Take command of your own mercenary outfit of 'Mechs and the MechWarriors that pilot them, struggling to stay afloat as you find yourself drawn into a brutal interstellar civil war. The year is 3025 and the galaxy is trapped in a cycle of perpetual war, fought by noble houses with enormous, mechanized combat vehicles called BattleMechs. They didn't add anything extra to the game there.From original BATTLETECH/MechWarrior creator Jordan Weisman and the developers of the award-winning Shadowrun Returns series comes the next-generation of turn-based tactical 'Mech combat. Yes, HBS lets you add jumpjets up to the walking speed, which just matches what the TT general construction rules already allow you to do for any mech build. No enemy mech's can have non-stock loadouts (unmodded game). ![]() The stock mechs all have the loadouts they are supposed to have. I have no particular devotion to the TT canon, but JJ kiting is so good (or, perhaps, it's so effective at confounding the AI) that it is, as noted earlier in the thread, a disadvantage in almost all case not to include JJs in your builds.Īllowing you to do something is not the same as doing it. I never played the TT game, but according to, an Atlas has no JJs but you can definitely put them on an Atlas in the unmodified HBS game.Īnd I don't know that I was complaining about the ability to add them so much as noting that once they were gone, I enjoyed the game more. And HBS definitely seems to have added JJs to everything. BT Extended changes this by including a mod (from the JK Variants guy) that imposes canonical JJ counts. ![]() HBS lets you put JJs on mechs that canonically didn't have them. My feeling is, the people complaining that the ability to add them exists at all apparently don't have the self discipline just to not add them if they don't like it. The Shadow Hawk 2D, 2H, and 2K canon loadouts do only have 3 jump jets, despite being able to carry up to 5, I haven't seen HBS remove (or add) anything. The stock mechs all have their canon JJ loadouts, whether they had them or not. No, the complaint is that HBS allows you to put jumpjets on everything. It's completely redundant if you have the discipline to do it. But I feel the same way about people wanting Ironman modes included in games. Less JJs combined with fewer LRM bots transforms the endgame into direct fire slugfests between massive chonks, which feels exactly right for a game about giant stompy mechs. The AI is kind of bad at coping with JJ kiting, so it also eliminates a big advantage that players have over the AI. It really teaches you to how to study the terrain and move your mechs with precision. At first, I hated that, but I've come to appreciate it. So a lot of Mediums have a reduced JJ count (the Shadowhawk goes from 5 to 3, for example), and most Heavies and Assaults lack them altogether. Apparently, the HBS game adds JJs to a lot of mechs that don't have them in the canon. no more 4 Stalker reinforcement lances! It makes the endgame so much better.īack to the subject of JJs, one of the other things BT XT 3025 (optionally) does is to impose the TT game's canonical JJ configurations. One of the best things about paying BT Extended 3025 (CE or plain) is that it's pretty easy to change the frequency which certain mech types show up. The mobility advantage of jumpjets is just completely essential to me, since you will never ever outnumber opponents but jumpjets do let outmaneuver them and force bottlenecks.Įven in the late game when everything is tedious LRM spam, being able to force the enemy team to approach you with only one enemy in LoS at a time avoids enormous amounts of damage. *highfive* won't even look at a model variant that won't let me put jumpjets with an effective weapon loadout. I, too, strip all new chassis clean then up-armor and equip jump jets to them.
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