I'm pretty sure this mission i'm doing is impossible. My squad just can't fight 8 mechs at once.
Did anybody ever run into a PPC+++? I never saw one of those, and only one heat exchanger. One of my friends at work also has two gauss for some reason; likely a bug of some kind...
King Crab was definitely an exciting find for me, too, although functionally I find the Atlas to be a much better choice. The 'Crab is just too limited on slots and too fragile in that I can't really find a good alternative to a stock config. I admit it's still fun to just run up the middle and see if you can break some legs, but you tend to need a stock of AC/20++ and +++ to keep it functional.
i had some frustration in the early game too, the difficulty ramp up was a little off, mostly because of buggy scripting where reinforcements would appear on the first wave, way before i had the tonnage to handle 5+ bogeys. i quit for a day or two, too, but hacked a json and gave myself some extra money for some breathing room. learned the importance of facing and using terrain to block enemy line-of-sight. now i'm back in it and having a blast.Getting back into this game. I tried my hand at Smithon and was greeted with a PPC to the cockpit early into the first part of the mission. Whelp. Quit out, guess I'll try again some other time.
Think this uses same hex size as the tabletop game, so one hex is 30 meters in length. For example the Large laser and AC/10 ranges are 450m/15 hexes max (300m/10 hexes optimum).is there somewhere in game that tells you how much distance eachc hex is? I am having a hell of a time judging distance and I am constantly having to test/change my move orders for optimal distances
It definitely helps. I haven't even made it to Smithon which is like the 4th story mission but I have done 25 plus merc missions. You will learn how to play better and how to balance your mechs and your attacks a lot better.Man, fuck this game. Story missions are always twice as hard as the skull rating suggests. Does it scale with you or can you grind pilot skill and make it easier? If I go in with light mechs will I still face the same stuff or what? It feels like bringing max tonnage possible just causes the game up boost enemy numbers, maybe I've just drawn a string of bad missions. I usually lose a pilot a mission, typically at the very end when 2 all but dead enemy mechs somehow survive everything I can throw at them and crit a few of my mechs. I know I still have a lot to learn about proper mech placement, turn timing, and loadouts but damn, it just feels like hitting a brick wall in this game. I would grind a few non-story missions to boost pilot skills and stuff but I have no clue if it would even help.
go do some contract missions to beef up your 'mech bay. the early to early-mid game is the toughest i think, you have poor scripting where missions throw primary and secondary opfor at you concurrently and you don't have the tonnage to match. and you're thin on cash so its a hard choice between that and salvage. i suggest you take full salvage, get those medium 'mechs loaded out. then when you have a medium lance and some fighting experience go do those payday story missions. i cheated in some cash right about where you are at cause i was about to throw my hands up and bail, but in hindsight it was not necessary. look in your inventory and sell off some medium lasers or heatsinks or whatever to make some cash off your contract salvage options. also once you get your first heavy 'mech i feel like it starts to snow ball from there and you can start rocking the opposition and before you know you'll be on to your assault 'mechs. also if your getting rocked now, go do some 'easy' contracts. i'm only about half way through the story and i've got some serious tonnage and two pilots with 10-10-10-10 skills, but i spend most of my deployments in retrospect in medium 'mechs, light and heavy after that and just recently fielding a full assault lance.Man, fuck this game. Story missions are always twice as hard as the skull rating suggests. Does it scale with you or can you grind pilot skill and make it easier? If I go in with light mechs will I still face the same stuff or what? It feels like bringing max tonnage possible just causes the game up boost enemy numbers, maybe I've just drawn a string of bad missions. I usually lose a pilot a mission, typically at the very end when 2 all but dead enemy mechs somehow survive everything I can throw at them and crit a few of my mechs. I know I still have a lot to learn about proper mech placement, turn timing, and loadouts but damn, it just feels like hitting a brick wall in this game. I would grind a few non-story missions to boost pilot skills and stuff but I have no clue if it would even help.
other than initially they never seem to bother me. I won't lie though i do listen to Podcasts or browse on my phone so it probably is bad I just don't notice
I'm on this mission right now. It sucks.Finally arrived at a story mission that's stumped me- the one where you need toa gigantic fucking hill. I think three Assault mechs and 1 Heavy is too slow, but I love my Assault classes so much. :(destroy three generators in under fifteen turns for Lady Armano, all positioned atop
Sigh.
Finally arrived at a story mission that's stumped me- the one where you need toa gigantic fucking hill. I think three Assault mechs and 1 Heavy is too slow, but I love my Assault classes so much. :(destroy three generators in under fifteen turns for Lady Armano, all positioned atop
Sigh.
They definitely need more random travel events and decisions.Nearing the end of the story missions, have 60hours in the game at this point.
I've been liking it but not as much as I wish I was. There are just a lot of little problems I have with the game that just chip away at what I otherwise think is a quality game.
I wish the game was either more story heavy than it was or more proc gen than it was. Feels too half and half and not committing fully one way or the other. Part of this is affected by how few diverse random events there are. I want those to either exist to give your mechwarriors some procgen storytelling or simply flesh out and give more character to your ship crew. This is all part of me wishing this game had more focus on its writing than it does. It's a strategy game before it is anything else and I just wish I got something more coming from HBS.
Another peeve I have is just that I wish the game gave me more options in creating a diverse squadron. I loved picking and choosing and deciding over a large group of units in the table top game and being restricted to four units feels both limiting and just sort of bland. The game feels mostly tuned for you to just pick the biggest mechs you've got and throw it at the enemy which is (especially in high rank battle missions) just another group of high tonnage mechs. There isn't the sort of variety of units that you can control. You lose out on that wide tactial game that you got from the tabletop and I was hoping for a full on strategy Battletech game to have that.
Mike McCain Game Director said:In our first big update, among other things, we're adding a full speed-up mode that can be enabled or disabled at any time from the settings menu. It greatly accelerates the majority of a given action, then eases out of the acceleration at the end – so that you don't miss where a unit ends up on the map, or seeing the results of an attack. We're also adding an "on-demand speedup" function – basically, you can hit the SPACEBAR during an action to accelerate only that action. I'm excited about this one for players like me who might often want to watch the action play out, while still having the ability to "fast-forward" when desired.
There's a lot more, on future plans, modding, and player reception of Battletech. And he also answers how to take down a King Crab.Mike McCain Game Director said:Putting some information in dialogue trees wasn't about trying to tuck it away, it was about trying to make sure it got in. Our content creation pipeline does a lot of things well, but unfortunately, constructing tutorial missions was a more time-consuming (and error-prone) operation for us, so we focused on critical-path tutorialisation in mission and then did our best to augment that with the out-of-mission dialogue. We'd love to improve on this in some way in the future, but we're still evaluating what to prioritise after Update 1.
eh, wondering if this is a good thing. Paradox has to report to investors and shareholders and at the same time, HBS is licensing the Shadowrun and Battletech IP from Microsoft. It seems like a legal mess if any complications were to happen. I hope this gives better support and stability for HBS for sure and Paradox is one of the best publishers around if they had to sell to any publisher around these days.
I wonder how much Weisman and Gitelman got out of the acquisition though and I hope especially Weisman learned after selling all the FASA property rights to Microsoft back in 1998.
Interesting news there. Paradox acquisition basically assures that Battletech will get several big DLC updates now. That's good news in my book, but I'm not sure what it means for their other cool RPG stuff like Shadowrun. I'd hate to see them shelve all the cool stuff that setting can do permanently.
HBS is still the developer, so it's not a given that lots of DLC is expected. We will for sure see some DLC (mechs seem the most obvious), but Paradox does not enforce its developers to push out tons of DLCs for all of its products.
The "oodles and oodles of DLC and expansions" model is basically confined to PDX studios as a developer, isn't it? I don't think any of their other affiliates operate like that.
The "oodles and oodles of DLC and expansions" model is basically confined to PDX studios as a developer, isn't it? I don't think any of their other affiliates operate like that.