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Orbitone

Second Lieutenant
Jan 16, 2020
167
0
Was a fun surprise on my recent play to see the additional bonus option of taking out the vehicles have been upgraded if you own I assume Flashpoint or maybe introduced with Heavy Metal.

The original MobileHQ did not have the tactical computer that improves initiative by 1 for all on their side, the effect this has in the game is quite noticeable and dramatic for anyone getting to grips with it, which may be why there has still been so many comments over this particular mission.

The new MobileHQ goes in same initiative as a light so a medium cannot react to this before it moves off.
Furthermore once spawned it also moves enemy lights up to the special intiative phase so they all go before your own lights, and also mediums all go before your own mediums.

So this is compounded that anyone getting to grips with the game will more than likely miss the MobileHQ due to moving off in a light phase, and while it exists for several rounds moving away the player is confronted by all equivalent mechs going before them, this can result in a pounding when they gang up.
All to be repeated by the next one to spawn.

Was a fun surprise and if experienced with the game can react and salvage the situation, but the MobileHQ with the tactical initiative computer makes it much more likely for a player to be overwhelmed.
Which if one has not played the Campaign for quite awhile would not necessarily realise what a new player is complaining about with difficulty as some of the posts I have read elsewhere the newish player did not notice or understand the initiative phase shift bonus for the enemy.
 
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Just to emphasise this is when I assume someone buys Flashpoint DLC (I also own Heavy Metal), so some will be noticing this for the 1st time as they purchase these in the recent sale.

Edit:
Assumption wrong about it being Flashpoint will post why.
 
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Just seen someone on Youtube with Flashpoint DLC and this story mission was not with initiative computer for their campaign, while another Youtube player with Flashpoint+Heavy Metal had the initiative bonus MobileHQ to the enemy on the Liberate Smithon.

So was this introduced by Heavy Metal (either with or without Flashpoint) ?
 
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There is a vehicledef_MOBILEHQ, and a vehicledefMOBILEHQ_ARMORED (Also a vehicledef_AMMOTRANSPORT that uses the mobilehq chassisdef). Smithson looks to be referencing the first, but that was updated around June with patch 1.6/1.6.2 with Urban Warfare to include the Tacticom B2000. So most likely The person with just Flashpoint was either running a patch earlier than 1.6, or didn't have Urban Warfare.
 
There is a vehicledef_MOBILEHQ, and a vehicledefMOBILEHQ_ARMORED (Also a vehicledef_AMMOTRANSPORT that uses the mobilehq chassisdef). Smithson looks to be referencing the first, but that was updated around June with patch 1.6/1.6.2 with Urban Warfare to include the Tacticom B2000. So most likely The person with just Flashpoint was either running a patch earlier than 1.6, or didn't have Urban Warfare.

Ah thank you.
Shows how many of us did not run the Campaign since then.
Really explains why quite a few newish players have issues especially if they hit Liberate Smithon with a light and say 2 mediums, 1 heavy that many do not see being challenging because they ran it earlier.
The Tacticom definitely influences what one should bring to that mission, and the importance now of really taking out those vehicles ASAP, also affects turrets, which I never realised.
A light is at high risk once the enemy lights enter the special initiative as they seem to target your light, and all you can do is wince while waiting to respond lol.
And this applies a little to using mediums, but yeah compounded that those vehicles also move in light phase.

And it feels this should be a perfect mission to still bring a light on, due to targeting one of the crates in round 2 when only one enemy light has moved.
The 1st vehicle I think is round 3.
 
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