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zakruti.com » Humor, fun and entertainment » Polygon
BattleTech - 22 Minutes of Tactical Mech GAMEPLAY!

BattleTech - 22 Minutes of Tactical Mech GAMEPLAY!

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Rating: 4.0; Vote: 1
We went hands on with the alpha version of BattleTech at GenCon last week, and came away with a full 22 minutes of gameplay! While I like what I see, there are some things that need to be addressed.
1, Damage. Shades of grey are not exactly helpful. Colors like Yellow, Orange and Red work much better to give the correct feedback.
2, Melee. It is a thing in Battletech and really needs to make an appearance in digital formats.
3, I would like to see how Pilot skills affect the mechs in-game.
4, I really hope we can have more than 1 lance at a time. I think 8 or 12 for a maximum is much more appropriate for the universe.
5, Units like tanks, Power Armor/Elementals and air-crafts. There are so many units in Battletech that it would be a waste to only let us use mechs.
6, Selecting Hit Locations. The final product NEEDS to be able to chose where you shoot at. Given a hit chance reduction or something. But random chance IS NOT acceptable in a game like this.\r\n

Date: 2023-12-10

Comments and reviews: 29


With the layout of this game design, what's stopping people from going complete long range mode with PPC's and the like to effectively alpha anything from a long distance away while mounting things on slightly more mobile mechs to keep distance?
It looks like the light mechs are the weakest in the game, however, as they lack a fundamental capability that gives them an edge. Looks like larger mechs can turn on a dime, thus negating the accuracy loss on the smaller target.
In previous online MW games, I'd always enjoy a Light/Med mech and circle-strafe an enemy that's larger, running faster than their guns can turn and getting lots of solid damage in while they can only get scratches.

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I like what I'm seeing, however! Old FASA nerds tell me if I'm wrong, in the old days EVERYBODY did their movement phase then EVERYBODY did the attack phase by marking it down, THEN you rolled to see what hit and where the damage went. You may super overkill something with 4 mechs firing at it even though the first one AC/20'd it to the face and it's crushed. Am I wrong on that? I guess it doesn't really matter that much and I'll admit that this system of firing one at a time seems more fun.
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Comments at the end are idiotic - not being able to target specific locations is part of the core rules; Clan targeting computers allowed location targeting later on for a commensurate (and appropriate) increase in weight/equipment cost.
Also, single shot kills through the head - that's been a part of the core rules since the beginning.
So. I agree this game feels like the tabletop, I just doubt the makers of this video ever played the tabletop game.

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I hope they take a look at Megamek/MechHQ, They are basically an excellent, if not slightly ugly and cumbersome, adaption of the tabletop game. They are the finest merc company simulator bar none if you like things like logistics and the harsh reality of using a hodge podge of buggered old mechs held together by twine, duck tape and hope, which makes criting a fresh enemy assault mech in the head all the more important and lucrative.
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Aiming for a specific body part is possible, but it comes with penalties. And head hits are part of the game, keeps things balanced. Pilots do get a chance to eject so death isn't a certainty. And while you can't specifically aim for the head (unless the target is prone, there is an increased chance to hit the head in melee combat.
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I like the real time MechCommander games better, and hope this is successful inspiring a MC3 release as well, and they should borrow some mechanics from Ground Control.
Now, in a turn based game like BT I feel the option to control a three lance company should be mandatory. Four mechs is kinda limiting in the long run-

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Turn based is good, but they should ponder on an alternative system, in single player mode anyway, where the player programs all actions into each unit then hit an initiate button and let each mech move and/or fire simultaneously. That may give it something of a realtime feel. Something to consider.
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I just hope they go larger than lance based combat. I want to drop my mech company or my Fed com RCT on someone and fight at that type of scale. not 4 vs 4. 40 vs 40. (to be clear i dont mean 40 players, i mean 40 mech or tanks at my command.
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This reminds me of the original board game more than anything, just with the combat super streamlined by the programming. This is good thing. Whilst Mechwariiror Commander was fun, it felt a little too RTS to ever be a proper tactile game.
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RIP Marauder, may Harmony Gold suck a big fat one and lose rights to the unseen mechs. It's weird playing this and not seeing iconic and common mechs like the Wasp, Stinger, Phoenix Hawk, Rifleman, Archer, Warhammer and Marauder.
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It's not the same as Mechwarrior 2: Mercenaries back in the day. Still trying to get that old-school game running on Windows 10, and unable to. But this is a beautiful turn-based version of the old days.
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I hope there are units besides Mechs, as well, like armor, planes, etc. There was actually a really cool AeroTech game, too. I used to it, or the book, but I don't know what happened to it over the years.
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Best thing about this (so far): No clans! I wished mwo just did ISvsIS faction play and skipped clans. Clans hurt the game for me. Here's hoping pgi still does ISvsIS only some day in mwo.
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I know im nit picking but I really hope they change the way the PPC looks. I rather it look like the spiral stream seen in the MW3 intro than how it looks in this game. Developers HEAR ME OUT!
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It surprises me that people will still play turn-based strategy. I played them as board games way back, but this was before computers. I don't see the point now. Real-Time is the way to go.
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I would love to see them release this with the tactical game mechanics fleshed out, then release a fleshed out strategic layer as an expansion.
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Finally a game for us old whippersnapper who can't keep up with those twitchy games.
Been waiting for this since I was 15 years old.

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Square needs pay attention, this is how you bring FM into the next generation, not make it way below average 3rd person shooter. Smh
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Realtime was better on mechcommander. We need another mechcommander to go with mechwarrior 5 mercenaries 2018. use frostbite engine.
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The environment, the buildings, drop ship just look better and have better scale. Plus I prefer the sound effects for the mechs.
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yeah, this really does have a -battletech equivilant to XCom2- feel about it. not that thats a bad thing, but it is interesting.
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Do people actually enjoy this turn based thing? I feel RTS would've been a better fit for this kind of intense Mech combat
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I'm not too familiar with lore or history, but the names of mechs and weapons are exactly the same as MechWarrior Online?
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-super pre alpha- really this over American speak is getting old and needs to be left back in the 80's where it belongs
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Is all damage from one kind of weapons the same, with no random element? Because it would seem so from what I can see.
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No such thing as pre-alpha. Alpha is the earliest stage of development. Hope is the first stage of crushed dreams.
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I think head shotting needs to be in the game. The lack of headshots in all current mechwarrior game. sucks.
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the game gonna have like hubs where you can chat with npcs and what not or is just battle after battle?
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The game sure has changed quite a bit. I wish they has kept the movement system that wasn't gridbased though
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