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KickStarter BATTLETECH - turn-based mech combat from Harebrained Schemes

Cael

Arcane
Joined
Nov 1, 2017
Messages
20,522
HBS game lore/events coming to tabletop next year :shittydog:

Cael

Coming Soon - House Arano: The Aurigan Coalition!
Release Date: March 1, 2019

High Lady Kamea Arano dispatched the usurpers who stole her throne, dismantled their dictatorial government, and restored peace to the Aurigan Coalition. Now her true battle begins…

The Arano Restoration has succeeded, and High Lady Kamea rules over the reunited Aurigan Coalition. But all is not well—the Coalition’s hardscrabble planets teeter on the brink of collapse, while its powerful neighbors await another chance to subvert House Arano. More than ever, the Coalition needs warriors willing to do whatever it takes to claim victory.

Step into the Aurigan Coalition in this PDF and Print-on-Demand product which brings the setting of the hit PC strategy game BattleTech into the long-running tabletop experience. Learn the proud history of the Coalition and its hope for the future, then take up the defense of the Arano dynasty with four all-new scenarios picking up where the game left off. "House Arano: The Aurigan Coalition" is authored by Harebrained Schemes' Andrew McIntosh and Kiva Maginn, writers and developers of the BattleTech PC game.

To survive on the fringes of the Inner Sphere, those of noble birth must once again call on champions of mercenary mind.
Nothing published by HBS can be considered canon as they fucked up everything that they can possibly fuck up in the setting, up to and including completely no retaliation for the destruction of a Castle Brian by a fucking lunatic (i.e., you in the game as leader of the entire band of lunatics) in the employ of a Mary Sue incompetent.
 

Bohr

Arcane
Joined
Nov 20, 2012
Messages
1,878
Unfortunately, MCA will have to wait for a sequel to be raped by a Timber Wolf :(



 

Cael

Arcane
Joined
Nov 1, 2017
Messages
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New inventory items - including rare LosTech from before the fall of the Star League!

Bwahahahahahahahahahahaha! Prepare for the Death Star laaaay-zor, peeps! Ahahahahahahahahaha! You guys gave these charlatans money. Oh, man! My poor sides.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,200
Soo, can you have more than 4 mechs at once and/or deploy multiple squads, or not yet (if ever)?
 

J_C

One Bit Studio
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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
New inventory items - including rare LosTech from before the fall of the Star League!

Bwahahahahahahahahahahaha! Prepare for the Death Star laaaay-zor, peeps! Ahahahahahahahahaha! You guys gave these charlatans money. Oh, man! My poor sides.
Someone get Cael his medicine, he lost his pills again. :)
 

Cael

Arcane
Joined
Nov 1, 2017
Messages
20,522
New inventory items - including rare LosTech from before the fall of the Star League!

Bwahahahahahahahahahahaha! Prepare for the Death Star laaaay-zor, peeps! Ahahahahahahahahaha! You guys gave these charlatans money. Oh, man! My poor sides.
Someone get Cael his medicine, he lost his pills again. :)
HBS is like the gift that keeps on giving, man. Just settle back, relax and enjoy the ride. Watching the fucktards burn the franchise is primo popcorn material. Triple bonus as it is a microshite IP.
 

J_C

One Bit Studio
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Developer
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Messages
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Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
New inventory items - including rare LosTech from before the fall of the Star League!

Bwahahahahahahahahahahaha! Prepare for the Death Star laaaay-zor, peeps! Ahahahahahahahahaha! You guys gave these charlatans money. Oh, man! My poor sides.
Someone get Cael his medicine, he lost his pills again. :)
HBS is like the gift that keeps on giving, man. Just settle back, relax and enjoy the ride. Watching the fucktards burn the franchise is primo popcorn material. Triple bonus as it is a microshite IP.
All is see is that they realesed a good tactical game, and are continously working on the game, adding more and more content. I don't really see a reason to complain.
 

Cael

Arcane
Joined
Nov 1, 2017
Messages
20,522
New inventory items - including rare LosTech from before the fall of the Star League!

Bwahahahahahahahahahahaha! Prepare for the Death Star laaaay-zor, peeps! Ahahahahahahahahaha! You guys gave these charlatans money. Oh, man! My poor sides.
Someone get Cael his medicine, he lost his pills again. :)
HBS is like the gift that keeps on giving, man. Just settle back, relax and enjoy the ride. Watching the fucktards burn the franchise is primo popcorn material. Triple bonus as it is a microshite IP.
All is see is that they realesed a good tactical game, and are continously working on the game, adding more and more content. I don't really see a reason to complain.
Oh please. Stop it! You are making me laugh too hard. Good? Tactical? Well, I suppose running up to your target and chest barging him can be considered "tactics" to some people... But "good"? Seriously? :hahano:
 

Vaarna_Aarne

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MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
All is see is that they realesed a good tactical game
sorry man, but it isn't.
"citation needed"?
nigga please https://rpgcodex.net/forums/index.p...ained-schemes-now-with-flashpoint-dlc.121538/
Like I said back when I reviewed my experience, ironically the biggest problem the game has is its focus solely on the tactical part, where what it really needed was a meaty linear campaign in vein of Dragonfall and Hong Kong. There's no way to create enough random gen variety to keep it interesting indefinately since you will learn the overall possible variations sooner rather than later.

Also the tactical combat kinda suffers from the way in which 'mechs and pilots scale up. The former is actively reducing number of viable approaches (last patch only solidified this further by making tonnage make Stability matter less, so that's even less things that Heavies and Assaults had to worry about), while the latter is a zerosum where all your possible advantages are negated by enemies also getting the same skills.

But the fundamental mistake is simply the chosen design for core gameplay loop and campaign structure, the gameplay itself is decent enough on a fundamental level and could be pounded into shape or at the very least have a better structure built around it (the Shadowrun games combat is nothing special, but the better structure around the combat is what matters). A basic example of things that could have been done better from get-go: Premade party only, no randomized hired help.
 
Joined
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Canuckistan
My team has the sexiest and deadliest waifus you can recruit.
Anyone have a chance to see how the flashpoints work yet? I liked the base game enough to be interested in the expansion, but wondering if it's worth it.
 

Bohr

Arcane
Joined
Nov 20, 2012
Messages
1,878
Cyclops already gaining fans

Have you seen Cyclops CP-10-Z's "Battle Computer"? It comes hardwired into this specific variant, can't be removed or moved to another 'Mech. +1 initiative for the entire lance, permanent effect just for having this 'Mech variant in your lance; doesn't stack with itself but does stack with master tactician... just wow.
--
Yea, that's going to be hard to fight against
But now it's going to be the command mech of choice
--
Absolutely... Just amazing. I wonder if Raven will give an effect as potent as this when it makes an appearance some day
 

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,549
New patch got rid of my favorite exploit. Used to be that for assassination missions, you would see what kind of mech you are hunting at the beginning of the mission.
 

Vaarna_Aarne

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MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
more power creep. exactly what this game needed.
Only in a very slight sense, since it only really replaces one of your other Assaults. Well, depending on how much the damn thing costs in tonnage, since if it's something like 15 tons it's fucking worthless.

Double Heat Sinks will probably remain the most important sort of lostech, or only important type since pulse lasers in the game are a waste of tons and I would say so is the gauss rifle.
 

Saduj

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Aug 26, 2012
Messages
2,549
Does anyone know if the Flashpoint missions kick in at a specific time or do they appear randomly?

Also do Flashpoint missions appear in career mode?
 

Bohr

Arcane
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Nov 20, 2012
Messages
1,878
Does anyone know if the Flashpoint missions kick in at a specific time or do they appear randomly?

Also do Flashpoint missions appear in career mode?

Apparently:

Flashpoints are available after the campaign, or shortly after starting career mode. They're like branching mini campaigns.
 

J_C

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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath

Cael

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Messages
20,522
more power creep. exactly what this game needed.
Only in a very slight sense, since it only really replaces one of your other Assaults. Well, depending on how much the damn thing costs in tonnage, since if it's something like 15 tons it's fucking worthless.

Double Heat Sinks will probably remain the most important sort of lostech, or only important type since pulse lasers in the game are a waste of tons and I would say so is the gauss rifle.
A Cyclops is 90 tons, 4/6 movement profile, and not a lot of tonnage for weapons (for an assault) as a result.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.rockpapershotgun.com/2018/11/28/battletech-flashpoint-review/

Wot I Think: BattleTech Flashpoint

70


Flashpoint, the first expansion for wonkily-explained, slow-burn stomp-o-strategy gem BattleTech, does exactly what I wanted it to: gives me a cast-iron reason to keep playing indefinitely.

There’s an inherent mutedness to Flashpoint, from the easily-forgotten name onwards. But this is BattleTech, in fairness. For all that it stars 100-ton mechs knocking seven bells out of each other, it avoids flash and verve and, frankly, most of the colour spectrum. Mud-brown stoicism: that’s BattleTech.

Where an XCOM or Command & Conquer expansion invariably involves springing ever-more outlandish new units onto the battlefield, the wildest Flashpoint gets in that regard is a new Mech with an axe for a hand. I mean, it looks pretty much the same as a dozen other Mechs, but you can sort of see there’s an axe there if you zoom in close enough. Unfortunately, said axe does not, in truth, rend steel like a hot, cow-sized knife through 50-storey butter, but instead just deals a chunk more melee damage.

The Hatchetman is, however, extremely, extremely useful if you know what you’re doing. Same goes for the other two newbies, the Crab and the Cyclops; there’s almost nothing to seize upon in terms of breathless celebration, but they make for solid additions to the right kind of squad. C’est BattleTech.

battletech-hatchetman.jpg


What BattleTech needed, far more than a few more robo-tanks, was remixing. The verbose story mode has its moments, but especially second (or more) time around it can be a drag – particularly because your supposedly freelance mercenary troupe is locked into doing the bidding of unelected royalty, rather than truly going their own way. The post-plot endgame shakes off these shackles, but soon becomes a futile-feeling loop of cyclic, samey missions.

Flashpoint fixes that handily. Flashpoint makes me feel like the leader of a freelance, spacefaring mercenary outfit, and that fits BattleTech like an enormous iron glove. There are several ways to wade into the titular Flashpoints – short strings of missions, each with their own self-contained but more impactful plot, characters and decisions – but for me they’ve made most sense in the endgame.

battletech-flashpoint-review.jpg


I’m by now very attached to my high-level pilots and assortment of Very Big Lads, so starting over with weaklings and the slow wars of attrition that would mean hasn’t much appealed. But now I get to take my Very Big Lads off on new mini-adventures, with the dual benefits of stories that click better thanks to brevity (world-building through wading into character-led conflicts rather than history lessons) and a brand new structure to justify the ongoing Gotta Salvage ‘Em All metagame.

Taking on a Flashpoint – optional missions which pop up irregularly on the starmap – means settling down for a chain of battles, in which you generally cannot repair damaged Mechs or heal wounded Mechwarriors between bouts. If you’ve got a lengthy roster of Very Big Lads this isn’t necessarily a huge problem, but it definitely serves to ratchet up the tension and stop the next mission feeling quite so run of the mill.

battletech-dlc-review.jpg


The stories, meanwhile, offer a few on-the-spot decisions, such as whether to try and second-guess an ambush, or to listen to the words of a prisoner you’ve been sternly warned not to listen to the words of. This does take the edge off seeing what are the same few mission types (eradicate/survive/escort) on the same few types of planet (though we do get a new, typically muted ‘tropical’ biome).

These latter are what I most want to see mixed-up in future DLC, but for now a Flashpoint adds both a new sense of purpose and the satisfaction of some really big rewards if you complete the whole thing. It also subtly transforms the nature of long-term Battletech play. Where before I might come back after a couple of months off, play a mission or two until I got a new Mech, now I get a much deeper sense of completion from an evening or two back with my ‘lance. ‘I saved Brian Bandit-King from those other bandits!’ is inherently more meaningful than ‘I got a new thing!’

battletech-flashpoint-stories.jpg


The new characters introduced for Flashpoints – and ushered away afterwards, before they can become tedious – have more presence than your own crew, defined as they are by whichever sticky situation they’re in, rather than whatever exposition or advice they have for you.

If there’s ever a BattleTech 2, Flashpoint throws up several good signposts about the direction it should take. As does a new ‘Career’ mode, free to any BattleTech owner, Flashpointed or not, as part of a patch, which offers plot-free, iron-man Meching for a steelier, less didactic challenge. This does work particularly well if you do own Flashpoint, however, as you get the Flashpoint mini-stories in there – otherwise it’s just random missions.

(The patch also rejiggers Mechwarrior skills in well-judged ways – you’ll need to respec an old crew, but it’s all to the good. Done right, a Very Big Lad becomes less of a glass cannon, or you can have a get-out-overheating-jail-free card that generally reduces the in-mission maintenance grind).

Flashpoint is fine expansion in terms of re-engineering BattleTech for extended play, then – far better than kicking us into another pit of mega-story or necessitating a new beginning. Long-term, I’d love to see more vibrancy from BattleTech – wilder planets, more colourful mechs and special attacks, grimier, punchier characters – but I suspect only the latter is compatible with this decades-old setting. Already though, a Flashpoint-augmented BattleTech is a significantly leaner and more adaptable machine than the lumbering brute of launch.
 

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