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Battletech flashpoint siege breaker
Battletech flashpoint siege breaker






  1. Battletech flashpoint siege breaker mod#
  2. Battletech flashpoint siege breaker full#

HBS said they playtested early versions that let you command additional mechs, but it ran counter to their design goals by making missions take to long. Single lance is a design choice, not a technical limitation.

Battletech flashpoint siege breaker full#

I'm betting that would take a full sequel, not just an x-pack. HBS' Battletech eventually allowing us to control a full company would be amazing

battletech flashpoint siege breaker

but this is a singleplayer game so I dont care.īut it helps take the edge off some fucking absurd core gameplay decisions the devs made. So the balance on the meta level is wack. It's not perfect yet, as killing the new spawns doesnt reward extra cbills but they're working on that, and it means mission loot size can balloon.

battletech flashpoint siege breaker

Battletech flashpoint siege breaker mod#

This mod is under active development, which is awesome. This mod can make the fight more even, and it shows that you're being hired to supplement local forces, not BE the force. Sometimes, with tonnage variability, this is absolutely fucked. the average mission is typically your 4 vs an opposing 8. For example, if the broken mechanics of a defence or Attack and Defend mission bother you, you can set the additional enemies spawn chance to zero and the allied chance to 100%. You can set the spawn chance for each mission type. The best part is that it's highly configurable. While the sheer amount of metal walking around for 3025 is ridiculous, I think we can all agree that ship sailed when the periphery pirates are fielding full assault lances already.īattles can feel like engagements of company size elements. This can make the battles much larger, while still keeping your units of control to four. This mod adds a chance for additional allied and enemy lances to all non-campaign missions. This would all roll smoothly into a Clan Batchall system where the less support you bring the more you are rewarded in the end. If you want them to provide fire support, then you might want to raise the tonnage cap a little sooner. Start it at 150 tons and if all you want is some cheap harassers to reveal targets for indirect fire, then you can improve other aspects first. The parameters of the additional lance(s) could be improved over time, and they should absolutely have a tonnage cap.

battletech flashpoint siege breaker

If a turret manages to hit an enemy however, the enemy will stop attacking the base and target the turret instead.I think that the game does benefit from limiting direct control to a single lance (or maybe star in the future), but I would not at all mind future expansions/sequels allowing you to outfit a backup lance that comes with you but isn't under your direct control. Their effectiveness is questionable, as the enemies are very evasive as they attempt to sprint into range of the base. If you choose to support neither, they will instead man the base turrets. The only 'Mechs that entered the field were prefaced with mentions of being Steiner reinforcements.) After wiping out all enemy 'Mechs from all waves and waiting a total of 25 rounds before razing the last buildings, there was no mention of the spurned party turning on the player during the mission. (Follow up: It's almost certainly the latter possibility. I finished it before the first wave of reinforcements so it could be that either (1) the spawn of the other commander is time-bound and you could skip it by finishing the mission quickly enough, or (2) the commander actually doesn't spawn and it's a bug/discrepancy in the dialogues). However I did not encounter them during the mission.

battletech flashpoint siege breaker

(Note: the post-mission report mentions that the other commander (Jailbird if you sided with Cheval, Cheval if you sided with Jailbird) turned on you during the mission and you had to destroy them. Two medium lances stand between you and the target buildings, and you have seven rounds before the first reinforcement drop. If you choose to support Jailbird, the third mission will be an urban attack and defend with Jailbird guarding the base. If you choose to support Cheval, the third mission will be an urban attack and defend with Cheval guarding the base. There is a choice to support one, two or none of the militia commanders. Second mission is a straight urban battle mission. 240 tons total lance tonnage for all three missions)įirst mission features a damaged Atlas, so take max salvage and bring a called shot master.








Battletech flashpoint siege breaker