• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.
I'm not sure. I come from a tabletop background, and played a lot of Mechcommander and Mechcommander 2. I kind of like the idea of mission drop weight restrictions.
In a 200T mission, for example, I could field an Assault Mech, a Medium, and two Light Mechs or four Mediums, or two Assault Mechs.
It gives a bit more of a tactical feel to the game, as it is, it feels like it's becoming a case of "throw four Atlases at it and hope for the best"
If your only tool is a hammer, all your problems look like nails.
I'd also like to see class specialisation skills come back too, Light, Medium, Heavy, and Assault Mech piloting skills, with bonuses if you're in the appropriate Mech.
 
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 ?

I dunno, in late game battles your evasion rating count for nuts, I think max evasion you can get is 6 anyway (I have several evasion skilled pilots with pilot rating 10 and never seen more) and get reliably hit. Loosing evasion for any poop flying in your general direction makes it even less effective.
 
Just got the game and haven't played too far yet, although I have been watching some of the YouTubers. My thoughts on Gameplay changes to better balance mech classes:

Current Game
I would prefer to see balancing of mech types (light vs. medium vs. heavy vs. assault) handled through the economic engine via increased upkeep for larger mechs and/or harder to acquire new mech types, rather than hard-coded tonnage limits (in the campaign). To help balance player style, these changes could be on difficulty sliders for the campaign to better suit individual player preference.

Potential BATTLETECH 2 Changes
1.) Increase the mercenary group to company size of 12 mechs, but restrict the deployment potential of the player. Give them 1 Leopard dropship (one lance capacity) and a cargo dropship to carry the other 8 mechs in storage to the surface. Because the cargo dropship cannot combat-deploy mechs rapidly, your actual combat drops would be limited to 4 mechs at a time, although it would be possible for the Leopard to make a second run for reinforcements if necessary. The economics of the game would mean that running 12 assault/heavy mechs would be basically unsustainable financially.

2.) Add Operation-style contracts that involve multiple individual missions, either sequential or "simultaneous". Some of those missions could be more scout/recon missions where faster mechs covering lots of territory quicker would be advantageous, and the player could play hide-and-seek with the enemy to identify static/mobile forces while not necessarily having to destroy them. That might lead to more of a base attack mission later to deal with the identified defenses. Or a garrison mission might result in a raiding force making simultaneous raids on more than one target at the same time. The player would have to make choices of how/when to respond. Do you send your two heaviest lances to take on the biggest threat(s), while a more mobile lance (light-medium) fights a delaying action until one of the other lances is available? Do you sacrifice one of the raider targets to concentrate your forces? All kinds of possibilities.

3.) The operation-style contracts and multiple individual missions could also make ammo constraints/logistics a more important choice. Some of the YouTubers have clearly modded up their lances to have 2 or 3 pure LRM missile boats with 1-2 "tank" spotter mechs, and blow through the missions knowing that they are not likely to run out of ammo. On a purely personal level, I don't really like those sort of drastic revisions to mechs, feeling that it is not really in the spirit of the 3025 Battletech canon (these are not Clan omni-mechs where everything is hot-swapable). I completely get that this is a game and that everyone likes to play differently, but if you had the possibility of having to run multiple missions without resupplying in between each time, people would have to reconsider the balance between energy weapons vs. missile/ballistic weapons, including stripping out armor on a missile-boat mech you "know" isn't going to be on the front line.

Anyway those are my thoughts.
Mike
 
Just got the game and haven't played too far yet, although I have been watching some of the YouTubers. My thoughts on Gameplay changes to better balance mech classes:

Current Game
I would prefer to see balancing of mech types (light vs. medium vs. heavy vs. assault) handled through the economic engine via increased upkeep for larger mechs and/or harder to acquire new mech types, rather than hard-coded tonnage limits (in the campaign). To help balance player style, these changes could be on difficulty sliders for the campaign to better suit individual player preference.

Potential BATTLETECH 2 Changes
1.) Increase the mercenary group to company size of 12 mechs, but restrict the deployment potential of the player. Give them 1 Leopard dropship (one lance capacity) and a cargo dropship to carry the other 8 mechs in storage to the surface. Because the cargo dropship cannot combat-deploy mechs rapidly, your actual combat drops would be limited to 4 mechs at a time, although it would be possible for the Leopard to make a second run for reinforcements if necessary. The economics of the game would mean that running 12 assault/heavy mechs would be basically unsustainable financially.

2.) Add Operation-style contracts that involve multiple individual missions, either sequential or "simultaneous". Some of those missions could be more scout/recon missions where faster mechs covering lots of territory quicker would be advantageous, and the player could play hide-and-seek with the enemy to identify static/mobile forces while not necessarily having to destroy them. That might lead to more of a base attack mission later to deal with the identified defenses. Or a garrison mission might result in a raiding force making simultaneous raids on more than one target at the same time. The player would have to make choices of how/when to respond. Do you send your two heaviest lances to take on the biggest threat(s), while a more mobile lance (light-medium) fights a delaying action until one of the other lances is available? Do you sacrifice one of the raider targets to concentrate your forces? All kinds of possibilities.

3.) The operation-style contracts and multiple individual missions could also make ammo constraints/logistics a more important choice. Some of the YouTubers have clearly modded up their lances to have 2 or 3 pure LRM missile boats with 1-2 "tank" spotter mechs, and blow through the missions knowing that they are not likely to run out of ammo. On a purely personal level, I don't really like those sort of drastic revisions to mechs, feeling that it is not really in the spirit of the 3025 Battletech canon (these are not Clan omni-mechs where everything is hot-swapable). I completely get that this is a game and that everyone likes to play differently, but if you had the possibility of having to run multiple missions without resupplying in between each time, people would have to reconsider the balance between energy weapons vs. missile/ballistic weapons, including stripping out armor on a missile-boat mech you "know" isn't going to be on the front line.

Anyway those are my thoughts.
Mike

Current Game:
Current Game is very well balanced at beginning as long as you and the AI have no elite Mechwarriors and no +1 Equipment, later you have very good Mechwarriors and Equipment that is the point were lighter mechs become less useful because they get destroyed easily.

To add any kind of Missions sounds good it helps that battles dont get boring. Missions with reinforcements should be more fun, if you dont know where, when and how often reinforcements will join the battle.
 
I'm not sure. I come from a tabletop background, and played a lot of Mechcommander and Mechcommander 2. I kind of like the idea of mission drop weight restrictions.
In a 200T mission, for example, I could field an Assault Mech, a Medium, and two Light Mechs or four Mediums, or two Assault Mechs.
It gives a bit more of a tactical feel to the game, as it is, it feels like it's becoming a case of "throw four Atlases at it and hope for the best"
If your only tool is a hammer, all your problems look like nails.
I'd also like to see class specialisation skills come back too, Light, Medium, Heavy, and Assault Mech piloting skills, with bonuses if you're in the appropriate Mech.

This will result in fighting assalt Mechs with light and medium mechs very often as long as your Rule does not count für the KI Units as well.
I think in some missions a weight limitation would make sense, but in random battles could it be very unbalanced :(
 
Current Game:
Current Game is very well balanced at beginning as long as you and the AI have no elite Mechwarriors and no +1 Equipment, later you have very good Mechwarriors and Equipment that is the point were lighter mechs become less useful because they get destroyed easily.

To add any kind of Missions sounds good it helps that battles dont get boring. Missions with reinforcements should be more fun, if you dont know where, when and how often reinforcements will join the battle.

I agree with every single word of this.

Well put and you said alot by using very few words too.

OI! Devs, please look at what Mr Marduk here says!
 
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 :(

I think that's where a lot of folks would like to see more complex missions and the ability to drop more Lances. Having to maintain dropship to get enough tonnage on the field, and being limited so that a light lance flanking in support of assaults is useful would be cool. So would capture and flanking objectives like they had in the Mechcommander games.
 
This will result in fighting assalt Mechs with light and medium mechs very often as long as your Rule does not count für the KI Units as well.
I think in some missions a weight limitation would make sense, but in random battles could it be very unbalanced :(
It didn't happen that I can recall in MC2, and we have Devs onboard that were involved in MC2, so it's not unreasonable to think that it could be achieved here.
Maybe allowing for more Mech chassis on a drop while keeping a Weight Limit?
I could see 8 50t Mechs vs 4 100t Mechs being an interesting match up.
However, I take your point.
I'd still like to see some restrictions to make the other Mechs in your inventory useful.
As it is. once you start to enlarge your Mech stable. lights and Mediums never hit the battlefield.
The battlefields are too small for faster scouting Mechs to be useful as flanking forces against the anvil of a Heavy or Assault Mech.
 
I would gladly pay for more DLC. Take my money!
95c22483759b2040b8f14051ce1963cb3a9def7ac2d9ed2cd1ef625f72a1c473.jpg
 
As an optional DLC? Opportunities to annihilate several pirate enclaves/bandit kingdoms (either pro bono, else for ALL THE SALVAGE), even if the most well-known ones are on the opposite end of the Periphery (core-ward, rather than spin-ward; other than the Tortuga Dominions).

Along with the consequences of such; ComStar upgrading your merc company to "an organization meriting closer observation by ROM", the various Great Houses leaning towards making 'offers you can't refuse', fewer/no more all-Heavy/Assault pirate lances on 4.5-5 skull contracts, etc.

What can I say? My merc commander alter ego may be money grubbing, but despises pirates and slavers. No mercy, no surrender accepted (unless they don't participate).
 
I want more content! And I want it now! =)

I fully understand that it takes time and I dont whine a single bit for anything not getting released "fast".
I just wanted to add.....WE WANT MORE CONTENT! =)

Update 1 looks awesome! Please add a DLC soon too! I have no problem paying for DLC for 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.
 
Last edited by a moderator:
I want more content! And I want it now! =)

I fully understand that it takes time and I dont whine a single bit for anything not getting released "fast".
I just wanted to add.....WE WANT MORE CONTENT! =)

Update 1 looks awesome! Please add a DLC soon too! I have no problem paying for DLC for this game!
I agree, and can not wait for what HBS has in store for us next!!! : )
 
Your signature rocks! I found several new things there! Thank you...
You are welcome, I am glad it helped you find some fun resources and amazing Art. :bow:
 
I purchased the first boxed game called Battledroids back in the day. No I don't have it anymore (people ask if I mention it).

HBS I'm loving the game. Keep up the good work. I'd love to be able to take my Mercs and head into the great house territories. I'm looking forward to when you make that happen. All the little glitches aside, great job.
 
I'd like to see... <insert mile-long list here>

So, basically, you don't like the game. OK, cool.

Anyway, I'm super-excited about the upcoming content patch. I've been waiting to see if anything more specific than "June/July" gets announced. I'm particularly interested to see what they do with the various Events and (hopefully) the "tags" that are attached to characters.
 
Having just recently finished the campaign the first time through, I'm in the same boat of yes, here is my wallet, for more content! I'd like to see branching story-lines and a much wider variety of events during travel... I felt they were cool the first dozen times but when they began repeating for the 3rd and 4th times and more... Cmon, its getting old.
 
Status
Not open for further replies.