![]() ![]() ![]() The music was well done and really added to the game experience (I'd put it second to Mechwarrior 2 for the franchise soundtracks). The story was solid and felt like it came right out of the old FASA lore. We haven't had a great BattleTech video game since the Mechwarrior series (2, 3, & 4) and MechCommander 2, almost 20 years ago. I played every BattleTech product I could get my hands on (tabletop and video game). Keep an eye on this developer though, they did a lot of great things here and if they correct the shortcomings their future projects could be great. If you are a casual strategy player, you will probably get bored early on, get distracted by something shiny, and find yourself doing something else. It boils down to this - if you are a BattleTech nerd, or a hard-core strategy nerd, you will probably like this game. You will find that I have a lot of positive things to say, so it might seem odd that I am not recommending this game. Will I be frustrated again? Almost certainly. ![]() Will I return to this 3 months from now after I forget how frustrated I was, and decide I gave it too little credit? Probably. That target for the assassinate mission? Make him a god. (I do know that there are people running light mech campaigns, but dear god, one bad roll and it's a restart).Īlternatively, fix the AI. All of that would allow us to drop different lance types, with different pilot types, instead of trying to squeeze scout, missile boat, brawler etc into a 4 mech lance that all has to be heavy or assault to survive. Give me more ways to give those rookies experience, that way when one dies I don't feel a gut punch and spend the next 5 hours grinding to bring one up to snuff. I have a real reason to dump hours and hours into training mechwarriors, instead of 4 being maxed out while the others are rookies. I can use the mechs I've been hoarding instead of the same 4. On top of that, the hours you have spent pouring into your mechwarriors to make them the best they can be? The 10+ enemies you face (all heavier than you were told they would be) will require you to sack them to meet Kamea's ridiculous storyline mission requirements because of repeatedly poor intel. You are restricted to a 4 member lance (a HUGE error IMO), which requires you to go heavier and heavier in drop tonnage to keep up with the number of enemies. So instead of a more challenging AI in the same number of mechs, or more creative mission types, you get repeatedly bombarded by more and more enemies in the same missions. The missions become repetitive, and the difficulty. I applaud them for the between mission micromanagement of the ship and the mechwarriors. The combat is good, the missions are interesting, and the mech selection is a joy. And also, it made me want to tear my hair out. For me and i'm just saying as a pure concept, and not asking for it, but the perfect game would start in 3025, and i could run year by year and see the new tech slowly happen, and the star system slowly change as new tech/mechs are stuff are added till finally the the clans eventually invade.I love this game. Why am i telling you this? Your RT mod, as you state is 3040-3061. Sorta like how Civilization you learn techs, and fight through era's Things evolve. ![]() But being a huge Crusader kings II fan, and playing games that take me 6+ months to finish to make it through 700 years of history is something i'd love to see in BT. Maybe this isn't your idea of the perfect BT game. We are currently busy getting 0.999 Patch 11 finished so we can concentrate completly on UW and a lot of rework like timeline options for mechs to encounter and a complete retagging for MUL is in the progress (roguetechs main time line will remain 3040-3061, everything else will become optional add ons) Originally posted by Boltergeist:They did if you knew what you didīut we considered them savebreaking because of a grand scale rework concerning the mechlab ![]()
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