I was a huge Battletech fan during my schooltime, we played the tabletop game quite a bit and I loved the universe. But maybe I just didn't play/try the right ones. They just feel a bit boring and slow to me nowadays. But I kinda fell off turn-based strategy game. 5-8 years ago this game would have been a no brainer for me anyway. I read up some of your impressions in the OT as well. Hopefully this humble thread might alert, prompt or persuade someone else out there to pull the trigger on this modern gem. Seriously that's all I feel I need to type, that's a killer one-two knockout punch for me and has kept me glued to my PC for the last 2 months ish. The decisions you make affect the type and quantity of components available for you to pick over after the fight, and by collecting chassis parts you can progressively augment your roster of mechs to take into battle. By selectively targeting your opponents' body parts you could neutralise some of their abilities, incapacitate the pilot, or render the chassis inoperable. The salvaging of enemy mech parts is a key motivator. In your loadouts you must balance offensive and defensive capabilties into a tight weight envelope, and then in battle use positioning to balance the ability to deal damage with the ability to resist or avoid it, while also being subject to the vicissitudes of heat buildup and stability damage. On occasion battles can admittedly descend into dull wars of attrition, but for the most part are sick fun. Go into battle, return as unscathed as possible, perform repairs or tweak loadouts, pick the next contract and either travel to meet it or update your pilots' skills and go again as soon as you have a healthy Lance of 4 mechs and pilots. I'm RPG-ing as the commander of a space-hopping band of Mechwarrior mercs, and it's fantastic. The story missions are finely crafted and great fun, while the endless background missions, although they everntually repeat a little, are mixed up to the point of providing a fairly convincing lived-in universe. ![]() A good bit of art, a good bit of dialogue, create powerful connections for the player, beyond what the AAA space can hope to achieve with ever deeper and more expensive forays into the bottom of the uncanny valley barrel.Įconomy of design here is marvelous, with time and expense spent where it matters most, and art picking up the slack elsewhere. I wonder if the future DLCs will feature further HBS-made 'Mechs? Despite the lawsuit being over, the classic Stinger and Wasp seem to be unlikely for MWO (on the account of their light weight and apparent overlap with the Locust and Flea though they do feature jump jets unlike those chicken-walker bugs) but i could see one of them being made by HBS for this game.I value so much the way Harebrained Schemes consistently do so much with so little. Wonder if it will have weight assigned to it or if they'll grant the 'Mech extra armor or weapons and just have the chassis feature bonus melee damage? The retracting hatchet is an interesting detail, one that admittedly works well given that the game doesn't feature true melee weapons. The shape of the head is very close to the original Hatchetman art, though they did end up interpreting that one sensor pod thing as the cannon rather than putting it in the chest. Think it turned out pretty good given that they must aim to match PGI's (awful) art. There was a dev diary about the Hatchetman development:
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |