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Author Topic: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!  (Read 111314 times)

motorbitch

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #630 on: April 30, 2018, 11:23:47 am »

depends on how much grinding you want to do. if you do some extra contracts, by the end of  the game you will have 4 full skilled pilots if you use them in every mission. so you dont realy want to have to many of them killed.

on the other hand, late game missions give a lot of xp and there is passive training (up to a certain skill level) so it does not take THAT long to train more pilots.
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Sanctume

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #631 on: April 30, 2018, 11:37:15 am »

your player character can be injured for 120+ days sometimes, so you can use some backup mechwarriors.

Spoiler: mission spoiler (click to show/hide)

umiman

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #632 on: April 30, 2018, 12:43:56 pm »

Hm...you can fit a king crab with jump jets...that is actually a bit terrifying.

Edit: Not really, it just means it can move two tiles more then it can walk. But it does have an insane 250 damage death from above.
Edit2: The enemies just flat out ignore the king crab and rush past it, letting it blow up mech after mech with back shots.
I have noticed that the AI doesn't deal with flanking very well. Every time I get someone behind their lines they kinda spazz out.

Even just having a guy standing to their side makes them act weird. Like they can't decide whether to face the guy flanking them or the enemies in front of them. Or sometimes they send their guys to go chase the flanker while completely ignoring the 3 other mechs facing them directly.

Taricus

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #633 on: April 30, 2018, 12:58:23 pm »

More often they just ignore the flanker. Generally a bad idea if said flanker has JJs and an AC20.
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Mephansteras

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #634 on: April 30, 2018, 01:12:20 pm »

To be fair, human players sometimes freak out and make strange decisions regarding flankers.
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Taricus

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #635 on: April 30, 2018, 01:13:16 pm »

I'm pretty sure a human player would be smart enough to not let an AC20 bearing mech stay in their rear arc though.
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etgfrog

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #636 on: April 30, 2018, 01:22:53 pm »

I'm pretty sure a human player would be smart enough to not let an AC20 bearing mech stay in their rear arc though.
It would kind of be a choice, try to kill the max armored king crab or ignore it. I did see one group of enemies that actually tried to move as a group away from the king crab while trying to move to the rest of my group, which is honestly the correct strategy. 4 evasion pips and guarded makes it a bit of a lose/lose scenario for assault mechs.
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LoSboccacc

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #637 on: April 30, 2018, 02:18:10 pm »

how's replayability? is the campaign linear?
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Draignean

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #638 on: April 30, 2018, 02:25:04 pm »

how's replayability? is the campaign linear?

Replayability for the main campaign is v.low to low. Story missions have no RNG associated and are entirely linear. The side missions are random, so you can always try a different dynamic to challenge yourself, but you very likely won't see anything spectacularly different on subsequent runs.
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umiman

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #639 on: April 30, 2018, 03:03:05 pm »

I'm pretty sure a human player would be smart enough to not let an AC20 bearing mech stay in their rear arc though.
It would kind of be a choice, try to kill the max armored king crab or ignore it. I did see one group of enemies that actually tried to move as a group away from the king crab while trying to move to the rest of my group, which is honestly the correct strategy. 4 evasion pips and guarded makes it a bit of a lose/lose scenario for assault mechs.
Punch it in the face. Loses guarded and unbalanced makes it lose evasion.

The solution to a lot of problems in this game is to punch it in the face. This includes the "well now you're in melee range with a pissed off king crab" problem. The solution is to punch it in the face again.

lordcooper

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #640 on: April 30, 2018, 05:21:00 pm »

Art imitates life.
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Stuebi

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #641 on: May 01, 2018, 07:43:30 am »

I'm getting a decent amount of play out of this, but the experience is dampened a lot by loads of different issues. Just the basic mission to mission gameplay can be fun, and on the rare ocassion you get a fitting challenge in a mission with loads of crits, explosions and maneuvers, makes the setting really come alive.

On a baseline Level there wasnt really that much just "Look" wise they could've done wrong. Giant Robots lobbing Salvos at each other always looks cool, albeit melee lacks any sort of weight and feels like you're slapping two Lego-Bots together. This is particularly bad with Heavier Mechs, it just doesnt feel the way giant Mecha melee should feel. The fact that Mech-Kills just have set animations and bodies don't ragdoll at all also makes it look very odd and sterile often.

The management Layer annoys me to no end, the Dev having exactly 0 respect for the players time gives me Flshbacks to Monster Hunter Worlds. It's slow as hell, every window change either has a little delay or an outright loadingscreen. If you're jumping in between Mech Loadouts and managing upgraded gear is a nightmare. Traveling takes an eternity and a half, with Jumpship scenes being unskippable, and there just generally being nothing to do except stare at the timeline advancing. And you need to travel a LOT.
The money management is also just a literal waste of your time. The just cut a large part of your monthly income off for passive expenses to make it feel like you're always on the edge of bankrupcy and slows down all upgrades. Made extra dumb in the story
Spoiler (click to show/hide)

They should've honestly just dropped 80% of this whole management idiocy and invested the time into balancing, more Mech and Weapon variety, and most importantly, some playtesting. Because the actual Gameplay and putting together Mechs is the part that's actually fun about this.

Mechwarrior skills are laughable at the moment. You want Multishot and consequently Breaching Shot on almost everyone, except maybe 1 guy leaning for a more scouty approach. Seriously, it's incredible how hard those two abilities beat the rest of the tree in a game where Guarded HALVES all damage, and Cover takes off 25%. After those I usually go for Bulwark, due to the aforementioned incredible amonts of Defense awarded for being guarded.

Sensor Lock, extra evasion and "move afters shooting" has at least a jsutified position due to being almost necessary on Light Mechs (Which you'll swiftly stop using unless you're trying to cheese salvage). The other two are literal wastes of slots. "Melee knocks enemy back 1 Initiative Phase", wow, you mean the thing melee does anyway with Knockback, which doesnt stack with the ability? Or the other one "Gain 1+ Initiative and increase stability by 1 when reserving" which is also worthless, due to reactionary play being superior in this, meaning you usually reserve up until most enemies have moved anyway. Stability was really never a big issue for me, unless I literally walked someone into a ridicolous crossfire.

The way the game communicates mission-difficulty is also either buggy or just done incredibly poorly. Missions have a skull rating from 1-5. 1 Skull works fine as far as I can tell, it's just hordes of Vehicles and some Light Mechs, meant to be easily doable early on so you can pay your bills.
Everything after that, you might as well roll dice.

I've had 2 Skull missions with enough enemies to fill out the cast of a Mecha-Anime of your choice, plus some extras for filler. Seriously, outnumbered more than 2 to 1 tonnage wise, and it pays an absolute sad pittance for the amount of work the game expects. Then I had 3 skull or higher where I had to capture a base, and the garrison consisted of an elderly man in a glorfied bipedal-wheelchair, and a pack of novelty Gremlin-Toys that explode if you cough too loudly in their direction. And then the mission pays 3 or 4 times the amount you'd gotten on the above mentioned 2 skull order.

The game also has awful progression. You have very little motivation to use Light Mechs, with their only real application beyond a certain point is Convoy Raids. This is due to no limit on the amount of tonnage you deploy, and also no deployment costs. It would've been very easy to just in- or decrease the mission reward depending on how much tonnage you deploy. That way you could use times when your heavier lads are down for a couple lower tier missions where you deploy mostly Lights so it still has a decent payoff. Or include Lighter Mechs on harder missions since the extra payout affords you some extra repair costs.

It's especially annoying when you're trying to make the jump from a mostly med squad to getting your first heavies. The game likes increasing numbers way more than it does giving the AI bigger Mechs. Combined with skulls being broken anyway, I often find myself mercilessly savescumming engagements where I know that I'll win, and the salvage will be worthless anyway because I already have around four Vindicators and two Kintaros game, and for the love of god just give me a friggin Thunderbolt-Part already instead of 70 million Light Mechs I never use because I have a Firestarter that beats all of them.

Lot of this could be fixed with Patches, and due to the aforementioned lack of variety I do hope the game goes on to maybe get an expansion that includes Clans. On the other hand, seeing how it's made right now, I wouldnt be surprised if they abandon ship within the next few weeks and just leave the game as it is.
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Hanzoku

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #642 on: May 01, 2018, 08:02:55 am »

I can appreciate your complaints, but I gotta say, HBS isn't really known for dropping projects. Love or hate their work, they will support it.
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Sanctume

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #643 on: May 01, 2018, 09:33:42 am »

From the recent https://www.reddit.com/r/Battletechgame/comments/8g2e8j/im_tyler_carpenter_one_of_the_hbs_devs_on/ of one of the jack-of-all-trades designer, the team of (35+ devs studio) considers this a success and will have more resource to polish the game. 

There is also an existing NDA in the works for more content (probably in form of DLCs).  The plot timeline is around 3025 and there are plenty of lore that goes beyond this even before Clans. 

In a sense, this is their XCOM EU, with plenty of current and future tweaks to make the game better.

Majestic7

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Re: BATTLETECH - X-COM meets ROBOTS! - Release day April 24 2018!
« Reply #644 on: May 01, 2018, 10:33:13 am »

I think the game is great fun, but the level of writing for the main plot is atrocious. I mean, I don't think anyone plays a Battletech game for the plot, but still - it is just plain corny. I'm surprised by this because Shadowrun games had a pretty good writing. Did they fire their writers or are they aiming for a corny 1980s paperback space opera feel on purpose?

Other than the mech combat, I think the shipboard events are best part of the game. There should definitely be more of those.
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