|OT| Succession ERA
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That would be a bad idea. The whole point of Clan equipment is that it's lighter, more compact and more powerful than its IS equivalents.
I wonder about the Dragon. If it is not included, it is probably because the 'Mech is rare outside the Draconis Combine (they don't like mercs either, so they don't really sell them). The game is set somewhere between the Free World League, Capellan Confederation, Taurian Concordant and Magistracy of Canopus. All are far away from the Draconis Combine. While Federated Suns defenders on their Draconis border use captured Dragons, they are unlikely to move those defenders to the Capellan border, so these 'Mechs wouldn't be really found in this edge of the Inner Sphere.
LIGHT
MEDIUM
- Locust
- Commando
- Spider
- Firestarter
- Jenner
- Panther
- Urbanmech
- Raven
HEAVY
- Cicada
- Blackjack
- Vindicator
- Centurion
- Enforcer
- Hunchback
- Trebuchet
- Griffin
- Kintaro
- Shadowhawk
- Wolverine
ASSAULT
- Dragon
- Quickdraw
- Catapult
- JagerMech
- Thunderbolt
- Grasshopper
- Orion
- Marauder
- Warhammer
- Cataphract
- Awesome
- Victor
- Zeus
- BattleMaster
- Stalker
- Highlander
- Banshee
- King Crab
- Atlas
I was thinking reducing damage and range values mostly. So Clan tech would run hotter but be more compact and light than the Spheroid tech but not be actually better. I wouldn't touch construction rules, except for a total technology refresh after a time skip soft reboot.That would be a bad idea. The whole point of Clan equipment is that it's lighter, more compact and more powerful than its IS equivalents.
Yeah, this works for the AI.An easy way to balance the overpowered Clan mechs would be to have Clan pilots strictly adhere to their warrior code, which would cause them to be tactically inflexible. That's what happened in lore, IS forces repeatedly ambushed, ganged up on, and generally broke every rule of engagement the Clans use among themselves.
Yeah, and i'm waiting for a Jihad-era game or a Dark Age-era game.
That is very true.Yeah, and i'm waiting for a Jihad-era game or a Dark Age-era game.
None of these isn't gonna happen.
Presumably any sequels will use MWO models as much as possible. I expect there's a chance they will get some new ones to fill some gaps (eg the Hatchetman, i believe someone at HBS really liked that and wants melee weapons too), but overall it is gonna be MWO 'Mechs.
As such, the logical sequel is set in 3050, with the Clans added, along with some new 'Mechs such as the Raven.
Then, if the series will last long enough, 3060s with Operation Bulldog or FedCom Civil War, since MWO has several 'Mechs from that era, and more coming probably.
I am talking about BattleTech in general, including and mostly the tabletop and sourcebooks and all that.The franchise doesn't get enough video games to warrant calling it a failing regardless of which era they decide to go with. The only other official Battletech game is MWO and it isn't exactly very popular compared to other F2P games.
This isn't a call of duty, once a year franchise here.
Point values for multi, rigid behavior for AI. Pretty straightforward."Succession ERA" is pretty neat.
Weirdly, it never occurred to me to call my BT OT "ERA of Succession Wars"... but the my title has been around longer than ERA so i never modified it.
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Re:Clans
HBS indicated that if there are sequels, they may well feature Clans. I do wonder how they will portray them though. Technologically, the Clans are so much better Clan vs IS games don't really work without strict abstract balancing system (eg point values), strict enforcement of Clan honor behavior, or massively nerfing Clan technology so that it is mostly different rather than better (and they have more of advanced tech while it would be uncommon among Spheroid forces).
A game that is set within the Clan space only would work though. Only Clans against Clans.
Yeah, well, that was time when FASA was around and things were moving on. Timeline and the game sorta moved on with every main rulebook release, the introductory box was stuck on 3025 though.Mechwarrior 4 was set during the FedCom Civil War and it was one of my favorites.
Indeed, you fight the Word of Blake constantly in MA2 (never played MA1 so no idea about that). It is all nonsensical depictions actually, though there are some spiritual links to official Jihad: The Word of Blake did turn to wunderwaffe, various super and special weapons, when they realized they couldn't quite win as easily as they thought.And yeah, it'd be cool to get some slightly later stuff. MechAssault... I think mostly 2, but they showed up in 1, actually had the Word of Blake as a major factor, that was dope.
Mostly, what I like about the Word of Blake is that they're a slightly more... approachable(?) take on the sort of themes you see in Dune or 40k, without the latter's excessiveness. Technological mysticism, religious extremism, all sorts of cool stuff.Indeed, you fight the Word of Blake constantly in MA2 (never played MA1 so no idea about that). It is all nonsensical depictions actually, though there are some spiritual links to official Jihad: The Word of Blake did turn to wunderwaffe, various super and special weapons, when they realized they couldn't quite win as easily as they thought.
While there were no gigantic 'Mechs like MA2 end boss, or weird hexapodal spider 'Mech like that one half-game boss was, the Word of Blake did create a super heavy BattleMech called the Omega weighting 150 tons or so (aside from massive amount of armor, the thing was actually kinda unimpressive), they created new cockpit type that interfaces the user via neural implant and armor (a bit like in Pacific Rim), and they experimented with robotic BattleMechs.
The Word of Blake is what the ComStar was around 3025 or before, except taken up to eleven. Post-Fourth Succession War ComStar started to open up, reduce its mysticism. This lead to the split at the end of the Clan Invasion in 3052. (Don't know if you know or not, but i figured i'd put this stuff for others if nothing else.)Mostly, what I like about the Word of Blake is that they're a slightly more... approachable(?) take on the sort of themes you see in Dune or 40k, without the latter's excessiveness. Technological mysticism, religious extremism, all sorts of cool stuff.
Oh okay. I just assumed you meant Battletech video game wise.I am talking about BattleTech in general, including and mostly the tabletop and sourcebooks and all that.
Well yeah, the franchise is 30 years old and has to work to get a new fanbase to overcome attrition, because Battletech hasn't really been relevant in decades until this game. 3025 gets so much play because it's a good status quo for beginners to learn about the setting and to route them into all the built up lore, instead of dumping all the accumulated post-3025 history on them at once and turning them off.And most things have been filling out earlier times. Or going back to 3025, just like this game.
Well yeah, the franchise is 30 years old and has to work to get a new fanbase to overcome attrition, because Battletech hasn't really been relevant in decades until this game. 3025 gets so much play because it's a good status quo for beginners to learn about the setting and to route them into all the built up lore, instead of dumping all the accumulated post-3025 history on them at once and turning them off.
So, what's your pro-tips here? I played a couple of games and they all went extremely badly.I don't watch streams but based on comments, i have some reservations.
One thing i haven't seen any comments about is the AI. How good is it? Because the beta skirmish AI was awful, i almost lost only once and that was mostly because i played badly.
Everyone seen all the let's plays out there? It's looking like a solid game with tonnes of customisation, I like the idea of being able to take on the harder contracts when it starts getting a bit easy. Also, the music is phenomenal for such a small game, bravo.
In the beta, the AI was big on defeat in detail. I picked good defensive spot (hills and forests, combination being ideal), and waited for them to come to me, and the AI obliged usually by effectively sending units one by one at me rather than slowing down faster units. If i played more aggressively, i kept my 'Mechs close together and focus fired enemies down one by one.So, what's your pro-tips here? I played a couple of games and they all went extremely badly.
That sounds like it could be the thing, tbh. I played extremely aggressively, and the AI did a good job of capitalizing on any units I had positioned away from the others - part of it was that I pretty badly overestimated the ability of my guys to do damage, so flanking a pair of Light Mechs to take out a Medium while keeping my own big guys at range to provide fire support usually ended up with my lights getting rolled and the mediums killed not long after. Any missions that require us to split up the squad or go to them are gonna be much more in their wheelhouse.In the beta, the AI was big on defeat in detail. I picked good defensive spot (hills and forests, combination being ideal), and waited for them to come to me, and the AI obliged usually by effectively sending units one by one at me rather than slowing down faster units. If i played more aggressively, i kept my 'Mechs close together and focus fired enemies down one by one.
The AI did better when its forces were clumped together. But this is not because it was smarter but because there was more firepower pointed at me at once.
Now, it is possible my tendency for defensive playing was the issue for the AI. Perhaps the story missions require extra aggression, and perhaps the AI works better in such situations. And extra enemies like vehicles will change things, if they will soften my forces before AI 'Mechs.
Also, i tended to build my lance with specific tactics in mind, pilot and 'Mech choices. I didn't use premade lances much, they didn't look appealing.
I figure the basic gameplay was solid overall though, despite the AI problem. It was reasonably fun and looked nice.
Currently my concerns, along with the AI, are the campaign gameplay aspects and story. I'm also worrying whether i can build some 'Mech variants that aren't actually available, eg Banshee 3S.
EDIT Funny, but now that i think of this, despite my complaints about the UI being poor when it comes to showing information, the gameplay itself was fairly intuitive. It was clear when it was good idea to use abilities like Brace/Guard/Bulwark/whatever it was called.
In the beta, the AI was big on defeat in detail. I picked good defensive spot (hills and forests, combination being ideal), and waited for them to come to me, and the AI obliged usually by effectively sending units one by one at me rather than slowing down faster units. If i played more aggressively, i kept my 'Mechs close together and focus fired enemies down one by one.
The AI did better when its forces were clumped together. But this is not because it was smarter but because there was more firepower pointed at me at once.
Now, it is possible my tendency for defensive playing was the issue for the AI. Perhaps the story missions require extra aggression, and perhaps the AI works better in such situations. And extra enemies like vehicles will change things, if they will soften my forces before AI 'Mechs.
Also, i tended to build my lance with specific tactics in mind, pilot and 'Mech choices. I didn't use premade lances much, they didn't look appealing.
I figure the basic gameplay was solid overall though, despite the AI problem. It was reasonably fun and looked nice.
Currently my concerns, along with the AI, are the campaign gameplay aspects and story. I'm also worrying whether i can build some 'Mech variants that aren't actually available, eg Banshee 3S.
EDIT Funny, but now that i think of this, despite my complaints about the UI being poor when it comes to showing information, the gameplay itself was fairly intuitive. It was clear when it was good idea to use abilities like Brace/Guard/Bulwark/whatever it was called.
Quite possible. While i won all my games, i did take losses usually. Losing 3 out of 4 'Mechs wasn't unusual, but win's a win in Skirmish.I do feel as though the Skirmish mode is tuned more for PvP. In the campaign, there's the perpetual metagame of having to deal with repair expenses, refits, downtime, etc, and contracts will often throw considerably more than one lance at you, including vehicles, turrets and whatnot.
I'm unsure if the Banshee 3S will be doable, since there are no engine refits in the game. Heat balance of loadouts is also rather different from TT.
For fuck's sake. I don't disagree with limiting customization in order to promote individual 'Mechs but... fuck, that hurts. The Banshee 3S is one of the few variants that do replace the engine after all, and it becomes of one the finest assault 'Mechs circa 3025 with that swap.
I hope folks will be able to mod that in ASAP.
(Another variant worry is availability of Grand Dragon. There is only DRG-1N IIRC, but will it have energy slot in the right arm? If not, another 'Mech may need.)
While it would be timeline accurate, 'Mech variant availability, when they don't use any newer tech, is one thing where i'd flex a bit. I mean, logically there are already some things that make little sense, such as the Dragon itself, it isn't common outside the Draconis Combine and FedSuns-Drac and Lyran-Drac borders; or the Cataphract that is a "high-tech"/prototype Capellan 'Mech, i don't think it is really available to mercs.
Still hope someone mods those "missing" variants in.
Yeah, i remember the beta files included bunch of LosTech, like Gauss rifles.I believe there is unannounced 'lostech' in the game. Someone accidentally leaked an Atlas II.
Yeah, i remember the beta files included bunch of LosTech, like Gauss rifles.
Atlas II... now that's... well. Canonically, every single Atlas II pilot took part in General Kerensky's Exodus. Thus, the 'Mech is canonically only found among the Clan second-line forces until the Jihad and recovery of the Hegemony Memory Core circa 3070 which included the plans for the 'Mech.
Strictly speaking i can see there being Star League caches that included Atlas IIs, and someone could've found one. Still, it is a bit weird.
But, here's one caveat. Given that the game uses MWO modes, any Atlas "II" in this game won't look like the real Atlas II (probably, technically it is close enough modifying the Atlas model to that shouldn't be too difficult). So perhaps it won't be a real Atlas II, rather just a modified 'Mech called that? We'll see. Gonna be interesting either way.
This part still bugs me.Hey, i am one of those grognards. I still disapprove of the new Aurigan Coalition. Fortunately they picked a good name for it at least.
EDIT: I think it sets primary within the Aurigan Coalition.Anyone who has watched the streams: Do we know how many planets and locations are in the game? Which territories are available?
I presume the Aurigan Coaltion territory is the primary area but what about the nearby Great House territories or beyond?
I'm pretty sure I read a while back that the Successor States (the ones that border/are in proximity to the Aurigan Coalition, at any rate) will show up as possible mission sponsors, potentially with plot implications, like maybe throwing the entire region into the arms of the Capellans or the Federated Suns. Presumably, more distant factions have less plot involvement, but could show up occasionally if only to oppose the others.Oh, right, another question.
Just how do Successor States tie into this game?
I wonder because we got all the nice wallpapers with their emblems with HBS BT aesthetic (currently using the FedSuns wallpaper). All five houses, plus ComStar.
Did they just make those because having the logos is probably necessary even if they won't be featured exactly?
The franchise doesn't get enough video games to warrant calling it a failing regardless of which era they decide to go with. The only other official Battletech game is MWO and it isn't exactly very popular compared to other F2P games.
This isn't a call of duty, once a year franchise here.