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Hey all! I'm Tyler, game designer here at HBS. I've been with the company since Shadowrun: Hong Kong, and I'm the former GM of Death from Above on the HyperRPG twitch channel! I'm currently working on many of the story missions that follow Lady Kamea Arano's efforts to retake the throne of the Aurigan Reach, as well as doing lots of little odds and ends around the project.

Really excited to see what all of you think once the finished game is in your hands!
 
Really excited to see what all of you think once the finished game is in your hands!

"Needs more Mason Garrilac's Diplomatic Techniques"
 
Greetings, all - I'm Dave, the AI engineer here at HBS.

Every time the AI does a called shot on your left torso, where you've got all that volatile ammunition, and the ensuing crit blows off your left arm, feel free to curse my name.
 
Hey All!

I'm Mike Hines (just Hines at the office - gotta keep the Mike's sorted). I'm the technical art director and also manage a chunk of the art team focused on character art, animation, sim game 3d art and VFX. I spend my days between coding tools for the art team, supporting those tools, working on the structures and structure destruction system in game, and trying to coordinate lots of tasks and bugs for the team. Luckily, everyone here at HBS is awesome, so the management part is mostly just getting people what they need to make the awesome.

I'm crazy happy with the way the game is coming together, but still have a LOT to do, so probably won't be responding much or on the forums much, but wanted to say hi and thanks to all of you for being such a passionate and engaged community!
 
Greetings MechWarriors!

I'm the Build Engineer here at HBS, which means I literally create the game so you can play it on all of the platforms and machines we support. I can't wait to share what we've been building with you all!
 
Greetings, all - I'm Dave, the AI engineer here at HBS.

Every time the AI does a called shot on your left torso, where you've got all that volatile ammunition, and the ensuing crit blows off your left arm, feel free to curse my name.

One of the top things I'm looking forward to is how the final AI will play out. I worked on making Beta's AI harder and saw all the neat WIP stuff in the behaviorVariables folder. I can't wait to see what you've come up with since then!
 
One of the top things I'm looking forward to is how the final AI will play out. I worked on making Beta's AI harder and saw all the neat WIP stuff in the behaviorVariables folder. I can't wait to see what you've come up with since then!

That`s exactly what I am curious about too. I hope it won`t be too easy. :)
 
Nothing's ever "too easy" when there's a RNG involved ;)

The horrid thing here is that I am an old Paradox gamer and you still have to tell me that.

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But seriously, I hope the AI does not fall apart when having to use Mechs, Terrain, whatnot.
 
hi it's me kiva yr friendly neighborhood lead designer. i make mechwarriors die.

But not 'Mechs.
You are assuming that they live long enough to report back to authorities about the health & safety violations.

The real reason she left 'Mechs as being indestructible is that she uses them to pen in her crew so they can't escape. Try all they might to blast through the piles of ruined 'Mechs encircling them, they magically regrow from the tiniest remnants, sealing them in...
 
wasn't there a haunted marauder story at one point? Someone needs to make an updated version of Stephen Kings "Christine" set in the year 3025 and of course the titular vehicle would be a battlemech.
 
People are saying that they want Quadrupeds.

That is definitely what all the people are saying.
You're missing an opportunity here by saying that you're not actually the Juodas from the other forums, you're a completely new guy who just happens to feel the same way about quads, sorry QUADS, to inflate the numbers so eventually Mitch and company will have to put them into the game.