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KickStarter BattleTech Pre-Release Thread

Infinitron

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https://www.pcgamesn.com/battletech/battletech-pc-review

BattleTech PC review

battletech%20header.png


BattleTech, as you might expect, is a game about massive mechs stomping around a battlefield, throwing ordnance at one another. But, less obviously, it’s also a game about a small business owner plugging away in an uncaring galaxy, staying one step ahead of payroll, and doing anything they can to keep their spaceship flying.

It’s a brilliant combination.

The BattleTech board game has been around for decades but this is the first videogame that can be considered a true adaptation. Previous games, like MechCommander, have approximated parts of the ruleset, while others, such as MechWarrior and MechAssault, have been spin-offs set in the same universe.

What Harebrained Schemes have achieved, however, is to capture the nuances and unique flavour of the original BattleTech. It brings in weight-class initiative-dictated movement phases, stability stats, and Called Shots. It’s very exciting for people who, like me, enjoy stats, but those that don’t can get away with just knowing the game is richer for it.

On the battlefield, you command a lance of up to four pilots, each in the cockpit of a giant war machine called a BattleMech. These towering walking tanks are composed of a vulnerable inner structure that bristles with weapon systems wrapped in a thick layer of armour. When you meet the enemy’s units and begin launching shells, missiles, and laser beams at each other that armour peels away, exposing the core - and eventually the pilot - to attack. Arms will be blasted off, ammo cages will explode, and mechs will overheat. It makes for an excellent turn-based tactical game.

Informing that core are a number of simple systems that combine to create a complex web of tactical considerations. Take heat-management, which makes you carefully choose which weapons to fire each turn - the fear being that you’ll overheat one of your mechs, which forces it to shutdown and cool off, leaving it vulnerable to attack. Stability is another that can dismantle your front if left unattended: if a mech is pummeled with enough ballistic fire it will teeter and potentially topple to the ground, injuring the pilot inside and leaving them exposed to targeted assaults until they can stand back up. Then there’s line of sight and sensors, which make scouting with a spotter mech an essential strategy, allowing you to rain fire upon your enemy without them even seeing you.

Success isn’t only down to what you take to the battlefield.s The battlefield itself, and how you utilise it, plays a huge part. There are advantages to be gained from firing down on an enemy from a high position, cover bonuses to hiding your mechs in thick forest, heat dissipation bonuses to standing a mech in deep water. You have to read the map to make the best use of your lance.

All of this articulated-metal-foot-on-the-ground action is tied together by a persistent management layer that makes BattleTech radically different from its extended family of games. You are the manager of a mercenary outfit, the pilots are your employees, and the mechs are your assets. You have to pay for them every month - either in salary or maintenance costs - or face desertion You gain the necessary capital by taking on contracts from clients throughout the galaxy: protect a convoy here, destroy a lance of mechs there. Each job nets you cash and salvage that lets you keep flying and expand your operations.

As you progress through BattleTech’s story - which follows a deposed queen fighting to take back her small Fiefdom in a wider galactic war - you gain access to a sprawling ship that can be upgraded with morale-boosting facilities for your pilots, a larger mechbay so you can store more mechs, and more med bays to care for the inevitable wounded. This management layer isn’t a tacked on extra, it’s what drives you to your most exciting battles, and your worst decisions.

Any damage done to your mechs or pilots takes time to heal. It’s common, particularly BattleTech’s early game, to finish a job with most of your pilots in the medbay and your mechs in the shop for repairs. They can be there for weeks - I had one pilot out of action for nearly three months after their mech got cored by a PPC on a particularly gruelling job. But, when I didn’t have enough money in the bank to meet payroll, I’d have to take on jobs anyway.

This is where BattleTech shines, it’s not about completing missions on your best day, it’s about playing as best you can on your worst. I took light mechs to fight heavy mechs, half lances to fight full lances, I put rookie pilots into my most expensive machines. Anything to keep my ship flying.

When you field an ill-fitting lance, the only way to get ahead is to twist the rules of BattleTech to your advantage. With the light mechs, I kept them mobile and close to the enemy mechs equipped with powerful long-range weapons. If I moved every turn, positioned my mechs in terrain that provided cover bonuses, and stood in my quarry’s blindspot, I could eke ahead. It was also vital that I kept shooting the same side of the enemy, repeatedly scraping away at the same outer armour, exposing the innards faster than if I took a more general approach.

I still lost a lot of pilots. I mean, I was playing tactically, but it was akin to a plastic fork attacking a machine gun emplacement. What’s important is that I stayed ahead of bankruptcy. I hope the families of my dead digital desperados can take some solace in that.

The material cost of pushing for a win has started making me play in a way I’ve never played in other games - quitting while I’m ahead. There are two tools at your disposal on the battlefield that allow for this: ejections and withdrawals. You can tell a mech pilot to hit the eject button on their turn. The head of their machine will pop off and they’ll launch to safety. At the end of the battle you salvage their mech and collect the pilot. Besides replacing the head, there is no penalty to this action - except having one less mech on the field. Withdrawals are separated into good-faith and bad-faith withdrawals. If you complete your objective or destroy at least one enemy mech then you can extract from a mission with your reputation intact, even get a bit of cash off the client. If you leave before that then it’s classed as a bad-faith withdrawal and your rep takes a hit.

Using these tools in tandem makes a win on the battlefield more flexible. My lance of cobbled-together mechs, and pilots selected based on their ability to leave the med bay, aren’t always going to be able to destroy every mech they face, no matter how tactically I play. But I can focus, instead, on just taking down one or two enemy mechs, pushing to complete an objective and calling in the dropship when enemy reinforcements arrive. I get paid, my reputation remains intact, and my mechs and pilots live to fight another day.

The persistence between contracts justifies the decision to quit the battlefield. It can feel really good, like you’ve snatched victory away from your enemies. When one of your mechs is surrounded and about to be lit up by a barrage of autocannon fire, it’s deeply satisfying to hit the eject button and watch the pilot launch themselves to safety.

In all the other BattleTech videogames you’re taking factory-fresh mechs into battle, so the stories you play a part in are only those written by the developers. In BattleTech, the persistence between battles lets you weave a whole new plot through the game, one filled with characters and stakes that are wholly your own. There’s the pilot who, no matter what mech you put them in, always ends up in the hospital after a mission, the plucky Locust that, even when you’re fighting towering Assault class mechs, manages to dodge their waves of fire, and the stumpy-legged Hunchback who is always running behind the pack, trying to keep up with its friends.

The emergent story is only possible because Harebrained Schemes have done such a good job of tying together all of BattleTech’s systems - on and off the battlefield - and then applying pressure to them all simultaneously with the weight of your monthly outgoings. It’s a delightful struggle to play against, as every month you squeeze together enough credits to make payroll feels just as good as slamming the eject button on a mech surrounded by enemies - a desperate victory against all odds.

9/10
 

Cael

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Default is not early. Something to wrap your head around.

Of the 10 BTech games (2 Crescent Hawks, 4 MW, 2 MW: Mercs, 2 MechCommander):
4 were 3025-era (MW1, MW2Merc, both CH games)
1 was 3050-era (MW2)
2 was 3060-era (MW3, MechCommander1)
3 were 3067-era (MW4, MW4Mercs, MechCommander2)
It's both the default and early. It's the earliest part of the playable setting. You start at 3025. Other eras come later. 3025 is earlier than Clan Invasion. 3025 is earlier than FedCom Civil War. 3025 is earlier than Jihad. 3025 is earlier than Dark Age. It's as early as it gets without having to go into backstory events like the early Succession Wars or the Pentagon Civil War or whatever. I have no idea why you'd even think it wasn't early. It's the start and then other things happen later. That's the definition of early.
Also MW2 Mercs and Crescent Hawks Revenge aren't purely 3025 (last time I checked Clans didn't count as 3025), and you're ignoring all the console games. MechAssault may be shit, but it still exists. And I figure the expansions for MW2/3/4 should count as at least 33% of a game each, so that's another game set after 3025.
I said default START. That is like saying that the participants lining up at a 100m race start line as being early.

3025 is a good start point because that is when the tech is the lowest. Least number of variables, least number of rules, easiest for newbies to get into. All of with make it a GOOD point to start a campaign (which I have never disputed). But to call it EARLY shows that the guy doesn't know what the hell he is talking about. It is not a good place to start because it is early. It is a good place to start for all the points I listed above. THAT is my point.
 

Infinitron

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https://www.eurogamer.net/articles/...g-overdue-turn-based-spin-on-a-strategy-great

BattleTech review - long overdue turn-based spin on a strategy great

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A compelling fusion of tabletop manoeuvring and characterful campaign progression

For a tabletop strategy as revered as BattleTech, it's remarkable that it's taken this long - close to 35 years, by crikey - for a dedicated turn-based video game to emerge. Okay, sure, Westwood's early brace of proto-Dune strategy RPGs came pretty close to transposing the heraldry of wargaming's premier trouser-tank battle system, but it's unfortunate that in the years since, BattleTech has become synonymous with - and subordinate to - the MechWarrior first-person action simulations of the 90s. For strategy fans to have been denied an authentic BattleTech experience for so long is almost as tragic as Robot Jox's continued obscurity relative to the success of Pacific Rim.

Still, although it was deemed necessary that some patient fans put their hands in their pockets first, the fact that we now have BattleTech on PC adds weight to the old adage that good things come to those who wait. For a game that has had to make up for lost time and maintain a level of faithfulness, all while attempting to impose some authority on modern genre champions like the XCOM series, developer Harebrained Schemes has more than enough reason to be proud. This BattleTech is as authentic a recreation of the tabletop classic as you could hope for.

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An injured mechwarrior or a mech that's lost a limb can be out of circulation for a couple of in-game weeks, which is hard to take in the context of a campaign that requires you to be frugal and to protect your resources for the core battles.

Not that this slavishly follows the rules first laid down in 1984; more that it remains true to the spirit of the source material. Admittedly it's been decades since I laid eyes on one of FASA's old Technical Readouts, thus I'd be hard pressed to judge the game's adherence to scripture. However, the essence of BattleTech's techno-feudal aesthetic, together with allowing players to dive into its expansive lore to a depth that suits them, is largely what makes this interactive edition a success.

The presentation isn't flashy, but it sets the tone perfectly. And while the dialogue isn't fully voiced - and in fact is noticeably lacking in one or two dramatic non-deliveries - the characterisation and writing is taut and strong, with barely a word wasted throughout. I realise I might be damning the game with faint praise, it being of a genre that should be judged first and foremost on the strength of its gameplay and turn-based systems, but the accessibility of the background material, the character design, the dialogue in service to a plot to enact vengeance for a deposed queen, are perhaps my favourite BattleTech elements - although how much of that is down to low expectations brought about by Warhammer 40K fatigue is unknown.

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Being able to salvage weapons and mech parts after each encounter is fundamental to maintaining your offensive capabilities, and it's given extra depth through sliders that balance payout against having first dibs on more salvage.

Let's talk about BattleTech's gameplay and systems, which as you might have expected takes a great deal of inspiration from contemporary XCOM, with just enough in the way of "beer and pretzels" wargame hexery - as typified by Panzer General and its ilk - to feel suitably distinct rather than revolutionary.

As BattleTech vets will know, in any encounter players command a lance of four mechs, with twinkle-toed light mechs doing their scouting first and the lumbering assault mechs ending each turn. None of them are particularly manoeuvrable machines, so there's no ducking behind the cover of a space Waitrose or anything like that. You simply select where to move your units, choosing a direction to face and then select your weapons and a target depending on what the likeliness of a scoring a hit is. Pretty standard stuff, I think you'll agree.

BattleTech gets interesting when the lasers start lighting up the map. Damage is randomly distributed across various leg and torso sections, but the aim is to bring down the enemy either by taking out their legs, or the central torso (cockpit) area. To that end a mechwarrior's ability to focus fire once enough morale has been accumulated can be devastating, but it's the need to manage heat and stability levels that defines BattleTech's venerable combat system. Heat builds up as mechs fire their weapons, which if not vented in time can, at best, limit offensive output. Stability meanwhile is a side-effect of being hit, typically by missiles: Tumble to the ground after a repeated pummelling and pilot injuries will occur, as well your mech being open to targeted critical attacks.

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Buildings are not very resilient, which perhaps isn't a surprise when there are 100-ton mechs stomping all over the place. However, when your mission is to defend a base and just by walking through it you cause more damage than the enemy could ever expect to, it somewhat undermines the experience.
Being able to field more mechs per encounter, deploy countermeasures and use off-field support would have been welcome evolutions to the formula, as would some implementation of friendly fire and a few more mechwarrior abilities; for as much as heat and stability help distinguish BattleTech's brand of turn-based combat from the competition, the breadth of tactics required to ensure victory are a little narrow.

Since concentrated firepower is king, players will want to deploy the heaviest mechs they can, keeping them in a tight formation in order to focus fire. It doesn't hurt to have a light mech unloading the odd salvo into an enemy's flank from time to time, but for the most part you'll be needing to keep your squad of techno-pants within a half a dozen hexes of one another, while trying to keep the approach of enemy units as staggered as possible. Do that and you can't really go wrong.

The reason you'll not want to deviate too much from the above strategy is because it's supremely efficient, and efficiency is fundamental to minimising risk. As the leader of a mercenary outfit, choosing missions is a trade off between maximising income in terms of money and resources, versus the cost in time and money to replace damaged mechs and injured crew. There are bills to pay, which means you have to keep the mission money coming in, and while losing a mechanical arm and a leg now and again isn't going to put a massive dent in your income, but if you lose mech parts regularly, expensive reinforcements and repairs will slow down your rate of income by postposing missions past another end-of-the-month assault on your bank balance.

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Playing with loadouts is appealing, especially later on when you've acquired a more diverse set of modified weapons, but the fitting limitations make weapon specialisation difficult and the standard loadouts are usually sufficient anyway.

Aside from the battles playing out in much the same way, across maps that are more diverse in their colour schemes than they are in terms of distinguishing features, BattleTech's issues and annoyances are fairly inconsequential and easily patched. The poorest feature is also the most superficial: the in-game camera work, which isn't nearly as dynamic as the options screen wants us to believe. Yes, there are plenty of sliders for how often the camera might kick in for any given action, but the panning and zoom is frequently out of sorts and while the current selection of drunken camera operator views are better than turning the action sequences off altogether, the framing is so off that half of what you expect to see is either out of shot or obscured by scenery.

In any case, BattleTech's deficiencies are more than offset by its triumphs. Take its crew development - as with its XCOM HQ equivalent, aboard your ship you'll want to balance the books while increasing your stock of weapons and equipment. Your bridge crew are considerably more engaging than XCOM research officers and staff, and more integrated in the storyline, which is less an arms race and more a battle for survival in a world that, with its great houses and clans, could pass as the PG-rated sci-fi equivalent of Game of Thrones. Meanwhile your mechwarriors, as with XCOM's soldiers, start off as disposable grunts that through investment in abilities and equipment become characters you can't help but feel attached to - in spite of the lack of customisation options.

Perhaps BattleTech's worst crime is that, while it borrows many ideas from XCOM and augments them within its own deftly-weaved backstory, at the fundamental level - on the field of battle - it can't quite match XCOM's arms race-driven unit diversity or mission variety. That said, when it comes to having iconic suits of sci-fi armour balanced across wind-swept hillsides and firing laser beams into the night, it's almost impossible not to enjoy the spectacle of mechanical strides fighting at the scale and in the time signature they were originally designed to operate in.
 

Cael

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https://www.pcgamesn.com/battletech/battletech-pc-review

- and then applying pressure to them all simultaneously with the weight of your monthly outgoings. It’s a delightful struggle to play against, as every month you squeeze together enough credits to make payroll feels just as good as slamming the eject button on a mech surrounded by enemies - a desperate victory against all odds.

9/10
Is this the same game that the streamer have been playing? Because one of the main complaints was that there is no financial pressure with the crazy phat lewt system.
 

Galdred

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Steve gets a Kidney but I don't even get a tag.

Cael

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Prelocked and preloaded. It's heartening to see so many reviews giving it at least an 8 considering I don't usually buy games on release day
Just out of interest, what were the review ratings for FO3 from the same lineup when it first came out? I honestly do not know the answer to that one.
 

Cael

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But to call it EARLY shows that the guy doesn't know what the hell he is talking about.
But it is early.
Y'know what, fuck it. Let's not continue this conversation, it's boring as hell and it's not going anywhere. I'm going to shut up.
It is probably best because you don't seem to realise there is nothing preventing you from playing in the 2750-era what with the Star League member nations having border brushfire wars, the Periphery still under turmoil and, oh you know, that little thing called the AMARIS COUP.
 

Cross

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Aside from the battles playing out in much the same way, across maps that are more diverse in their colour schemes than they are in terms of distinguishing features, BattleTech's issues and annoyances are fairly inconsequential and easily patched.
So he's saying that combat is samey and level design lacking (arguably the two biggest possible flaws in a game like this), but this is just an 'aside' and concludes with a glowing review. Even by game journalist standards, this is absurd levels of sophistry.
 
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Viata

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Prelocked and preloaded. It's heartening to see so many reviews giving it at least an 8 considering I don't usually buy games on release day
Just out of interest, what were the review ratings for FO3 from the same lineup when it first came out? I honestly do not know the answer to that one.
Let me tell you something:
People only care about reviews when it pleases their agenda. :lol::lol:
 

Cael

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Prelocked and preloaded. It's heartening to see so many reviews giving it at least an 8 considering I don't usually buy games on release day
Just out of interest, what were the review ratings for FO3 from the same lineup when it first came out? I honestly do not know the answer to that one.
Let me tell you something:
People only care about reviews when it pleases their agenda. :lol::lol:
Well, we all know which mod here gets paid for shilling for game developers then, don't we?
 

fantadomat

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I never got why the human race degenerated that much to use inefficient mechs. In our century we have a lot better weaponry than the one in the game. A single bomber could fuck them over,seeing how they can't hit shit with laser from 100 meters. I do get it that to-hit-chance is there for a game reason. Still it kind off feels unrealistic as fuck.
 

Cael

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I never got why the human race degenerated that much to use inefficient mechs. In our century we have a lot better weaponry than the one in the game. A single bomber could fuck them over,seeing how they can't hit shit with laser from 100 meters. I do get it that to-hit-chance is there for a game reason. Still it kind off feels unrealistic as fuck.
Loss of targeting technology. They are all hand-aimed. You try hitting something at 100m using iron sights while seated a metre or two from the weapon :D

Yes, the LRMs do NOT have lock-on capability. Never did. Those were a MW invention.
 

fantadomat

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I never got why the human race degenerated that much to use inefficient mechs. In our century we have a lot better weaponry than the one in the game. A single bomber could fuck them over,seeing how they can't hit shit with laser from 100 meters. I do get it that to-hit-chance is there for a game reason. Still it kind off feels unrealistic as fuck.
Loss of targeting technology. They are all hand-aimed. You try hitting something at 100m using iron sights while seated a metre or two from the weapon :D

Yes, the LRMs do NOT have lock-on capability. Never did. Those were a MW invention.
Well if it is an laser and i am targeting a mech that is big as a four storey building,i will hit it with 100 accuracy. Now if you ask me to hit certain part of it,it will be harder. Even if you shoot a rocket at straight line would hit it from 100 meters. There is no reason to not hit. Also why there is no planes,when there is starships?
 

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Also why there is no planes,when there is starships?
There are, ones that can operate both in atmosphere and space no less, they are usually just swept under the rug or otherwise hidden in the closet because the BattleMech's status doesn't survive closer scrutiny.

I never got why the human race degenerated that much to use inefficient mechs. In our century we have a lot better weaponry than the one in the game. A single bomber could fuck them over,seeing how they can't hit shit with laser from 100 meters. I do get it that to-hit-chance is there for a game reason. Still it kind off feels unrealistic as fuck.
That's usually why mecha tend to have magical powers. The only magical powers that BattleMechs got are ignoring recoil and weight distribution, which while impressive in their defiance of laws of physics don't quite begin to justify why the BattleMech is treated as the be-all-end-all weapon.
 
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Bohr

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Response from UI designer to concerns that the mechlab steers away from displaying numbers for everything, and just uses simplified bars in some places (eg heat/sinking), not even visible as tooltips:

FV5w4F.png


0Yw1ax.png
 

Cael

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I never got why the human race degenerated that much to use inefficient mechs. In our century we have a lot better weaponry than the one in the game. A single bomber could fuck them over,seeing how they can't hit shit with laser from 100 meters. I do get it that to-hit-chance is there for a game reason. Still it kind off feels unrealistic as fuck.
Loss of targeting technology. They are all hand-aimed. You try hitting something at 100m using iron sights while seated a metre or two from the weapon :D

Yes, the LRMs do NOT have lock-on capability. Never did. Those were a MW invention.
Well if it is an laser and i am targeting a mech that is big as a four storey building,i will hit it with 100 accuracy. Now if you ask me to hit certain part of it,it will be harder. Even if you shoot a rocket at straight line would hit it from 100 meters. There is no reason to not hit. Also why there is no planes,when there is starships?
Umm... There were planes. Aerospace fighters and conventional fighters both...

I would dispute the accuracy thing. People tend to overestimate their abilities, especially when dealing with distance and iron sights. I blame FPS games for that.
 

Cross

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Their resistance to mouse over tooltips, the menus being list-based and the nuXCOM style all suggest they designed the game with consoles in mind, or at least a controller rather than mouse and keyboard.
 

Xeon

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Hope the game will be success, Dragonfall and Hong Kong didn't sell well so if they can make bank with this game and hopefully make more RPGs like those that will be great.

Cohh and Beagle seem to really like the game as well. Doubt AJ review the game but Delrith might do a rapid fire review.
 

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