Werdna's Revenge
Cipher
Mechcommander 2 > Mechcomander 1 therefore wake me up when that gets the cool overhaul.
http://www.moddb.com/mods/mechcommander-omnitech
Well fuck me, have a brofist good sir.
Mechcommander 2 > Mechcomander 1 therefore wake me up when that gets the cool overhaul.
http://www.moddb.com/mods/mechcommander-omnitech
Someone was posting one in the HBS game thread. I have never played it myself. That is just about the only one I know. There is MegaMek, but that isn't a game with a campaign or a story or the like, from what I understand. I haven't played it either as it has always been a sort of an automated TT calculator as far as I knew. I could be wrong there.Unfortunately not. Turn-based is hard enough to come by as it is. Isometric or 3D is basically out of the question. It was one of the reasons why I was so excited about the HBS game back in November. It would be the first one ever and supposedly in a setting that I love (CBT, not that Dark Age bullshit).
You seem knowlegeable of mechs game, do you recommend any older turn based titles with mech theme? Doesnt have to be battle tech universe.
From what I can see, it is more like an automated dice rolling thing for BTech. There is no campaigns or story. You set up the scenario and then move things around. That makes it not a game, but a game making tool.
That's not really true. They have the same general theme, but the stats can get pretty different. The most obvious example is that ER medium lasers weigh less than standard ones. I can understand their logic (they wanted Clan weapons to weigh less than IS ones, they wanted Clan ER lasers to be an analogue to IS standard lasers, therefore the ER medium laser should weigh less), but that still makes no sense, unless they somehow invented heat sinks with negative weight. There's also the way the best sensors/ECM/Probes can only be equipped on the Raven/Kit Fox/Cougar, too. Making them Raven exclusive for IS mechs makes sense somewhat, since it was the first EW mech for a long time, but there's no reason why Clan mechs should have any restrictions, other than as a way to make light mechs more useful.Every weapon is more or less true to its tabletop counterparts.
I never noticed the laser one consciously. I knew the stats, but it never bothered me because I have a policy of never bringing a knife to a gunfight, so never used most of the short range weapons. When a so-called BTech game makes SRM the most powerful weapon in the game, you know you have a shit game on your hands.That's not really true. They have the same general theme, but the stats can get pretty different. The most obvious example is that ER medium lasers weigh less than standard ones. I can understand their logic (they wanted Clan weapons to weigh less than IS ones, they wanted Clan ER lasers to be an analogue to IS standard lasers, therefore the ER medium laser should weigh less), but that still makes no sense, unless they somehow invented heat sinks with negative weight. There's also the way the best sensors/ECM/Probes can only be equipped on the Raven/Kit Fox/Cougar, too. Making them Raven exclusive for IS mechs makes sense somewhat, since it was the first EW mech for a long time, but there's no reason why Clan mechs should have any restrictions, other than as a way to make light mechs more useful.Every weapon is more or less true to its tabletop counterparts.
The expansion is a different story in that it doesn't give a shit about CBT stats/canon. According to MCG X Pulse lasers were apparently a Star League era weapon, and they have better range than Clan pulse lasers. They basically just made up their own weapon and then used an existing name for it. MCG also introduces the railgun, which is apparently some sort of Star League era heavy gauss rifle. I don't recall hearing about those anywhere else.
Mechcommander was fun, but it was willing to take a lot of liberties. I mean, it doesn't even have heat. How can you have a Battletech game without heat?
Wait, so you agree that that they changed the weapon stats around for the sake of balance, instead of being faithful to the CBT stats? Well, I'll go with that I guess. I get the feeling you'll never willingly admit I'm right about anything, so that's good enough.In order to balance things out, they had to extend the range of the IS Pulse Laser AND lower the range of the Clan Pulse Laser (which on TT is almost on par with LRM in terms of range). Otherwise, both IS large and medium pulse lasers would be in the same range bracket. Enter the X-Pulse Laser, which is, as its name indicates, an extended range pulse laser. How else are you going to put that in the game when you only have 3 range brackets and the base weapon is already in bracket 2?
I never claimed they were 100% faithful to CBT stats. I said they were more or less true. In fact, in the parts you conveniently cut out, I said I wasn't sure of ALL the weapons, only the couple that I remembered noting. Hence why I used "IIRC".Wait, so you agree that that they changed the weapon stats around for the sake of balance, instead of being faithful to the CBT stats? Well, I'll go with that I guess. I get the feeling you'll never willingly admit I'm right about anything, so that's good enough.
(Also I'm fairly certain you'd outraged if the new Battletech game had half heatsinks like you suggested the ER medium laser did, or just made up completely new weapons like the railgun. Funny how Mechcommander can get away with it but this game can't.)
You said it should weigh 3.5 tons. That's 1 ton for the laser, 2.5 tons for heat sinks. Heat sinks weigh 1 ton each, so that's 2.5 heat sinks. Half a heat sink, dude.And no, I did not suggest the ER medium laser had half the heatsinks. In fact, the complete OPPOSITE. I said it had the CORRECT number of heat sinks.
*facepalm* Nowhere did I say that they correspond to ACTUAL heat sinks. All I said was that they factored in enough heat sinking to make it heat neutral, which neatly removed heat from the game.You said it should weigh 3.5 tons. That's 1 ton for the laser, 2.5 tons for heat sinks. Heat sinks weigh 1 ton each, so that's 2.5 heat sinks. Half a heat sink, dude.And no, I did not suggest the ER medium laser had half the heatsinks. In fact, the complete OPPOSITE. I said it had the CORRECT number of heat sinks.
I never shilled for HBS BT, I just said you should stop trying so hard to find things to complain about in it. Even now, you're using a Mechcommander thread as a vehicle to talk about how much you hate it. Chill out.
This one seems a bit weird. I just tried the MW2 campaign and holy heck, they went crazy with the stuff. Just about every vehicle was upgraded with LRMs and added armour, and the AI for the friendly Catapult in the first mission was bugged out. It went to the airfield and just stayed there, ignoring the last objective. You in a light 'mech (a Commando in the original game) had to take it out yourself, and given the upgraded vehicles and sheer number of them (6 vs 1), that wasn't happening without a good deal of luck...Mechcommander 2 > Mechcomander 1 therefore wake me up when that gets the cool overhaul.
http://www.moddb.com/mods/mechcommander-omnitech
Two everpresent answers to why it's nowhere to be seen in the final product are very likely: Time and money.2. The truth about heatsinks is, that they had not the time to introduce this system into MechCommander. In the source files are many entries related to heatsinks... so somehow they are part of the game but totally ignored by it.
... Nice to see someone fiddle around with the old thing. In terms of graphics alone it's probably the most well-aged of the old games. Quality sprites.
Front Mission series.I've watched some YT videos of this mechcommander gold darkest hour, and its real time sadly, so clickfest garbage. Anyone knows turn based mech games with isometric view or 3D graphics?
Mission 1:3 in Mechcommander 1 is hilariously nasty to the uninformed, unprepared player. Just as you think that you are getting away, with only a couple of Saracens left in your way (and your 'mechs likely already battered to hell from a pretty darned long mission, especially if you got greedy for that resource warehouse...), the game pulls a Madcat-A in your face from out of its ass move. With a couple of Saracens in support and the player probably yellowing and browning his pants at the same time at the sight of the Madcat, the stage is set for a mission scrub via TPK.MechComms are much better than NuBattletech.
All down to the fundamental mistake of not having a linear, hand-crafted campaign instead of some procedural bollocks.MechComms are much better than NuBattletech.
Also the fact that they fucked up the entire combat part of the game with knockdown and called shots. Don't forget that shit.Tbh tho, by that point you should guess that it's your best interest to repeat that mission until you salvage the Mad Cat. You'll also learn that your artillery strikes provide a great tool. Get the timing and targeting right (and a little bit of luck on top) and you can salvage the Mad Cat before you even move your lance an inch.
All down to the fundamental mistake of not having a linear, hand-crafted campaign instead of some procedural bollocks.MechComms are much better than NuBattletech.