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Frosted Flake
Sep 13, 2011

Semper Shitpost Ubique

Arthurian knights, descended from the French and British nobility (so, Normans?) but who are also "champions of liberty and personal freedoms in the Inner Sphere"?

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The Chad Jihad
Feb 24, 2007


Of course, the real good guys are House Liao but few are willing to admit this

Buck Wildman
Mar 30, 2010

I am Metango, Galactic Governor


true fans know clan ghost bear are the ultimate Good Boys

Buck Wildman
Mar 30, 2010

I am Metango, Galactic Governor


lol just kidding the clans suck

Slavvy
Dec 11, 2012

Frosted Flake posted:

Arthurian knights, descended from the French and British nobility (so, Normans?) but who are also "champions of liberty and personal freedoms in the Inner Sphere"?*

*: poors excluded

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
instigating a French Revolution across the Battletech universe is really more something that you should be roleplaying than looking for a conclusive answer to in the pre-written lore

Cuttlefush
Jan 15, 2014

gotta have my purp
mercenaries are the good guys

The Chad Jihad
Feb 24, 2007


Word of Blake did nothing wrong

Buck Wildman
Mar 30, 2010

I am Metango, Galactic Governor


Cuttlefush posted:

mercenaries are the good guys

Natasha Kerensky was just misunderstood

Slavvy
Dec 11, 2012

The Chad Jihad posted:

Word of Blake did nothing wrong

:hai:

Mister Bates
Aug 4, 2010
the Outworlds Alliance are basically the only group in the setting that actually bother having elections and aren’t some variety of dystopia

they also get so little content that they barely even exist

there’s also the Fronc Reaches and the Rim Collection but they’re both equally minor nobodies

Cuttlefush
Jan 15, 2014

gotta have my purp
luddic path ftw

redleader
Aug 18, 2005

Engage according to operational parameters

Mister Bates posted:

the Outworlds Alliance are basically the only group in the setting that actually bother having elections and aren’t some variety of dystopia

they also get so little content that they barely even exist

battletech cashing in on 40k grimdark vibes

palindrome
Feb 3, 2020

They've got another 37,000 years to get weird with it.

But yeah, paint up your robit squad in the Blue, White, and Red and wage a chivalric revolution across the sphere. Or, whatever catholic england would do if you prefer them.

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die


Frosted Flake posted:

Is there a group that are the main "hero" faction, other than the Restoration? Lyrans?

Capellan Confederation :unsmigghh:

my dad
Oct 17, 2012

this shall be humorous
When I played Mechwarrior online, I had a House Liao banner in my cockpit. The reason is simple: The game is full of ex NATO soldiers (and related armchair wannabes) who are incredibly racist, and that flag is the quickest way to get them on a "did you know" rant to tell on themselves.

If I'm already part of the evil Sino-Slavic menace plagueing the civilized world, might as play it up. :v:

Cuttlefush
Jan 15, 2014

gotta have my purp

my dad posted:

When I played Mechwarrior online, I had a House Liao banner in my cockpit. The reason is simple: The game is full of ex NATO soldiers (and related armchair wannabes) who are incredibly racist, and that flag is the quickest way to get them on a "did you know" rant to tell on themselves.

If I'm already part of the evil Sino-Slavic menace plagueing the civilized world, might as play it up. :v:

and they're all loving terrible at the game

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

my dad posted:

When I played Mechwarrior online, I had a House Liao banner in my cockpit. The reason is simple: The game is full of ex NATO soldiers (and related armchair wannabes) who are incredibly racist, and that flag is the quickest way to get them on a "did you know" rant to tell on themselves.

If I'm already part of the evil Sino-Slavic menace plagueing the civilized world, might as play it up. :v:

Lol hell yes this is clever

John Charity Spring
Nov 4, 2009

SCREEEEE

my dad posted:

When I played Mechwarrior online, I had a House Liao banner in my cockpit. The reason is simple: The game is full of ex NATO soldiers (and related armchair wannabes) who are incredibly racist, and that flag is the quickest way to get them on a "did you know" rant to tell on themselves.

If I'm already part of the evil Sino-Slavic menace plagueing the civilized world, might as play it up. :v:

this is at least 50% of my reason for favouring the Capellans even though I'm from Scotland lol

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
When I first got into online gaming I played a lot of Americas Army with a guy from Newcastle. He was about 4 years older than me and had previously primarily played whatever the Mechwarrior at the time was (3, 4, maybe 4 Merc?). Anyway he ended up loving some royal marines wife while said marine was deployed in the GWoT.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


should have thanked him for his service

Frosted Flake
Sep 13, 2011

Semper Shitpost Ubique

No wonder Harry Brown was so pissed off

Minenfeld!
Aug 21, 2012



Remember the sino-slavic alliance in Earth 2150?

my dad
Oct 17, 2012

this shall be humorous
Yeah. Surprisingly fun game, and for the time (made in 2000), amazing terrain alteration and modular unit/structure system with 3D graphics. It also had a really interesting system for resources being transferred from mission to mission, a central base that was in another tab and constantly running even during missions, that you could ship stuff to and from (note that this required actually having an aircraft take off and take some time to land on the other map, for which it had to have a designated and constructed landing slot for) and the planet very definitely having limited resources. While rare, this base could also get attacked based on certain triggers. You were expected to have to accumulate a lot of resources to win the game, but at the same time you had to constantly spend them. Wasn't quite balanced enough, with some penny pinching you could win the game before you were 'supposed' to, but really neat.

I was one of the more active posters in the lets play thread back in... 2014? 2015? Something like that.

https://lparchive.org/Earth-2150-trilogy/

Give it a quick glance just to see what the game was like. I had fun playing all 3 factions. Probably played Lunar Corporation the most, but stacking lasers on the Eurasian Dynasty's tanks and just noping things out of existence was fun, too. UCS gameplay is basically: Do you want: Plasma Guns On Legs, or More Plasma Guns On More Legs But More Expensive?

Sadly, the guy who made the lets play turned out to be one of those guys who were calling for nuclear annihilation of eastern Europe in response to Trump being elected. In retrospect, it probably shouldn't have been that surprising.

e: Did I mention that ammo running out is an actual thing that happens in this game, and intercepting your enemy's ammo transports is a viable strategy for stopping the enemy advance? :v:

my dad has issued a correction as of 16:46 on Dec 17, 2023

my dad
Oct 17, 2012

this shall be humorous
Spoilers for a 20+ years old game:

The base game is about accumulating resources to carry the elite of your faction to safety elsewhere. The 'canon' ending is basically "yes". All the faction manage to do this.
The first expansion, "The Moon Project" is basically a side story.
The second expansion, "Lost Souls" on the other hand... is interesting. You play as the people left behind. In each of the factions, you're following your final orders, slowly realizing there is nobody coming back for you, and that you are all doomed to die as Earth does. Not only that, there's an autonomous AI in control of a giant robot army, programmed to make sure you stay there. But wait, if they needed precautions to keep you from following... that means there is a way to follow them. Your enemies aren't those you fought yesterday. The Lost Souls will not go down without a fight. And there will be a chance to survive for you, and hell to pay for those left you behind, if you win.

KomradeX
Oct 29, 2011

Frosted Flake posted:

I like the idea of more games like Bomber Crew or U-Boat, I just don't care about PT boats.

If they have coastal forces in the channel or med, I'll check it out.

I think Compass games makes a single player game of both doing a PT-boat in the Marianas, and one where you crew a German E-boat in the channel

Zeppelin Insanity
Oct 28, 2009

Wahnsinn
Einfach
Wahnsinn
2150 was so neat. Playing it today is a bit of a chore: interface interactions are non-standard, the game is very zoomed in, and the mission design is a bit wonky. But it had a lot of cool ideas and vibes.

2160 on the other hand... Also some neat ideas but really lacked the charm. Banked a lot on graphics, which were great for it's time. Also had an idea of you hiring AI commanders with their own personalities and giving them your units, but I don't remember if that ended up in the final game. Even if it did it's an idea that sounds neat on paper, but doesn't make sense in a game where you have two dozen units at most. You can just... use them yourself.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
I liked Earth 2140 a lot more than 2150.

Frosted Flake
Sep 13, 2011

Semper Shitpost Ubique

KomradeX posted:

I think Compass games makes a single player game of both doing a PT-boat in the Marianas, and one where you crew a German E-boat in the channel

TY

Dog Boats: Battle of the Narrow Seas

Dog Boats: Battle of the Narrow Seas is a solitaire, tactical-level, narrative-driven wargame. You, as Commander, will lead a squadron of 4 Royal Navy gun boats or torpedo boats on night missions against German Kriegsmarine forces in the English Channel during 1943-1944.

Dog Boats covers the months from June 1943 to June 1944. Based in either Plymouth or Lowestoft (England), your primary goal is to intercept and sink as many Kriegsmarine merchant ships and tankers as possible. But that’s easier said than done, as Luftwaffe air patrols and Kriegsmarine warship patrols will do their best to stop you, along with determined Kriegsmarine convoy escorts.

Occasionally, you may be assigned a special mission, such as minelaying or commando team insertions along the French coast. Other hazards you and your squadron will likely face are bad weather with heavy seas, plus a variety of random events.

Dog Boats models two playable Royal Navy boat types- the heavily-armed Fairmile D gun boat, and the sleek Vosper 72’ torpedo boat. Up to 15 individual boat crewmen or crews may be injured or killed during missions, but if they do survive long enough, their skills will improve. The game also models individual boat equipment and components, such as wireless, engines, cannons, bilge pumps, etc. These components may be damaged or destroyed, perhaps forcing your boat squadron to break off the patrol early or maybe even disabling one of your boats in the heat of battle. Also modeled is boat squadron management, allowing you to manage boat assignments and repairs.

As a Royal Navy gunboat or torpedo boat squadron commander, your ultimate goal is to survive for up to 12 months of the war while at the same time sinking as many Kriegsmarine ships as possible without suffering too many squadron losses yourself. But be careful- play recklessly and lose too many boats, and you may find yourself relieved of command or even court-martialed! But perform well, and you will earn well-deserved medals, having the satisfaction of knowing you successfully served your country well.

Dog Boats is designed to be detailed yet remain accessible to even new players with no prior wargaming experience. Gameplay has been greatly streamlined by avoiding the need to memorize many complicated rules, yet it still retains a certain level of content, detail, and unpredictability which add to replayability. Most patrols can be completed within 20-30 minutes, with the occasional 1-hour patrol. The option to play quicker Short and Medium campaign games of 4 or 8 months is also included. Are you ready to serve for Queen and country?

e: "Are you ready to serve for Queen and country?" "June 1943 to June 1944."

:confused:


Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Also Warzone 2100 did the persistent base thing before Earth 2150 did (and imo better) and had a really cool research and unit design system.

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.
Look at the brightside kid, you get to keep all the money

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

My brother's gonna be staying at my place for a few days so time for the holiday tradition of trying to figure out how the gently caress you play Empire of the Sun

Stairmaster
Jun 8, 2012

its not that complicated

KomradeX
Oct 29, 2011

How is Carrier Command 2?

Minenfeld!
Aug 21, 2012



Which of the DLCs for UoC2 are most worthy of picking up?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Minenfeld! posted:

Which of the DLCs for UoC2 are most worthy of picking up?

Gonna rep all the East Front ones, but Kursk especially

Minenfeld!
Aug 21, 2012



gradenko_2000 posted:

Gonna rep all the East Front ones, but Kursk especially

Am I correct in that they go Barbarossa-German campaign, Moscow-Soviet campaign, Stalingrad-German campaign and back and forth like that? They're kinda paired together?

Mister Bates
Aug 4, 2010

KomradeX posted:

How is Carrier Command 2?

it's a lot of fun but not without issues, and is playable single-player but is very much designed to be played multiplayer, either competitively or co-op against the AI.

Every campaign gives you a randomly-generated map of an archipelago of islands, with the different teams (who by default have one carrier each but can have multiple) starting on opposite corners of it. Each island has a random resource it provides - some produce fuel, some produce different types of munitions, some produce aircraft or ground vehicle chassis, etc. - and they all start with some neutral AI-controlled defenses that are hostile to both sides. These are technically not your objective - the win condition of the game is to sink the enemy carriers, and it's theoretically possible to beeline straight for them and win the game almost immediately - but in practice you need to take them, because without fuel you can't move the ship or any of your vehicles, without ammunition you can't shoot anything, and without vehicle manufacturing to replenish your losses you'll eventually be trying to solo everything with the carrier as though it were a battleship. Your money income, used to purchase everything, is also tied mostly to how many islands you control, so there's a bit of a snowball effect where more territory lets you buy more things which makes it easier to take more territory.

Produced resources do not teleport and have to be ferried from the producing islands to your carrier on supply craft, which are extremely vulnerable if the other side can find them; securing your logistics and degrading enemy logistics are an extremely important part of the game, and killing an important supply shipment can effectively win you the game before you even know where the other carrier is.

There are smaller naval warships you can build, to escort the carrier or your logistics train or just to fight the enemy, but most of your combat power is on the carrier. A lot of this is, surprisingly, the carrier itself, which is extremely heavily armed, with cruise missiles, some big naval guns, surface-to-air missiles, and anti-aircraft guns in addition to anti-missile countermeasures. You can't capture islands with it - you need to actually send at least one land vehicle to the island to take control - but the early-game, low-level AI defenses on the first few islands can easily be cleared entirely by the carrier without you ever having to deploy a plane. Even in the late game they remain extremely useful, provided you can keep them fed with ammunition.

It is Carrier Command, though, and at some point you'll have to deploy some airplanes. The vehicles are all modular, with one of several base chassis that you can stick a bunch of different weapons or subsystems on - missiles of various kinds, torpedoes for anti-ship work, iron bombs, rocket or gun pods, cameras, AWACS radars, etc. Launching and recovering them is a slow and at times annoying process - there's a 'hold plane on deck' option but no way to stage multiple planes on the deck, for example, or ready multiple aircraft for launch at the same time. Once you have your aircraft in the air or your ground vehicles landed on the beach, you can either order them around like units in an RTS or take direct control of any of them in first-person. The AI has very limited autonomy and requires direct orders to be very effective, and of course any vehicle is massively more effective in human hands than in the computer's - but taking direct control of a single vehicle completely destroys situational awareness and your ability to control the rest of the battlefield, hence it being clearly designed for co-op play.

The main issue with the game is that it's slow, glacially slow. The archipelago is huge and your carrier and other ships are slow, producing more resources at island factories is slow, loading and unloading is slow, launching and recovering aircraft and vehicles is slow. Once you've queued up a strike package for launch, you've then got a good 5-10 minutes of sitting around doing nothing, waiting for the planes to be moved over to the elevator, brought up to the deck, staged, and then launched, one at a time. Once they're launched they will take quite some time to reach their destination, and once they are done recovering all of them is again mostly queuing up the orders and then sitting there doing nothing while you wait for them to recover. The combat is fun, fast, and high-stakes (all of your units and the enemy's are extremely fragile, and the outcome of a battle can potentially be decided in seconds), but that just compounds the problem, because you've got short bursts of high-intensity action interspersed with long downtimes in which nothing is happening. This, in my experience, makes it ironically a hard sell for co-op, because while I personally might be willing to play something extremely slow-paced while watching a movie or a television show and only half paying attention to the game, finding a full team of people to do that is much less likely - and finding two full teams to do that is even harder, so the game's competitive multiplayer scene is almost completely dead.

If that sounds like your jam I'd say it's worth twenty dollars.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Minenfeld! posted:

Am I correct in that they go Barbarossa-German campaign, Moscow-Soviet campaign, Stalingrad-German campaign and back and forth like that? They're kinda paired together?

Yeah Germans have Blitzkrieg, Barbarossa, Stalingrad, and Desert Fox. Soviets have Moscow 41 and Don 42 (the Stalingrad campaign), the British have Desert Rats, and Kursk has both Soviet and German campaigns. All the DLC is fun so go for whatever you like. Moscow 41 is notably kinda difficult (at least to get perfect scores, it's not that hard to just win) and Desert Rats has lots of very precise puzzle-y scenarios, though it's a fun change of pace and you get lots of neat side theaters like Indian troops retaking Somalia and Ethiopia

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KomradeX
Oct 29, 2011

Mister Bates posted:

it's a lot of fun but not without issues, and is playable single-player but is very much designed to be played multiplayer, either competitively or co-op against the AI.

Every campaign gives you a randomly-generated map of an archipelago of islands, with the different teams (who by default have one carrier each but can have multiple) starting on opposite corners of it. Each island has a random resource it provides - some produce fuel, some produce different types of munitions, some produce aircraft or ground vehicle chassis, etc. - and they all start with some neutral AI-controlled defenses that are hostile to both sides. These are technically not your objective - the win condition of the game is to sink the enemy carriers, and it's theoretically possible to beeline straight for them and win the game almost immediately - but in practice you need to take them, because without fuel you can't move the ship or any of your vehicles, without ammunition you can't shoot anything, and without vehicle manufacturing to replenish your losses you'll eventually be trying to solo everything with the carrier as though it were a battleship. Your money income, used to purchase everything, is also tied mostly to how many islands you control, so there's a bit of a snowball effect where more territory lets you buy more things which makes it easier to take more territory.

Produced resources do not teleport and have to be ferried from the producing islands to your carrier on supply craft, which are extremely vulnerable if the other side can find them; securing your logistics and degrading enemy logistics are an extremely important part of the game, and killing an important supply shipment can effectively win you the game before you even know where the other carrier is.

There are smaller naval warships you can build, to escort the carrier or your logistics train or just to fight the enemy, but most of your combat power is on the carrier. A lot of this is, surprisingly, the carrier itself, which is extremely heavily armed, with cruise missiles, some big naval guns, surface-to-air missiles, and anti-aircraft guns in addition to anti-missile countermeasures. You can't capture islands with it - you need to actually send at least one land vehicle to the island to take control - but the early-game, low-level AI defenses on the first few islands can easily be cleared entirely by the carrier without you ever having to deploy a plane. Even in the late game they remain extremely useful, provided you can keep them fed with ammunition.

It is Carrier Command, though, and at some point you'll have to deploy some airplanes. The vehicles are all modular, with one of several base chassis that you can stick a bunch of different weapons or subsystems on - missiles of various kinds, torpedoes for anti-ship work, iron bombs, rocket or gun pods, cameras, AWACS radars, etc. Launching and recovering them is a slow and at times annoying process - there's a 'hold plane on deck' option but no way to stage multiple planes on the deck, for example, or ready multiple aircraft for launch at the same time. Once you have your aircraft in the air or your ground vehicles landed on the beach, you can either order them around like units in an RTS or take direct control of any of them in first-person. The AI has very limited autonomy and requires direct orders to be very effective, and of course any vehicle is massively more effective in human hands than in the computer's - but taking direct control of a single vehicle completely destroys situational awareness and your ability to control the rest of the battlefield, hence it being clearly designed for co-op play.

The main issue with the game is that it's slow, glacially slow. The archipelago is huge and your carrier and other ships are slow, producing more resources at island factories is slow, loading and unloading is slow, launching and recovering aircraft and vehicles is slow. Once you've queued up a strike package for launch, you've then got a good 5-10 minutes of sitting around doing nothing, waiting for the planes to be moved over to the elevator, brought up to the deck, staged, and then launched, one at a time. Once they're launched they will take quite some time to reach their destination, and once they are done recovering all of them is again mostly queuing up the orders and then sitting there doing nothing while you wait for them to recover. The combat is fun, fast, and high-stakes (all of your units and the enemy's are extremely fragile, and the outcome of a battle can potentially be decided in seconds), but that just compounds the problem, because you've got short bursts of high-intensity action interspersed with long downtimes in which nothing is happening. This, in my experience, makes it ironically a hard sell for co-op, because while I personally might be willing to play something extremely slow-paced while watching a movie or a television show and only half paying attention to the game, finding a full team of people to do that is much less likely - and finding two full teams to do that is even harder, so the game's competitive multiplayer scene is almost completely dead.

If that sounds like your jam I'd say it's worth twenty dollars.

Thanks

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