Silva
Arcane
So, next Shadowrun when?
Care to elaborate a little?No, I wouldn't but if you have to, apparently Rogue Tech improves things a lot.
Care to elaborate a little?No, I wouldn't but if you have to, apparently Rogue Tech improves things a lot.
Why wouldn't you recommend it? Not enough tactical options with one lance, poor AI, formulaic missions, not enough mech customization?
Something else.
Might be worth mentioning that I've never played Battletech tabletop games, so won't really notice lore discrepancies, nor care for its faithfulness - but I care if the lore and story is coherent.
Story is by far the biggest disappointment of the game. As mentioned above, the combat at its root is decent, but tonnage+repetition eventually drags it down. But the story is basically an uninteresting one sentence summary "deposed royal gets throne back from evil relative" without any twist, turn, or depth to it. You go through with it and that's that. It's basically like every other BTech vidya story ever, by which I mean it's tripe filler that's there just because a story is expected.Care to elaborate a little?No, I wouldn't but if you have to, apparently Rogue Tech improves things a lot.
Why wouldn't you recommend it? Not enough tactical options with one lance, poor AI, formulaic missions, not enough mech customization?
Something else.
Might be worth mentioning that I've never played Battletech tabletop games, so won't really notice lore discrepancies, nor care for its faithfulness - but I care if the lore and story is coherent.
do the latter versions of roguetech require all DLC?roguetech tickled my autism just right, i was willing to endure an imprecise interface, repetitiveness and serious bugs and misc issues, but what really led me away from the game was the loading times.
It is pretty much SRM and medium laser boats. That haven't changed as it was designed to be that way.So did they make this game a lot more fun, or is it still the game that was balanced to a true Sawyer's delight after LSTMs were nerfed and big walls of medium lasers/AC20s just run at each other?
There are a few problems that come from the base design, this game is two games that were forced together but without enough depth for each. One game is a linear campaign and another is a mercenary procedurally generated campaign.The linear campaign was a failure, they used the same "let's tell some small story on the Battle Tech world" template that they used for the shadowrun games but it didn't work because this isn't a RPG game and you spend 90% of your time blowing stuff up and because they chosen some remote part of the galaxy and didn't use some key parts of the Battle Tech setting.Care to elaborate a little?No, I wouldn't but if you have to, apparently Rogue Tech improves things a lot.
Why wouldn't you recommend it? Not enough tactical options with one lance, poor AI, formulaic missions, not enough mech customization?
Something else.
Might be worth mentioning that I've never played Battletech tabletop games, so won't really notice lore discrepancies, nor care for its faithfulness - but I care if the lore and story is coherent.
The problem isn't with the mix of linear and procedural. The problem is that the procedural doesn't advance the timeline. You can hare off and do a thousand procedurals and you can come back and continue where you left off the linear. That is retarded as hell. If you want both, you need to ensure that time matters so that your choice of procedural or linear missions matter.There are a few problems that come from the base design, this game is two games that were forced together but without enough depth for each. One game is a linear campaign and another is a mercenary procedurally generated campaign.The linear campaign was a failure, they used the same "let's tell some small story on the Battle Tech world" template that they used for the shadowrun games but it didn't work because this isn't a RPG game and you spend 90% of your time blowing stuff up and because they chosen some remote part of the galaxy and didn't use some key parts of the Battle Tech setting.Care to elaborate a little?No, I wouldn't but if you have to, apparently Rogue Tech improves things a lot.
Why wouldn't you recommend it? Not enough tactical options with one lance, poor AI, formulaic missions, not enough mech customization?
Something else.
Might be worth mentioning that I've never played Battletech tabletop games, so won't really notice lore discrepancies, nor care for its faithfulness - but I care if the lore and story is coherent.
The writing was just run of the mill good guys vs. bad guys, I once joked that the characters names seemed like something produced by a random name generator, unfortunately not only the names, the whole story is generic as generic can get. The problem is that the linear campaign really affected the way they designed the procedurally generated campaign on a negative way, the linear campaign was designed with you controling a lance of just a few mechs fighting small encounters over and over so all procedurally generated missions are about you with a small group of mechs fighing small encounters over and over and that gets tiresome quickly as the game fails to escalate the tactical game and the procedurally generated missions lack enough parameters to keep things interesting for long.
The strategic layer of the game of you administring a lance of mercenary mechs is underwhelming with a severe lack of options and interesting strategic decisions, this isn't certainly Jagged Alliance or X-COM on space. The DLC somewhat try to improve the mercenary campaign (the mode most people actually care about) by adding more mechs, more missions, more enviroments, more guns and mainly, by adding flashpoints that are more complex missions with more hand crafted content than the usual procedurally generated missions.
They didn't fix the core problem of the game, Rogue Tech kinda does the same thing the DLC do, it adds more stuff but don't expect a complete rewrite of the base game. Maybe now with official mod support, it can improve the game further, but we will see. This game would had been awesome if it was Jagged Alliance with Battlemechs focused on a single planet and with a non-linear campaign with a more abstract plot and more tied with Battle Tech lore, the princess could give you the money based on your performance and the way you go about getting her throne back was your choice.
Full Inner Sphere Map
Start in 3025 to 3057
Galaxy At War
Mech Quirks
Pilot Quirks
Panic System
Argo Upgrade Improvements
Difficulty moved away from start, more to end game
Similar difficulty to Extended 3025 but with higher skill ceiling
Difficulty Levels, including 'Simulation' which is hard + more hardcore Simulation aspects/challenges
Re-balanced weapons/skills/variants
A huge list of new mechs/variants and assorted weaponry/tech
Major additions in latest version:
Start your career from 3025 until 3057
Choose the amount of new level 2 you want in your game by the year you start in.
Mech rarity per faction is calculated for the exact date when you go on a mission, as mechs roll off the production lines and are released they will change in commonality following the lore.
No Clans yet, this is entirely the Inner Sphere.
Start your game in 3025 and you will have the low tech version you were used to before.
Major rework of what technology is around
Balanced versions of new tech from Heavy Metal are around in the correct era, depending what year you start your game as. Powerful versions of weapons are Star League era versions and are suitably rare. Out of timeline weapons or items and invented stuff such as Coils are even rarer but maybe if you are lucky you may find one on a research planet.
If you are playing at a later date look out for the non Star League versions of UAC 5s, LB10Xs etc. that the major houses are slowly introducing. These will provide different build and role options for your mechs without being just straight up better.
We have the technology
All level 2 technology from the lore and tabletop is around in the correct times. Countless new mechs since the last version, ok I counted, 140+ new variants. Countless new level 2 tech weapons that are side grades from 3025 tech, with their own +/++/+++ versions to find. New tech weapons provide a different role.
Not just what Heavy Metal provided, we have Streak SRMs, Artemis IV SRMs/LRMs. AMS/MASC/ECM/BAP/CASE. XL Engines, Endo Steel, Ferro Fibrous.
This isn't a one to one translation from the Tabletop
The translation fits the HBS game in a fun adding way. Mech builds are from the tabletop, and the factions are using what they should be using but changes were made for gameplay reasons. Double Heat Sink engines provide -40 heat sinking instead of -30 so that heat it still a concept in the game for example. If you want to play in Tech level 2 periods you can find those better mechs out there, but we aren't seeing Clan level leaps in power.
Even more balanced than before
Multiple subtle changes help bring some of the outlying things in line. Subtle changes include optimal weapon range being slightly more important, support weapons are slightly less accurate to hit the god tier support weapon boats. Hard difficulty and Simulation mode has been made slightly harder. New Heavy Metal items are all reworked to fit the balance from before. You wont see a huge nerf hammer on your favourite thing unless it is from Heavy Metal.
Heavy Metal has been hit with a nerf hammer hard. The main culprits have been whacked. You will still see lots of toys introduced from the Expansion, but don't expect to be using 125 damage snub nose PPCs in this mod.
HBS fixed item quirks have been adjusted to be more subtle and to sit nicely with the Quirk system Extended already has. Some have seen no change, others have been removed such as the Marauder Command Console as the quirks from Extended already covered it's Command Mech role and had a more interesting gameplay impact.
Major work on the Inner Sphere map
Shops are distibuted with the new Heavy Metal system all over the map. This includes Major Faction shops.
Contract employers are intelligent all over the map whether you use Galaxy at War or not.
When you start you will begin down south no matter the faction you choose so the Flashpoints are easily available, but you are free to travel the entire Inner Sphere.
A panel discussion about how art, design, and engineering at Harebrained Schemes collaborated to bring epic urban environments to life in BATTLETECH: Urban Warfare.
Here is my experience on the weekend:
Here is my experience on the weekend:
Does this mod let you run more than one Lance, or are you still stuck with 4 mobile walls of lasers?
You can field 8 mechs on RogueTech after a recent patch, I'm waiting after the mod matures some more and support all DLC before I try again, don't expect perfect balance for this change, there is a ton of granular difficulty options on roguetech, if you mess with them and make the game harder maybe that compensate for the extra mechs.Here is my experience on the weekend:
Does this mod let you run more than one Lance, or are you still stuck with 4 mobile walls of lasers?
It can be fun in the beginning! The lack of variety, or reason not to bring the same loadout to every mission is what kills it in the medium term.worst troll ever.