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Is the Fafnir somehow tied in "someone else's" IP claim?
 
http://www.sarna.net/wiki/Operation_Rosebud

Thorn, Sentinel, Crab, Kintaro, Crockett (Katana), Battlemaster and Thug (not all are listed in the Sarna entry; there were probably a few others).

The standout was the Thug, as some tech forgot to remove all the Star League tech from them. Quite a few administrators are likely to have had 'accidents' when ROM investigated.
http://www.sarna.net/wiki/Thug
 
Right now my mech bay is all assault mechs. Because there is no reason to ever have a light or medium mech once you have better mech. Introduce missions with preset drop weights! It would give us a reason to keep lights/mediums

No, no, no! No preset drop weights! Anybody who has a hangar full of decked-out assaults earned them and deserves to use them. Besides, limiting drop weights is an artificial constraint.

What we need is a REASON to CHOOSE lighter mechs over heavier ones. That reason can really only come from an expansion of the (nearly non-existent) strategic layer of the game. We need bigger, more complex contracts with interlocking missions.

For example, give us a contract to destroy a valuable and extremely heavily guarded factory. Then give us some options.

Let us deploy a scout lance to recon the region around the target. Make it the same kind of thing as infiltration in XCom 2 - we drop the lance and wait 3 days to 2 weeks to see what turns up. Make the outcome dependent on several factors:

- Speed and maneuverability of the mechs assigned (fast is better, slow sees nothing then gets ambushed and surrounded)
- Skill of the pilots (Piloting and Tactics are best)
- Time spent scouting (more is better, but too much gets you ambushed)

Make it so that a light recon lance will probably get good Intel and maybe a shot at a target of opportunity, and a slow, ponderous lance will most likely get ambushed by a battalion of tanks. That's a great reason to keep some fast lights, no?

Once the recon is done, depending on how well it went, more missions could open up. Maybe there's a fast, lightly armed convoy to kill in order to force the defenders to move some troops away from the factory. Good job for some 5/8/5 mediums, no? Maybe a raid mission, where the target isn't so we'll defended, but lots of defenders will converge as soon as the attack begins. Another good use for mediums and heavies, since assaults are too slow to withdraw. The AI could use lots of tanks and LRM carriers to ensure that the player gets the message that sometimes speed is best.

Once the defenders have been harried and drawn away you can take on the final mission and drop your assaults to crush the guards and level the factory. If you did enough prep work then you'll have a fierce, but completely winnable fight. If you half-assed it you get sandwiched between 2 battalions of Demolishers and have to run away.

Please developers (or more likely modders), make this happen. Give us a robust, challenging strategic layer that rewards us for keeping our barracks and hangars filled with a variety of pilots and mechs. Give us the chance to actually command a company of mercs with a complex task to accomplish.

At the moment we're just heavily armed day laborers.
 
One easy way to do that is give x turns to do a recon for example - If done correctly, you need to use a fast mech - like a spider of a locust, because no heavy or assault have that kind of speed.
 
Hello

Plans are nice but there is no mention of what will be done around Multiplayer PvP
Game Battletech will keep alive only a good and competitive multiplayer?

So I ask?

What are MP plans? small, large or multiplayer will be thrown to the second track.

thank you for answer
 
Hello.

About the obsolescence of the Light/Medium mechs in the endgame in favor of Heavy/Assault ones... Well, it's a difficult problem to solve.
- On one hand, giving missions a preset weight seems a bit artificial and restrictive.
- On the other hand, 'forcing' us to use light mechs introducing highly time-constrained missions so we need faster mechs will only patially solve the problem; this will give some use to fast mechs like Locust, Spiders or Jenners, but will still left in the bench light slow heavy hitters like Panthers or Urbanmechs. And will also be a very time consuming development and testing process for HBG (and a hell to properly balance).

I think an alternative solution would be to add some timed or "pursuit" missions for encouraging fast mech deployment, along with a Credit cost to the unit deployment to every single mission. A "logistic" cost which will increase as the drop tonnage of your choosen mechs increases. This would represent the fact that deploying bigger and heavier units requires more resources, and also more manteinance afterwards.

This way, you still can use your big guns when going for the hardest missions, with big payouts, as they payout will offset the high deployment costs. Yet this mechanic will naturally encourage you to field the lowest possible tonnage mech each time for maximizing profits (to the point that fielding a heavy/assault lance for a medium difficulty contract will in fact make you lose money even if you complete the mission unscratched)

Regards
 
Hello.

I think an alternative solution would be to add some timed or "pursuit" missions for encouraging fast mech deployment, along with a Credit cost to the unit deployment to every single mission. A "logistic" cost which will increase as the drop tonnage of your choosen mechs increases. This would represent the fact that deploying bigger and heavier units requires more resources, and also more manteinance afterwards.

This way, you still can use your big guns when going for the hardest missions, with big payouts, as they payout will offset the high deployment costs. Yet this mechanic will naturally encourage you to field the lowest possible tonnage mech each time for maximizing profits (to the point that fielding a heavy/assault lance for a medium difficulty contract will in fact make you lose money even if you complete the mission unscratched)

Regards

good offer
 
Right now my mech bay is all assault mechs. Because there is no reason to ever have a light or medium mech once you have better mech. Introduce missions with preset drop weights! It would give us a reason to keep lights/mediums

Quoted for truth.
 
Hello

Plans are nice but there is no mention of what will be done around Multiplayer PvP
Game Battletech will keep alive only a good and competitive multiplayer?

So I ask?

What are MP plans? small, large or multiplayer will be thrown to the second track.

thank you for answer

Nothing specific is being said about future content, or at least I haven't seen anything. The entire to-do list is performance enhancements, cosmetic changes, and quality of life improvements to the UI. Not that I'm complaining yet, but there really is no meaningful strategic level. BT is a good game, but it hasn't come close to its full potential.

Multiplayer isn't my thing, but maybe if it gets more interesting it will be. That said, a vibrant modding community and lots of content updates can do as much, or more, for the longevity of a title.
 
5. More BATTLETECH!
The above is just the beginning! We'll be continuing with more free Updates after Update 1, and we'd also love to release a larger paid content Expansion or two - but right now we're staying focused on bugfixes and immediate reactions to launch feedback. With your support, we could not be more excited to continue making BATTLETECH even bigger and better.

Thank you,
HBS

Question for you concerning future updates. Do you plan on releasing all the 'Mechs from TRO 3025 (Revised) and Vehicles from TRO 3026 (Revised)?
 
No preset drop weights.

If you want people to use lighter mechs, then create more high-end missions that give them reasons to want to use those mechs, and at the same time don't punish them for using those mechs by dropping multiple OpFor assault lances right where they must be fought to have any chance of completing the objective.

Don't fall into the trap of forcing other players to do what you personally would like to do, or what you think they "should" do.

I agree. I like dropping my Assault Lance of 4 Atlas' into battle and end up fighting a full company of Assaults and Heavies. :)
 
Nothing specific is being said about future content, or at least I haven't seen anything. The entire to-do list is performance enhancements, cosmetic changes, and quality of life improvements to the UI. Not that I'm complaining yet, but there really is no meaningful strategic level. BT is a good game, but it hasn't come close to its full potential.

Multiplayer isn't my thing, but maybe if it gets more interesting it will be. That said, a vibrant modding community and lots of content updates can do as much, or more, for the longevity of a title.

I agree
 
To make light mechs more important it would be nice to increase the spotting ability for light mechs only and give them 1 or 2 points of evasion extra so they be able to play better hide and run with bigger mechs. Perhaps not too much boni. I would give those boni with equipment (some device to increase spoting range for 1 or 2 rounds and one device that decrease enemy hitting for a few rounds and larger random maps would be nice because light mechs are fast and would be more important on large maps.

Some suggestions to make it more exiting:

I hope there will be more campagnes even short one would be nice, after finishing the Arano Campagne i miss a larger goal to work towards.

Give some of the Pirat Leader Names and a Background so something like a foe will develop we meet again in some missions. (maybe as mini campagne)

It would be nice to own a Planet and build a base on it with hangars, Turrents, Tanks and other defenders for hire this base could be attacked and would add defending our base missions.

Please increase the Reputations loss it feels to low, you get everybodies darling too easy.

I hope the map will getting larger, at the moment only a little part of the known star map could be traveled, i guess with furture content this will be increased.

Multiplayer:
I miss the possibility to play with friends of mine each playing one mech as part of a lance against Ki and human foes, that would be great if this could be added to this game as part of multiplayer battle maps.

I love battletech and this game is very close to the feeling of the tabletop battletech i played long ago and hope there will be more content soon.
 
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To make light mechs more important it would be nice to increase the spotting ability for light mechs only and give them 1 or 2 points of evasion extra so they be able to play better hide and run with bigger mechs. Perhaps not too much boni. I would give those boni with equipment (some device to increase spoting range for 1 or 2 rounds and one device that decrease enemy hitting for a few rounds and larger random maps would be nice because light mechs are fast and would be more important on large maps.

Some suggestions to make it more exiting:

I hope there will be more campagnes even short one would be nice, after finishing the Arano Campagne i miss a larger goal to work towards.

Give some of the Pirat Leader Names and a Background so something like a foe will develop we meet again in some missions. (maybe as mini campagne)

It would be nice to own a Planet and build a base on it with hangars, Turrents, Tanks and other defenders for hire this base could be attacked and would add defending our base missions.

Please increase the Reputations loss it feels to low, you get everybodies darling too easy.

I hope the map will getting larger, at the moment only a little part of the known star map could be traveled, i guess with furture content this will be increased.

Multiplayer:
I miss the possibility to play with friends of mine each playing one mech as part of a lance against Ki and human foes, that would be great if this could be added to this game as part of multiplayer battle maps.

I love battletech and this game is very close to the feeling of the tabletop battletech i played long ago and hope there will be more content soon.


This is already possible with the right equipment and Pilot skills.

Evasion is based on distance moved and light mechs already have an advantage here due to their speed. In addition there is an aim modifier applied based on the size of the target. Further evasion is gained based on the Mechwarrior's Piloting skill with a level 10 getting 2 bonus Evasion on every move. One of those in a Spider is basically untouchable unless 6 or more mechs shoot at it or they land a melee strike on it.

Additional view range can be obtained by finding or buying a Rangefinder. Different types provide different advantages (I have a ++ that adds 50m view range on my scouts).
 
So, a spider with a rangefinder ++ (or +++ if exist) crewed by a mechwarrior that is pilot level 10 and is constantly moving the max possible is the best possible scout, almost impossible to hit unless gangbanged ?
 
So, a spider with a rangefinder ++ (or +++ if exist) crewed by a mechwarrior that is pilot level 10 and is constantly moving the max possible is the best possible scout, almost impossible to hit unless gangbanged ?

Effectively. There's always the random lucky roll, but I've seen a catapult unload and miss with every single missile while heavies and assaults 2 spaces away whiff shots left and right.

The best part of the Rangefinder is that you can get LOS on them without them getting LOS on you. The only real counter is a Sensor Lock, but even then they miss a lot because you're still running like 8 Evasion.

The downside is that you give up the firepower of a fourth Heavy or Assault, so late game I'm running a Grasshopper with a Rangefinder++, 7x ML+++ and 3 MGs that jumps constantly to keep the Evasion up. I also put Arm Mods on it to Melee when it needs to cool off. Generally I just get in close and jump behind mechs then Alpha right into their backs. Usually one shots anything under 60 Tons or carves off both torsos and detonates ammo racks. Very, very nasty.
 
All my mechs (Atlas II, AtlasD well armed with lasers, ak20 and smrs and 2 Stalker armed with 3 LRM 15) are using ++ (100m) Rangefinder i think the 100 Rangefinder should be exclusive light mechs only. My Skills are all 10. There is no light mech who survive more than 1 one round from the moment it is in range for me and everyone will come to this point sooner or later of having very good pilots and equipment and owning 4 heavy armed assault mechs.
Evasion does lessen the chance of beeing hit, that means some laser fire and a LRM 15 or 20 (some Rockets of a Volley always hit) and the light mech will certainly be damaged because of no much armor and structure. More than 1 Volley of heavy fire at a light mech and its very likely a wreck. In battles i hit heavy and Assault mechs and mechs who dont move a lot with 70-95% a scout who moved maximum 40- 55%
It would be nice to have useful light mechs at the moment no one needs light mechs in the late game :(
 
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After having the game in my hands, I've changed my opinion on what I want "in success". I now want standalone expansions. As in, I open the game and when I click to start a campaign I have to choose Arano or the new campaign. I'll have a company of Assault mechs after the Arano campaign and most of the fun was going from the starting mechs all the way to multiples of nearly every mech in the game. I want that same joy with a new campaign.

That being said, it would be nice if the new mechs, vehicles, maps/biomes, etc from a new standalone expansion would be added to the RATs for the Arano campaign so that replaythroughs are more enjoyable.
 
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