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Pycckuu
Sep 13, 2011

by FactsAreUseless
The challenge of making a Mechwarrior game comes in part from dealing with everyone who played Battletech in the 70ies or whatever, and has their own view of how the game should be. They will also buy into the top tier pre-order and defend the game dogmatically until it is finally released and turns out to be poo poo (see: MWO).

For what it's worth, this game looks a lot like XCOM and that's not a bad thing. Initiative system looks good but the battles seem too easy and there is too much melee. Hopefully the developers will find a way to make single player challenging.

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Pycckuu
Sep 13, 2011

by FactsAreUseless
Game owns.

Deuce posted:

Ammo crate mission: The enemy has a powerful force that swarms you, and has turret fire support. But don't worry, there's things you can blow up to help thin them out! Except the AI knows to never, ever step in one of those blast zones. Hahaha good luck!

The first crate you should blow up will take care of the two LRM turrets, and if you hang to the left (where the third turret is), the enemy mechs will draw towards you. You can get 2 or 3 of them into an explosion if you position your dudes well.

Pycckuu
Sep 13, 2011

by FactsAreUseless

Urthor posted:

Is the Quickdraw actually good for anything? I can't think of a role and it's unfortunately my only heavy atm, but it's 1 priority lower and the hardpoints aren't really that well placed for any sort of dedicate role

It depends on how you play. I filled my quickdraws with medium lasers and SRM launchers (keeping the stock number of JJs) and had reasonable success with them until bigger and better things came along.

In general, fast moving mechs rely on evasive ticks for their survivability, so you have to make sure to maximize that every turn (aka always be moving). With a quickdraw, you get a ton of ticks from standard movement and an opportunity to jump behind people and feast on that there delicous butt meat. It won't take too much damage, but it does a good job of mixing it up.

Pycckuu
Sep 13, 2011

by FactsAreUseless
Game owns but the final mission was shockingly easy. As a whole the challenge just goes away once you get your hands on some assault mechs.

I also wish the storyline missions had you use more than one lance. You could have like.. the scout lance disable comms, skirmish lance intercept reinforcements, and assault lance go in and gently caress poo poo up. It would encourage the player to keep more than 5 pilots in the roster, and also have use for small mechs later on in the game.

Pycckuu
Sep 13, 2011

by FactsAreUseless

Section Z posted:

Problem with that, is that you could give the final lance 6 King Crabs and most complaining about it would still be upset their loaded the brim with lostech and +++ gear crab lance still won.

So all you accomplish is further encouraging circling the sphere until you have a choice Assaults and toys to throw at it. Final fight is clearly tuned so you are relevant if your only undamaged assaults are the plot freebies.

Final lance can be as beefy as you make it, that's up to the player and I think that's fine. The scout and skirmish lance is where the challenge will be: you will have to find the right balance between mobility and firepower in order to complete the mission. The gameplay would feel similar to the early game. Plot twist: if your skirmish lance is defeated or has to retreat, you'll have a bunch of extra dudes to fight in the final battle.

The final mission kinda did this, but you got to use the same guys as long as they didnt get hurt.

Pycckuu fucked around with this message at 04:39 on May 21, 2018

Pycckuu
Sep 13, 2011

by FactsAreUseless

Roman Reigns posted:

Someone convince me why I shouldn’t sell or scrap my Dragon. I’ve only been on two missions with it and I’ve lost an arm in each. My only alternate heavy is a Quickdraw.

I had good success with running my dragons. AC5, two big SRMs, medium lasers (idk maybe you can get an AC10 in there?). Always move to get the max mobility pips, try to circle around to expose butt meat. Fire your poo poo while closing in, then punch the enemy out. Punch light mechs, stomp vehicles, plink away at everything else then punch them too for good measure.

Pycckuu
Sep 13, 2011

by FactsAreUseless
I built an incredible Dragon earlier today: AC20, 2 tons of ammo, 2ML, the rest of tonnage goes into armor. It kinda owns.

Pycckuu
Sep 13, 2011

by FactsAreUseless
Crusader Mechs 3. Except all battles are fought Battletech style.

Pycckuu
Sep 13, 2011

by FactsAreUseless

Eldragon posted:

Best idea I've seen in a while. Bring on the mech specific skill tree!

Ah yes, the MWO style quirks system! Bring that poo poo on and give me AIDS while you're at it!

Pycckuu
Sep 13, 2011

by FactsAreUseless
Does Flashpoint add anything to the original campaign, or is it mainly structured around the career mode? Also, are flashpoints available during the regular campaign or do they start popping up at the end after you finish everything?

Pycckuu
Sep 13, 2011

by FactsAreUseless
That banshee is a very weird mech to have when everything else in my stable is a medium. Its so... loving... slow...

Pycckuu
Sep 13, 2011

by FactsAreUseless
I wish the DLCs were better integrated with the main campaign so that you could have the main storyline interspersed with flashpoints, and career mode difficulty options added on top for subsequent playthroughs. If the pace got slowed down somewhat, I think it could work very well. My biggest gripe with the career mode right now is that you basically grind side missions the entire time, while flashpoints themselves have little in terms of strategic decision making outside of a selection in the chat dialogue.

Alternatively, make each flashpoint have a map like MW4 campaign that you do missions on so there is at least some element of "OK, I see what's going on," and if you have to make a choice the consequences are clearly spelled out to you. It might make the universe feel a little bit bigger too.

That being said, I really do enjoy this game and I sank tons of hours into it.

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Pycckuu
Sep 13, 2011

by FactsAreUseless

Ghost of Babyhead posted:

The game seems more unstable than it was previously. I've replayed a base defence mission a few times and gotten the same crash every time. Also, I've noticed that most escort missions are unwinnable now because the APCs will pause in the middle of their route and then skip their turns forever. Are these bugs a new thing? I haven't played since the DLCs were released.

You have to have a mech close to the convoy in order for it to move. There is an icon that pops up somewhere when you are in range.

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