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They probably should put some resources that help vs one shots as same player's Mechs will be shot upon many more times than players get to shoot at same enemy mech. So these mechanics only exist to punish players. From my understanding both mechs and pilots are even more worth than experienced soldiers in Xcom 2 and losing them due to one roll you could not really influence is kind of stupid.Location based damage is in tho (video and material leaves me unsure about what critical effects are in), watch the video to the end and he talks about it. Targeting your shots is not in though, because there's a reason why the tabletop game only allows you to aim when attacking a shut down 'mech. And why one constant in MechWarrior games was that each game made the head hitbox smaller and smaller.
They appear to have tweaked the variables for headshots though. Can't say for sure, since the guy said no numbers on how many people played the alpha there, but he said HBS said to him he was one of the only two people who got one of their Atlases instantly killed in the first round by a headshot. So could be the chance is lower than in the tabletop hit table, or could be they had 480 or less players (IIRC the instant death probability in tabletop was 2.4%). In itself this is not a bad thing because of the inevitable fact video games will make use of extended combat situations instead of two hopefully balanced forces battling it out like on tabletop. That is, if they don't just bolt on an Edge/Hero Point system for the player's pilots, which was MechWarrior RPG's solution to the "random instant death" problem.
Well, not just contemporary (and ones that have actually been built IRL like Kuratas), but also 80's fictional ones like Gundam, PatLABOR or Macross. Though IIRC the original Battlepod that Marauder is based on does have the cockpit where its incarnation and chickenwalker descendants in BTech do too.Also, isn't it more than a little bit silly to place the pilot in easily target-able and softly armoured location?
Contemporary mech designs all put the pilot in the most heavily armoured spot in the mech.
Aimed headshots is a pretty fundamental balancing issue. Just look at what it did to FO/JA2.
Also, isn't it more than a little bit silly to place the pilot in easily target-able and softly armoured location?
Contemporary mech designs all put the pilot in the most heavily armoured spot in the mech.
Well, technically the tabletop game does this, but I don't think ANYONE would make an aimed shot at either of the legs anyway in a normal situation where the target 'mech is shut down. Since it takes some pretty badass cover to actually provide cover against BattleMech weapons, the tabletop game only provides cover when either behind a small hill or half submerged in water. The primary effect of cover in tabletop is that any hit allocation rolls that would have hit the legs make the shot a miss.They could also take cover into consideration on what type of called shots a pilot can make. I doubt their cover system will be very complex tho.
PS: Ain't no crit tables like the enormous crit tables of MERP/Rolemaster.
The Finnish translation of MERP had pretty funny descriptions too (overall it was quality localisation too, aside from a typo about Hobbits having a higher bonus to Strength than Olog-Hai), I don't know if the English table for blunt weapons had "The terrifying impact shatters every bone in the target's body, killing them instantly. The body is disgusting mush. A shovel would be handy." as the instant kill result. In retrospect, it was like a bizarre premonition: Middle-Earth goes Bad Taste.PS: Ain't no crit tables like the enormous crit tables of MERP/Rolemaster.
God I remember that. There were like 300 hundred different critical effects covering 20 different situation. It was glorious.
I haven't played the BattleTech tabletop game, or the real-time cult classic,MechCommander. But after playing the newest BattleTech videogame at PAX West this weekend, I wish I had.
The new BattleTech is incredibly fun, and feels like a strategy game I’ve been waiting for for a long time. It’s systems are complex and deep, but still surprisingly understandable at a glance. The terrain, while still a little muted in its art thanks to BattleTech currently being in “super pre-alpha,” is interesting and erratic—not as smooth and flat as many other strategy games. I can’t wait to play more of it, and it sounds like I might not have to wait long.
I got a chance to speak with developer Harebrained Schemes about why it decided to show the game off so early and what’s going to change as work continues on BattleTech, which you can watch in the video above. You can also watch our full 30 minute demo from the early build at PAX in the video below.
Glimpse of one of the "cinematics" : "A rework of an earlier piece I did, to fit a different mood we were going for in a cinematic for BATTLETECH. (Teaser here: https://www.youtube.com/watch?v=MbvJtznqkBE)"