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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.

So long as the "vibrant modding community" doesn't create absolute cheats for every aspect of the game. Skirmishes are fine, but when cheat modding comes into play, it becomes less about player abilities and more about paying for the best cheat mods to win. Shortcuts mean nothing when the "win" column does not reflect reality.
 
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.

So, contrary to what you said previously, you are NOT running your decked out Spider because it is not really feasible... you run a decked out Grasshopper instead. You admit in this posting that Light Mechs are NOT really viable in the latter stages of this game.
 
I'd like to see...

- Better Graphics. Every Battlefield is essentially Monochrome. Green or Brown or Orange. Everything is a shade of that colour. It's [Mod edit: Bad language].
- Better Graphics. Buildings are soooo basic.
- Better Graphics. Mechs don't look big. Between the lack of good textures, the monochrome palettes and the total lack of details Mechs look like human-sized humanoids walking amongst shrubs and model villages. You can't even bring the camera down for a cinematic feel of looking up at the mechs. How about some missions in urban areas to really showcase the scale of the combatants?
- Better Combat. As it is the game is just a graphically worse version of XCOM with no stealth, no reaction shots, less weapon variation, less 'role' variation, fewer skills, less interesting missions, a worse campaign story...
- Quality of Life - faster screen transitions, eliminate slowdown issues, eliminate between-turn delays (especially for units that aren't even visible). Speed up combat - missions with 10+ enemies and 10+ allies are tedious. Allow skipping all travel screens.
- Why's there only one falling-over animation?

I realise the game is a conversion of a tabletop one but there's some glaring stupidities too...

Why's a lance only 4 units? What kind of General says "No... don't you dare send more than four of my troops into the theatre!"?
Why didn't engineers realise that four (or six or eight) legs is better than two for stability? What about tracks?
Why would you give a mechanical combat unit arms?
Why are there humans inside the mechs?
Why in a thousand years of progress have we managed to make worse targeting computers? The computations to put a ship in orbit around a planet are FAR harder than the one to fire a weapon to hit a penny at a thousand yards.


Please make this something more than a bad XCOM copy before you want to ask us to pay for any DLC.

Please take the time to learn a little bit about the game before you post like this. Reality... if the game is so bad for you... why play? Calling the developers "stupid" is not the way to ask or recommend changes. It seems to me that you are new to BT in general and have not taken the time to research a game that has been around for a longer time than you have been alive (most likely). IF you had done a little research, you would have answers to many of your "glaring stupidity" questions.
 
Please take the time to learn a little bit about the game before you post like this. Reality... if the game is so bad for you... why play? Calling the developers "stupid" is not the way to ask or recommend changes. It seems to me that you are new to BT in general and have not taken the time to research a game that has been around for a longer time than you have been alive (most likely). IF you had done a little research, you would have answers to many of your "glaring stupidity" questions.

I agree. Feedback is important but from players who play the game and at least read the info about it heh.
Feedback from someone who buys one game, thinking its another are pointless.
 
First of all, to our Backers and new players alike - thank you for your incredible outpouring of love and support last week following the launch of BATTLETECH, and for sharing so many of your amazing game experiences with us. As a small developer, these stories mean the world to us. It's why we do this.

From the heartfelt reactions of our Backers, to the kind words from reviewers, to the epic marathons on YouTube, to the hysterical reactions on Twitch, to the goofy memes floating through social media, this week has been a whirlwind and we are thrilled to be on this ride with you.

We could easily fill this entire post and more just rounding up press and fan reactions to the game - but we'd rather talk about what's next. From the start of this project, we've viewed launch not as the end of the road, but as the birth of a living product. Over the course of development, you might recall that we often answered speculative questions about post-launch features or content with, "in success, all things are possible."

Well - thanks to you, this is the success we hoped for. And many things are now possible! We're working with Paradox on a roadmap for the next year of BATTLETECH development. This will include regular bugfixing, quality-of-life improvements, and free Updates adding new features to the game. Here's a look at the next few months of that roadmap.

BATTLETECH Post-Launch Roadmap

1. Compatibility / Performance Investigations
Our launch last week wasn't perfect. A subset of players are experiencing hardware/system compatibility and performance issues that our team is working hard to investigate. Solutions for critical issues are always our top priority, and will be released as soon as they're available and tested. Typically, we will release patches to our public_beta branch on Steam for a few days for testing before we push them to the default branch.

On that note - last Friday we released our first patch to the public_beta branch for testing. Today, that 1.0.1 Patch went live - you can read the full changelog here. We expect to release more patches to public_beta in the coming days and weeks.

2. General Bugfix (Late May)
We expect to release at least one general bugfix/improvements patch later in May.

3. Localization (French, German, Russian) and Linux support
These are both Kickstarter commitments and high priorities for our post-launch roadmap. (Along with a couple other Kickstarter commitments that didn't make it in for launch.) We don't have a more precise ETA yet for these items but will update you as soon as we do.

4. Update #1: Customization & Player Options (June/July)
We're already beginning work on our first larger free Update to BATTLETECH. This Update is all about customization and reacting to common pieces of feedback that we've received from you on the game. Here's a list of items we're currently looking at for Update 1 this summer:

  • Accelerated combat options - We're working on options for players who would like to accelerate the pace of combat missions.
  • MechWarrior customization - We know that many players would like to change the appearance, callsign, name, and voice of all their MechWarriors, not just their Commander. This didn't make it in for launch but we'll be adding it in Update 1.
  • Granular difficulty settings - A set of discrete options for players to customize the challenge level of the game in different areas.
  • MechLab / Store / Salvage quality-of-life improvements - Interface additions to reduce friction when buying and salvaging new items.
  • Tutorial-skip option - Allowing players who have already played the prologue missions to skip those missions when starting a new campaign, and get right to the Leopard.
  • Addressing difficulty spikes - We'll be working on smoothing out some issues with unexpectedly hard (or easy) content. Not to remove all difficulty variance, but to address clear outliers.
  • Live-streaming quality-of-life improvements - Audio persisting when alt-tabbed, for example.
It's important to note that the exact contents of Update 1 may shift during development. Please consider these general directions and priorities. We'll post a more detailed and updated list of what's in the Update closer to its release.

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

Hiya!

Do you guys have any info regarding Update 1 to share? Is it "close" to release? It says June/July I know, but Im dying to know more! =)

Any info regarding what DLC will include? Any teaser about "Update 2"?

I know I ask a lot! But if you dont ask, you never get an answer anyway, right :p
 
The Fafnir is MINE! I havnt seen anyone else here then me who idolize this fantastic mech!

Back in TT I used to run one that was IIRC based on triple LB-10X and an ERLL instead of the 2 bowling ball launchers and various medium lasers.
 
Back in TT I used to run one that was IIRC based on triple LB-10X and an ERLL instead of the 2 bowling ball launchers and various medium lasers.

Well! Its mine! You just have to look for another mech that belongs to you! :confused:
 
So, contrary to what you said previously, you are NOT running your decked out Spider because it is not really feasible... you run a decked out Grasshopper instead. You admit in this posting that Light Mechs are NOT really viable in the latter stages of this game.
Wow, angry much? I don't use it a lot because most scenarios call for greater firepower, but you could do some scenarios with one Spider, an Atlas and two artillery mechs. It's just not my style. Either way the mechanics still work that way. Do with that what you will.
 
Mmmmmmmmm Faffy Taffy.

They are soooo sexy!

mechwarrior_mercs_wallpaper_by_mecha_master.jpg
 
That is a Crimson Skies graphic.

Besides BattleTech and Shadowrun, Jordan also created Crimson Skies.

For over a year now by my recollection, Jordan and HBS have been in discussions with Microsoft to acquire the rights to develop a turn-based version of Crimson Skies. Taking Crimson Skies back to its turn-based roots, drawing heavily from known strengths of HBS game development.

Whether or not these talks have born for fruit, or even if they will continue now under Paradox, remains to be seen. : )

From the PCGamer write up of the acquisition.
"Paradox said it plans to continue support for Battletech with future updates and additional content, solidifying comments about possible future expansions made by Harebrained in May. The studio has also begun "concept development" for an entirely new project. "
A new IP or just a new project? *Cough* Crimson Skies *Cough*
 
So, contrary to what you said previously, you are NOT running your decked out Spider because it is not really feasible... you run a decked out Grasshopper instead. You admit in this posting that Light Mechs are NOT really viable in the latter stages of this game.
While I agree on your statement above, I am one of the people always running a light recon.

I am currently playing my second co-op with my brother (we just sit down and take 2 warriors out each to missions) and I am at the end mission in my own game also.

While I have tried having 4 assaults many times, having one light mech really works for me.
I either run a Firestarter to do double overheat attacks or a long range light mech with a L Laser +++ (only time its worth it) or PPC with stability dmg.

Double heat attacks works really well, however I tend to get bashed a bit when I dont pay attention.
A long range light works REALLY well for me, and my recon usually have as many "kills" as the others because of this.
Jumping behind a mech and doing 2x 50 damage, then jumping away again is ofc also a trick, except the long range can do it from... long range.

I also use my light mech to distract, which can even work against other players.
In the campaign it sometimes work a little too well.
Meaning I sometimes end up being able to get most mechs to go toward my light, who is positioned far away from the others. This means I have several missions where I completely control all fights (I think it is a bit broken)

I feel a little bit lost when I have 4 assaults out, because it ends up being a lot of me reacting to the fight instead of controlling it...
But we are all different I guess
 
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