IIRC, it was mentioned somewhere that a lot of lead(?) roles went unfulfilled due to budget(??), so when Paradox bought them it let them finally fill those spots.
I have a four year old computer that I bought for about €1000 and it runs fine on the highest settings at 1080p. For the most part at least. With lots of stuff going on it can drop a bit.
Yeah, you really need the ability to have every melee attack be a called shot for the Hatchetman to viable in this game. You're not going to be able to rely on the default melee aiming to do anything useful, like remove a leg or side torso, and if you're just going to beat on something until it dies, you'd be better off with a longer range build.Well, the hatchet wouldn't do anything but increase damage. That's what it does in tabletop BT, though it is also more accurate than a punch. I can see it being a bit lackluster here though, as the game doesn't model separate melee attacks and their potential hit locations... plus the Hatchetman isn't terribly good chassis for the weapon itself, as the 'Mech is too slow to get in close quickly, and too light to deal significant damage (for example the Atlas punches harder than the Hatchetman's axe).
I haven't heard of variants but then again i haven't followed things closely.Have they stated how many variants of the 3 new mechs we are getting? With the time frame think there's only one Hatchetman available. Do hope they find a way to move the timeline forward to add more mech variants for variety, but imagine they might be saving the timeline jump for a sequel to this game.
If they go the Shadowrun route, they might be just doing small expansions at most for this and be working on a full fledged sequel. Moving the timeline up would take a big expansion to make all the changes needed, it would add tons of new equipment, mechs, change the map geography as well as dealing with their current campaign structureI haven't heard of variants but then again i haven't followed things closely.
Assuming no new variants are on table, then the Hatchetman has 1 variant (HCT-3F), the Crab has 1 variant (CRB-20, a Succession Wars downgrade of the original), and the Cyclops has 2 reasonable variants (the usual CP-10-Z, and the CP-10-Q that swaps the AC/20 for a missile launcher and extra armor). There is also one unreasonable Cyclops variant that carries a mobile command post, but there's no chance it will be in this game.
I do not think they will move the timeline onward unless they have bigger expansion planned, logically such thing would be about the Fourth Succession War though, so not many new variants.
The catch, of course, is that there’s no end point to the game. You can keep playing as long as you want, letting decades of game-time pass. To make scores meaningful, we needed to limit that open-endedness. So we’ve added a time limit of 1200 days. You can keep playing after that, but at 1200 days we calculate your final score and display your final ranking, and then we stop tracking score. This means that if you choose, you can compare your final results with others, share screenshots of your ultimate ranking, and compete to try to beat the scores of others.
Why 1200 days? Because that puts the game date somewhere around mid-3028, and we’re well aware of the lore events of 3028...
No they aren't. Expansions weren't mentioned at all during the Kickstarter and none of the rewards include any hint at it.
That's what I'm thinking as well. I recently tried a second playthrough and gave up halfway through. It just becomes a bit too repetitive. Flashpoint should help, but I don't think it will be enough. So I will play the wait-and-see game for now.
Agreed. Modding is fixing more for me than this proposed expansion's announced content...
What do you mean "proper melee combat"?Battletech's main problem, IMO, is that the gameplay styles are way too limited without a proper melee combat system and with the kind of shitty pilot skill setup for you to get the kind of tactical gameplay diversity that an XCOM game has. They had a chance to fix that with Flashpoint, but they wiffed hard.
Arriving November 27: BATTLETECH: Flashpoint Expansion, Free 1.3 Update, and Localization Beta! Flashpoint Pre-Orders and Season Pass Now Available
Posted by Harebrained Schemes LLC (Creator)
We're excited to announce that BATTLETECH: Flashpoint, our very first BATTLETECH Expansion, will launch on November 27th!
Flashpoint adds new gameplay, endgame depth, 'Mechs, and over 30 hours of new Flashpoint content to your mercenary experience. It's available now for Pre-Purchase on Steam for 10% off. For more about Flashpoint, check out this new video overview with Mitch!
We've also made a new Season Pass available, which includes Flashpoint AND our next two BATTLETECH Expansions. (The next Expansion, we're excited to announce, will be titled Urban Warfare - we aren't ready to share any details on that just yet, but hopefully the name gives some idea what to expect from it. : ) The Season Pass will normally be $49.99 (a $10 savings) but for this week only it's on pre-sale for only $39.99 on Steam, GoG, and Paradox Plaza.
BATTLETECH Update 1.3 Details
Our next free update for BATTLETECH will also launch on November 27th! Update 1.3 adds and improves a bunch of stuff in the base game, including:
If you haven't played in a while, also check out all the new features and improvements we've already added to the game in our free 1.1 Update and 1.2 Update. And we'll be continuing to release free updates at a similar cadence next year.
- An all-new Career Mode - Career Mode challenges you to begin the game with the Argo in a random system, with a random group of MechWarriors, with no story missions to rely on for big payouts. You wander the Periphery, taking contracts (and Flashpoints, if you have Flashpoint!) and managing your mercenary company to earn a final score. Career mode is played in Ironman mode by default, so it is also possible to “lose” this mode unrecoverably.
- Revamped MechWarrior abilities - We heard a bunch of feedback about the Bulwark ability and how you HAD to take it to finish the campaign and it got us thinking… and then revising Bulwark… and realizing that we should just rebalance the whole dang thing. Then we put it out as an opt-in Beta and got some great feedback - thanks! We’ve been working on it ever since and we’ll release the revised abilities in 1.3.
- Revisions to the Reputation System - We’ve increased the rate at which reputation rises and falls so you can really feel the effects of your actions. When you reach the maximum possible reputation with a faction, you become eligible for an Alliance. By entering into an Alliance, you mark yourself an ally of that faction - and an enemy of that faction's enemies. In addition to making higher difficulty contracts and salvage available, Alliances also allow you to access faction-specific stores containing items you might not find anywhere else.
- Black Market stores - If you play your cards right, criminal elements will allow you to buy access to the Black Market, where you’ll find some equipment that fell off a transport...
- More Events, including cameos from two Legendary MechWarriors (these were part of our social sharing Backer reward from the Kickstarter, and we expect the other two cameos to make it into the next free update.)
- New mercenary contracts - now you can take jobs from Pirates!
- New inventory items, including rare LosTech from before the fall of the Star League!
- And lots more bugfixes and quality of life improvements (like the ability to drag & drop ‘Mechs in the Mech Bay!)
Localization Beta Incoming (French, German, and Russian)
We know it's been a long road for Backers awaiting localized versions of the game, and we really appreciate your patience. QA testing for localization is going well, and we're planning to release a public Localization Beta branch on Steam and GOG by the end of November. We're targeting November 27th, to release this Beta alongside Flashpoint and Update 1.3, but it may end up being slightly staggered to accommodate testing schedules. This opt-in branch will include French, German, and Russian localization of the base game (including the 1.3 update), as well as localization of Flashpoint for Flashpoint owners.
We expect the Localization Beta to remain open for at least a couple weeks, after which Localization will exit Beta and be released as a free update to the game on all distribution platforms.
Last month we released a Steam Beta branch of the Linux version of BATTLETECH. Thank you to everyone who's tested on that branch! We expect the Linux version to exit Beta on November 27th as part of the 1.3 Update on all distribution platforms.
And that's the news, folks! We can't wait for November 27th, and we're excited to already be diving into our next free update and pre-production on Urban Warfare.