent head shots occur I honestly would see a huge amount of frustration in the campaign mode of losing pilots to the relatively common AC10 that is mounted as a mainstay weapon on several battle tanks, as well as common armament on mechs such as the Urbie. Instant kill head shots were bad enough in the TT with weapons like the AC20, Gauss and Clan ERppc, but at least you paid for that decapitation power with a heavy weapon that either has the chance to explode when hit, has short range, or runs very hot.
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