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.
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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