anus_pounder
Arcane
Right ok. Not preordering this or paying zenny for after release purchase. I'm sailing the high seas, what a piece of shit.
Sounds exactly like what they did in their Shadowrun games, where your companions replenish their consumables after every mission (or even during some missions) and it's abstracted into their salaries, which is always the same amount even if you don't use those companions or their items.Ammo and armour automatically replenished after battle at no cost: Supposedly 'abstracted' into operating costs, but operating costs do not vary from a Locust to an Atlas as they didn't want people to feel negative about getting bigger mechs
Atlas II has the same upkeep as Locust or Spider?The fuck??!!- Ammo and armour automatically replenished after battle at no cost: Supposedly 'abstracted' into operating costs, but operating costs do not vary from a Locust to an Atlas as they didn't want people to feel negative about getting bigger mechs
People were asking about that since we saw this in the first PDX video:
Then in last Thursday's stream Kiva responded (timestamped link):
https://youtu.be/k0M0Nag4yuY?t=692
Oh I agree with that. Lot of these things smell like catering to the lowest common denominator. I can understand why they're doing that, though it sucks for us. But like Infinitron, I'm hopeful for a decent base game that can then be modded to a more hardcore experience.HBS should have made it an option for hard difficulty at least, along with hard difficulty itself.
This is where you should know you're in trouble.But like Infinitron
The whole FUN behind Btech, beyond the tabletop fighting, is the C-Bill management of the company. That was one of the things that made MechWarrior so much fun, at least in the beginning. Towards the end, you are swimming in so much C-Bills that it was merely a scorekeeping tool (over 120mill by the end of MW2Mercs was my record, you don't even want to know what the record was for MW4Mercs).IMO it comes down to the interaction between a number of factors, many of which seem reasonable on their own but need adjustment to come up with a more challenging game overall.
- Abstracted salvage, where one gets bits of mech chassis pretty easily, and need 3 pieces to make a complete mech: Tyler has talked about a harder difficulty level where 4 or 5 will be needed
- Once three pieces are obtained, they are assembled into full mechs instantly, at zero cost, with full weapons loadouts without requiring that you actually have those weapons to fit: Some debate as to whether this is working as intended, been asked for clarification on tomorrow's dev stream, but that's the evidence from the streams thus far. Would surely fit better with the scrappy merc company theme if one had to spend some time/money on getting these up to scratch, and maybe installing inferior or non-stock weapons if that's all one has
- CASE-equivalent on ammo to limit damage from ammo explosions, no reactor stackpoling, mechs never fully destroyed: All probably fine in a game like this, but in combination with the flow of new mechs from salvage means one just gets more and more mechs in storage: Devs thought mech destruction would be too punitive for new players, but Tyler spoke about allowing it in a harder/ironman difficulty mode
- PC mechwarrior can't die, story missions never expire so no limit on grinding other missions to build up for them
- Ammo and armour automatically replenished after battle at no cost: Supposedly 'abstracted' into operating costs, but operating costs do not vary from a Locust to an Atlas as they didn't want people to feel negative about getting bigger mechs
Unless there are serious money sinks in the late game we haven't considered, if I were HBS I would honestly make the harder difficulty options Tyler mentioned a priority, not a nice to have sometime after release. Would be a shame if any reasonably decent player (surely a high proportion of the backer population, at least) could just cruise through the campaign without breaking a sweat.
oasis789 All I've seen ITT is a bunch of forum posts about individual features. Seems like it'd be hard to determine the overall difficulty of the game from that. You need to see how it all comes together in practice.
Kiva does seem like an SJW drama bomb waiting to happen.
On the other hand, sser has told me that his game design tweets are actually pretty interesting.
Mechwarrior 5 is still being made by PGI.Mechwarrior 5: Mercenaries will have a proper tuned economy system that will make you feel that those C-bills are truly earned.
Damn, what is 6k cbills per month when you can do multiple 1kk cbills contracts per month in early game? Its as if the devs haven't got around to work on economy stuff at all. Its not the case of tweaking a few numbers here and there, the moders will have to pretty much redo the whole system from scratch.The fuck??!!- Ammo and armour automatically replenished after battle at no cost: Supposedly 'abstracted' into operating costs, but operating costs do not vary from a Locust to an Atlas as they didn't want people to feel negative about getting bigger mechs
People were asking about that since we saw this in the first PDX video:
Then in last Thursday's stream Kiva responded (timestamped link):
https://youtu.be/k0M0Nag4yuY?t=692
Yes but if you do missions poorly you will spend more money to repair mechs than you got from the mission. Replacing lost body parts and weapons seems to cost a lot.Damn, what is 6k cbills per month when you can do multiple 1kk cbills contracts per month in early game? Its as if the devs haven't got around to work on economy stuff at all. Its not the case of tweaking a few numbers here and there, the moders will have to pretty much redo the whole system from scratch.The fuck??!!- Ammo and armour automatically replenished after battle at no cost: Supposedly 'abstracted' into operating costs, but operating costs do not vary from a Locust to an Atlas as they didn't want people to feel negative about getting bigger mechs
People were asking about that since we saw this in the first PDX video:
Then in last Thursday's stream Kiva responded (timestamped link):
https://youtu.be/k0M0Nag4yuY?t=692
Someone on paradox forums calculated that its something like 300 c-bills for repairs and 1200 c-bills replacements per point of internal structure. So not that much unless you get multiple dead mechs after the mission.Yes but if you do missions poorly you will spend more money to repair mechs than you got from the mission. Replacing lost body parts and weapons seems to cost a lot.Damn, what is 6k cbills per month when you can do multiple 1kk cbills contracts per month in early game? Its as if the devs haven't got around to work on economy stuff at all. Its not the case of tweaking a few numbers here and there, the moders will have to pretty much redo the whole system from scratch.The fuck??!!- Ammo and armour automatically replenished after battle at no cost: Supposedly 'abstracted' into operating costs, but operating costs do not vary from a Locust to an Atlas as they didn't want people to feel negative about getting bigger mechs
People were asking about that since we saw this in the first PDX video:
Then in last Thursday's stream Kiva responded (timestamped link):
https://youtu.be/k0M0Nag4yuY?t=692
Missions that he played better (or savescummed). But if you do a couple of bad missions you are in trouble. You should get into position of needing to think about repairing mechs or paying monthly bills.For scale - rebuilding a destroyed Locust/spider was +-300k and around the time those were still used by Cohh in his streams - missions paid pretty much the same.
But lack of ammo cost is also a balance issue, it should be an extra con for balistics, as currently it seems balistics of all kinds》lasers
See, that way, you'll receive your orders more clearly.a mobile phone tower on top of that Catapult???
See, that way, you'll receive your orders more clearly.a mobile phone tower on top of that Catapult???