Battletech (PC)

Ite otin haasteeksi mennä pelin läpi mahdollisimman vähällä grindillä ja ironmäninä. Varsinaista "näin monta päivää" settiä sitten jos pääsee läpi ilman yhtään ylimääräistä tehtävää..
 
Peli vaatisi missioneihin jonkinlaisen (vaihtelevan) tonnage-rajan. Tulisi heti mielenkiintoisemaa ja se pakottaisi kokoamaan monipuolisemman lancen ja pitäisi tehdä valintoja usemman kevyemmän tai kenties vain parin raskaan mechin lähettämisen välillä.

Itseasiassa itekkin ihmetelly miksei tuota oo rajattu jotenki. Omassa pelissä ei vielä assault-vehkeitä ole, mutta tuntuu ettei lighteilla oo mitään sanomista heavyille, edes nopeutensa puolesta. Kuten esim MWO:ssa pystyy hyvin kiusaamaan lighteilla heavyjä ;)
 
Tämä tuli pelattua läpi, joten nyt uskaltaa muidenkin ajatuksia lukea. Oma taktiikka oli laittaa kaikkiin mecheihin PPC+LRM ja panssaria liki maksimit. Kaikille hahmoille se kyky, millä paikallaan ollessa vahinko -50%. Lisäksi yhdellä pilotilla on hyvä olla taito merkata vihuja näköalueen ulkopuolelta. Sitten vain ryhmä tiiviissä nipussa paikallaan paukuttelaan kohti tulevia mechejä. Oma etummainen kun on ottanut vähän enempi damagea, niin siirto jumpjeteillä ryhmän taakse.

Jos haussa oli sotasaalista, niin yleensä helpointa oli pyrkiä kaatamaan vihu pari kertaa ohjuksilla ja lisäksi ampua kyljet pois. Muuten yleensä tuhosin suoraan keskitorson. Oikeastaan koko kamppanja meni noin alun sähläämista lukuunottamatta. Saattueiden suojelu ja tuhoamistehtävät jätin väliin parin pieleen menneen jälkeen.

Jostain syystä ohjuksilla ilmoitetut tähdättyjen laukausten osumaprosentit ei pitäneet ollenkaan paikkansa. Pelin mukaan osumatodennäköisyys ilmoitetaan jokaiselle ohjukselle erikseen. Esim jos 20:llä LRM-ohjuksella jokaisella on 18% todennäköisyys osua päähän, niin todennäkäisyys, että ainakin yksi osuu on noin 98%. Aika harvoin kuitenkin osui. Samalla tavalla myös jalkoihin korkeilla prosenteilla tähdätyt ohjukset osui paljon muualle torsoon, mikä hankaloitti "kokonaisten" mechien saamista saaliiksi.
 
Viimeksi muokattu:
Pelin mukaan osumatodennäköisyys ilmoitetaan jokaiselle ohjukselle erikseen.

Itse väittäisin että tuo voi (ehkä) pitää paikkansa srm (lyhyen kantaman ohjukset) mutta ei todellakaan pitkän kantaman ohjuksissa. Moni on tainnut foorumilla todeta että jos ensimmäinen ohjus menee ohitse (lrm) niin kaikki menevät ohitse kun vihollista ampuu. Tämä siis jos on tähdätty isku päähän.

Tosin jos haluaa saada kriittistä päähän paras tapa on varmaankin päästä ihan iholle ja losottaa usealla konetuliaseella "sinnepäin" jolloin todella suurella todennäköisyydellä jokin laukaus osuu (ei siis called shot vaan ihan normaalisti ampuu) tai sitten ehkä parempi tapa mennä iholle ja käyttää liekinheittimiä millä kuumentaa toisen mechin.

Jos (ja kun) vihollisen saa maahan yleensä kannattaa ampua jalkaa irti ja kun on molemmat jalat irti sen vihollisen taistelu oli siinä. Toki nopein tapa voittaa taistelu (jos ei välitä saaliista) on toki se center torson tuhoaminen mahdollisimman nopeasti ja mieluusti takaa.
 
Tulee loottia siihen tahtiin etten oo paljo jaksanu jalkoja hakia.

Ite suosinu 2 mechiä ac20/mlasereita/jotain lähisettiä ja maksimi armorit eteen (taakse ei tarvi, ei ne helpolla flankkaa) ja pari mechiä täyteen lrm ja armorit minimiin. Lrm vermeillä vastustajat nurin ja ac20 keskitorsoon niin kaatuu rundissa mikä vaan..
 
Mitähän haastattelussa tapahtui - vai missasiko jok koko tapahtuman? Ei päästetty humalatilan takia maihin?

Paradoxin uutisissa mainittiin että Paradox on hankkinut HBS:n itselleen. HBS jatkaa kuitenkin itsenäisenä osana.

Kiirettä pitänyt, en ole vielä suuresti juttuja kirjoitellut ja osa mennee paperilehtiinkin, ts riittää säätämistä että mikä menee minnekin. Mutta joitakin nopeita videoita preseistä laitellut tuubiin ja loppujakin pitäisi yrittää ehtiä tuuppaamaan. Jospa tönäisisin nyt pari ulos. Haastiksia tein jotain 6-8 kpl joten niissä riittää purkamista vielä pitkäksi aikaa, kun nyt uusimpana ajantappajana kädet ovat toista viikkoa täynnä Tikkakosken lentonäytöksen kanssa.

PDXCON-videoita täällä:
PDXCON - YouTube

Ja tämmöinenkin mm:


-jok
 
Viimeksi muokattu:
Ei ole tullut testattua tuota modia, pitää jossain välissä.
Tykkään kun pelintekijät jättää pelit sillai auki että osaavat tyypit tekee alkuperäisestä pelistä vielä paremman. Tämä oli erityisesti X-com:longwar modin kohdalla, jonka tekijää tuin rahallisesti, kun oli niin laadukas.

Nyt muuten B-tech myös alennuksessa Paradoxin omassa kaupassa -20%
BATTLETECH | Paradox Interactive

Ja Steamin summersalet alkaa 21. päivä, niin vahva uskomus että siellä myös kova ale.
 
Uusi päivitys (joka on saanut jo uuden fixin) on tullut peliin:
1.1 tuo mukanaan mm:


Granular difficulty settings. Added a wide variety of Granular Difficulty Settings that can be adjusted at any time from the Settings menu.
  • Lethality - when enabled, MechWarriors that are disabled in combat will always be killed.
  • 'Mech Destruction - when enabled, 'Mechs disabled from Center Torso destruction are permanently lost. This setting is intended for veterans and those seeking a significant challenge.
  • No Rare Salvage - when enabled, + and ++ items are no longer generated as salvage results (but remain purchasable in stores).
  • MechWarrior Progression - adjust the amount of experience that MechWarriors gain after each mission.
  • Advanced MechWarriors - increase or decrease the frequency of more powerful MechWarriors appearing in Hiring Halls in later parts of the game.
  • Enemy Force Strength - increase or decrease the baseline strength of the enemy forces you'll face in procedural contracts.
  • Contract Payment - increase or decrease the amount of C-Bills paid by procedural contracts across the game.
  • Salvage - increase or decrease the amount of salvage you may obtain from negotiation on procedural contracts.
New custom campaign mode. The following added Difficulty Settings can only be adjusted when starting a new campaign (Select "Custom Campaign" when starting a New Game from the Main Menu.)
  • Ironman Mode. Your campaign is limited to a single save game slot that automatically updates as you progress. Run out of funds or fail a Priority Mission and it's game over!
  • Unequipped 'Mechs - enable this to make 'Mechs completed out of 'Mech parts start empty instead of with a stock loadout.
  • Parts for 'Mech Assembly - increase the number of 'Mech parts that must be salvaged to assemble a new 'Mech. This setting is intended for veterans and those seeking a significant challenge.
Accelerate the current action with SPACEBAR. Players can now press SPACEBAR to greatly accelerate the current action. Game speed will return to normal after the action completes.

Speed-Up mode to accelerate all combat actions. Added an option in the Gameplay Settings menu that significantly speeds up combat. Note that this setting is ignored during Multiplayer, and while story dialogue is playing during campaign missions.

General combat speed optimizations. To decrease turn times even when not using new speed-up options. In addition, the settings for combat result pauses and camera transition times have been exposed in CombatGameConstants.json for easier modding.

Cancel combat actions and selections with right-click. Right-clicking in combat (without holding the button down) now acts like the ESC key, backing out of the current action or selection.

MechLab quality-of-life improvements. Including the below additions. See UI section for further UI improvements.
  • A shortcut button is now available to bring up the Store directly from the MechLab, allowing players to buy weapons, equipment, and ammo without leaving the MechLab. (Must still be in-orbit to purchase items.)
  • The running total C-Bill cost of a work order is now displayed while the player is working in the MechLab.
  • Added tooltips for all 'Mech Rating bars in the Mech Bay and MechLab that show and explain more of the specific numbers behind that rating.
  • Improved warning communication and tooltips in MechLab.
  • Added Scrap button to the Mech Bay Storage screen, to allow scrapping complete 'Mech chassis directly from Storage.
  • Gear components now display their stat benefit directly on their component UI (instead of only in their tooltip.)
Current inventory count in Store and Salvage. Item tooltips in the Store and Salvage screens now display how many of that item the player currently has in inventory.

Several new events and improvements to event generation. Including fixing a bug that could cause valid events to appear invalid and not be considered during event generation.

Ultrawide monitor support. BATTLETECH now supports displays with 21:9, 64:27 and 43:18 aspect ratios. Known Issue: a few cosmetic-only bugs still exist in this experience, but given the high-demand for ultrawide support we felt that these minor issues did not need to hold up its release.

[WINDOWS] The BATTLETECH Launcher has exited Beta. This launcher can be used to configure the following options before launching the game: Borderless Windowed Mode, Exclusive Fullscreen Mode, Video Rendering API. We recommend using these options for troubleshooting if you are experiencing hardware or software compatibility issues. The launcher also includes a new automatic crash reporting tab. To use this launcher:
  • GOG Galaxy: Open the "More" menu next to the Play button and choose Other -> Configure BATTLETECH.
  • Steam and all other platforms: Run BattleTechLauncher.exe from your game installation folder.
+ isompi lista muuta juttua kuten:
Performance & Compatibility
  • Improvements to the game start flow. (Splash screens can now be skipped.)
  • The previous "High" visual quality setting has been renamed to "Ultra". The new "High" quality setting disables screen space reflections and clamps volumetric rendering at higher resolutions.
  • Significantly improved performance and stability of front-end list interfaces.
  • [STEAM] Significantly improved the speed at which save games are refreshed.
  • Improved stability when alt-tabbing and otherwise losing focus of the title.
  • Improved protection against spam-clicking.
  • Combat UI rendering optimizations. These should reduce instances of small hitches during combat.
  • Optimizations to building destruction system and related fire and smoke VFX sequences.
  • Audio performance optimizations.
  • Terrain rendering and tree rendering optimizations.
  • VFX and water rendering optimizations.

Balance
  • Many existing contracts had their difficulty rating adjusted to more accurately reflect the actual difficulty of the contract and provide a more consistent player experience.
  • The difficulty range of contracts in a given system has been expanded to two skulls rather than one skull. Easier and harder contracts will now be available in every system.
  • Moving and re-balancing the reinforcement units in some procedural missions.
  • The Called Shot bonus for multiple-hit weapons (SRMs, MGs) now diminishes by half with each successive shot.
  • Medium 'Mech stability increased to 130 (was 100). Stability recovery increased to 1.2 (was 1.0).
  • Heavy 'Mech stability increased to 160 (was 100). Stability recovery increased to 1.4 (was 1.0).
  • Assault 'Mech stability increased to 200 (was 100). Stability recovery increased to 1.6 (was 1.0).
  • Difficulty modifier for attacks against Light 'Mechs increased to 3 (was 2).
  • PPC heat generation reduced to 35 (was 40).
  • ER Large Laser heat generation reduced to 25 (was 40).
  • Large Laser heat generation reduced to 18 (was 30).
  • Pulse Medium Laser heat generation reduced to 16 (was 25).
  • Medium Laser heat generation increased to 12 (was 10).
  • Small Laser heat generation increased to 6 (was 5).
  • AC/2 heat generation reduced to 4 (was 5).
  • AC/5 heat generation reduced to 8 (was 10).
  • AC/10 heat generation reduced to 12 (was 15).
  • AC/20 heat generation reduced to 24 (was 25).
  • LRM-10 heat generation reduced to 10 (was 12).
  • LRM-15 heat generation reduced to 14 (was 15).
  • SRM-2 heat generation reduced to 4 (was 6).
  • SRM-6 heat generation reduced to 12 (was 14).
  • Flamer starting ammo reduced to 4 (was 6).

UI
  • The 'Mech status display on the After Action Report no longer displays structure damage above armor, which was confusing to a number of players (particularly when heat damage was incurred underneath armor.) Warning icons now appear if structure damage was incurred, but intact armor now takes precedence on the 'Mech status display.
  • Added a selection state during keybinding to indicate which action is currently listening for a keypress to bind to the action.
  • Improved communication in the Engineering room when an Argo Upgrade is in-progress.
  • Standardized custom 'Mech name field to 16 characters.
  • Disallowing bad characters (e.g. tabs, newlines) in input fields.
  • New loading screen game tips, and revisions to some existing loading screen game tips.
  • Floatie text for Breaching Shot now appears over the target instead of the attacker.
  • Improved visibility for Sensor Locked floatie text.
  • Color selectors on the heraldry customization screen now wrap.
  • Added a Tooltip explaining the behavior of the "Travel to System" button.
  • Added a confirmation prompt when using the "restore defaults" button in an options menu.
  • Improvements to Store loading times.

AI
  • AI improvements to Liberation: Panzyr to address AI threat assessments.
  • AI improvements to Defense: Smithon to the AI's ability to advance towards priority targets. Also encounter re-balancing to accommodate the improved behavior.
  • Fixed an AI issue where enemy units could sometimes sprint even while unsteady.
  • Fixed AI behavior in Defend Base missions to focus slightly less on destroying targeted buildings and to be more responsive to the player damaging them.
  • Improved AI multi-targeting logic, and fixed a bug where AI units could sometimes unfairly use multitarget.
  • Improved AI patrol-path behavior.
  • AI now prioritizes the selection of Unsteady units.
  • AI performance optimizations.
  • AI units are now more cautious about using jumpjets when overheated.
  • Fixed AI units incorrectly bracing when they can no longer sprint (e.g. when a leg is removed).

Multiplayer & Accounts
  • Fixed an issue where attempting to log in to Paradox Account without an active internet connection resulted in an infinite loading screen.
  • Fixed an issue in Multiplayer that could cause turns to extend past the turn-timer limit when players used single-move or jump actions during non-interleaved movement.
  • Improved content filtering for lobby names and chat.
  • Various improvements to Multiplayer Lobby UI behavior.
  • Player can now use the Eject button in Skirmish Multiplayer and Skirmish vs. AI.
  • Significantly improved performance of server browser when many games are shown.

Bugfixes
  • Dozens of procedural mission fixes & tweaks, including fixing instances of misplaced spawners causing units to become stuck.
  • Fixing cases of procedural missions that would either auto-complete early, or not at all.
  • Fixing the behavior of some escort / convoy lances in procedural missions. (Cases of units failing to reach their destinations, convoy guards not activating when expected, friendly escort units getting stuck, etc.)
  • Fixed issues with loading process where specific Contracts could fail to load.
  • Fixing various VO and dialogue issues in procedural missions (specifically Assassinate & Battle contracts.)
  • General map polishing and collision clean-up on many maps.
  • Fixed an issue where certain instances of Destroy or Defend Base contracts could auto-fail.
  • Fixed a UI bug where objectives appeared in the incorrect order of priority on some missions (secondaries above primaries).
  • Fixed an issue where in some few cases, reinforcements would not spawn as expected.
  • Fixed an issue where an enemy Enforcer would spawn stuck in the Escape mission on Artru.
  • Fixed an issue where players were unable to back out of the Liberation: Itrom lance configuration screen.
  • Various cosmetic map geometry fixes across the game (floating assets, clipping assets, etc.)
  • Various fixes and improvements to the building destruction system (more natural collapse behavior, better debris coverage, improved physics behavior.)
  • Various combat VFX fixes & improvements.
  • Various 'Mech animation fixes & improvements.
  • Various cosmetic dialogue edits to clarify story points and fix continuity errors.
  • Various typo fixes across the game.
  • Fixed an issue that could cause a softlock after ejecting a MechWarrior with the Ace Pilot ability.
  • Various fixes to the animation flow for the eject action.
  • Fixed a bug where Rear Torso armor on 'Mechs in combat could remain even after the associated Torso section had been destroyed.
  • Fixing the tooltip for the "Done" action for MechWarriors with the Ace Pilot ability.
  • Fixed a cosmetic issue where MechWarrior portraits could become greyed out after using the Vigilance morale ability in certain conditions, despite not having acted yet.
  • Fixed an issue that could cause a newly-completed 'Mech to disappear after loading a save game created at the same time as the 'Mech construction completed.
  • Fixed an issue that could cause Kamea or Alexander to be incorrectly present on the Argo after backing out of Lance Configuration for certain Priority Missions.
  • Fixed an input exploit that could allow players to hire MechWarriors that they didn't meet the MRB Rating requirements for.
  • Fixed an issue where players could cancel a Travel Contract without incurring the advertised Reputation penalty with the client faction.
  • Fixed an input exploit that could allow players to create overweight 'Mechs.
  • Fixed an issue that could occasionally cause Travel Contracts to change difficulty upon arrival in the destination system.
  • Fixed an issue that could cause certain 'Mech repair tasks queued from the MechLab to fail to appear in the Timeline.
  • Fixed a bug where the 'Mech performance rating bars in the Mech Bay could be displayed incorrectly for 'Mechs with destroyed components on them.
  • Fixed an issue where the Max Injuries value displayed for MechWarriors in the hiring hall was not taking into account bonuses from their Guts skill.
  • Fixed a cosmetic issue where item quantity values in the Store UI were not being refreshed after selling items.
  • Fixed an issue where the tooltip for Priority Missions was failing to display on the Contracts screen.
  • Fixing cinematics audio to respect the "Play Audio When Alt-Tabbed" setting.
  • Fixed some positional audio issues and incorrect audio assignments on destructible buildings.
  • Fixed an issue where certain cosmetic (non-gameplay) decorative objects would no longer be present on maps after loading a combat save game.
  • Fixed a bug where the UI indicating dangerous locations in combat (e.g. artillery regions) would fail to deactivate after the dangerous conditions were over.
  • Fixed an issue where the "Zoom to New Contact" setting wasn't being respected during first contact with enemies.
  • Fixed an issue where the Sensor Lock effect would no longer be present on a sensor locked unit after loading a combat save.
  • Fixed an issue where 'Mechs that lost a leg due to ammo explosion did not experience Knockdown as expected.
  • Fixed a cosmetic issue where the Restart and Stand Up buttons could overlap with the Eject action confirmation button in the combat UI.
  • Fixed a cosmetic issue where small weapon attacks could impact empty air above a target after a melee knockdown had occurred.
  • Fixing Stalker arm missile pod visibility.
  • Improved Radiation Field fog VFX.
  • Jump Jet VFX now scale based on 'Mech weight class.
  • The King Crab has opened its claws.
  • Fixed a cosmetic issue that could sometime cause weather effects to temporarily disappear in the Windy Day mood.
  • Fixed some cosmetic issues with hair rendering in MacOS.
  • Fixed an issue with the Skirmish MechBay incorrectly displaying the weight range of Assault Mechs as 85-100 tons. (Now displays as 80-100 tons.)
  • Various fixes to tooltips, including an issue that could cause tooltips to become cut-off at the bottom.
  • Fixed an issue where MechWarriors would sometimes play their injury VO even if game effect (e.g. a cockpit mod) had prevented the injury from occurring.
  • Fixed an issue where achievements regarding lance composition could be unlocked by using lances of less than 4 'Mechs.
  • Fixed an issue where the background UI was interactable during login or account creation.
  • Fixed an issue where the selection field in dropdowns would display multiple selections.
  • Fixed an issue where the selected lobby may become unavailable when server browser refreshes.
1.1.1. on lähinnä muutaman bugin korjaava päivitys tuohon 1.1 versioon.
Itse aloitin uuden kampanjan ja täytyy myöntää että huomattavasti paremmalta maistuu kun enää ei ns. "automaattisesti" voiteta pelkästään spammaamalla pitkän kantaman ohjuksia (millä vihu kaatuilee kunnes ohjaaja kuolee) ja itse laitoin 5kpl "osia" täytyy kerätä että saa uuden mechin rakennettua osista (mikä tulee tietysti ilman varusteita) ja teen hiljakseen tehtäviä eteenpäin nauttien huomattavasti kevyistä ja keskiraskaista mecheistä.

Myös ennen inhoamani saattotehtävät ovat paljon järkevämpiä nykyisin, eli enää ei randomilla näytä tulevan vihollisia jotka tuhoavat kesken matkaa ns. one shot tyylillä suojeltavan kohteen vaan nykyisin kyse on enempi omasta taktisesta virheestä jos suojeltavia kohteita tuhoutuu. Toki on mahdollista silti että omat mechit kaatuvat ja suojeltavia kohteita kuolee mutta siltikin.
 
Kykypuita hiotaan hieman:
https://forum.paradoxplaza.com/foru...aries-1-mechwarrior-ability-revision.1116566/
So here’s a high-level description of what we did change:

Sensor Lock: it’s a one-trick pony. It’s useful, but nobody’s bringing a sensor lock pilot along because it’s exciting or interesting to use the ability, and after you get within line of sight range, you basically never use it again. To add post-contact utility, we added the same debuff that PPCs give a target. If you sensor lock someone, you place two stacks of Sensors Impaired on them. If you pair that with some PPC fire, you can utterly ruin someone’s shot accuracy for a short period. It’s still not competitive with actually firing your weapons, but it shouldn’t be; and now, at least, you might hesitate a moment and ask ‘what if I sensor locked right now?’

Bulwark: we did so many things to this poor ability, trying every possible combination of movement and positioning and action consumption and effectiveness that we could think of. For a while it was a new ability called “Fortify” that had radically different behavior that promised to fundamentally alter the flow of combat. In the end, though, we realized that the problem was simple: Bulwark encourages stationary firing platforms. So that’s what we tried to fix. Bulwark no longer gives you the Guarded state for free when you don’t move. Instead, it makes the Guarded state far, far more powerful. You still need to Brace (or use Defensive Push) to get Guarded, but once you have it, you’ll be extremely difficult to damage.

We also made Guarded stack with Cover, so that by bracing your Bulwark pilot in a forest, you can almost entirely negate incoming damage. This -- hopefully! -- brings cover back into the tactical space as an option for positioning your ‘Mechs, and makes destroying buildings a more reasonable use of a firing action, to create places to stand that grant the near-invulnerability of Bulwark + Cover.

Coolant Vent: poor Juggernaut. It seems like a good idea on paper, but in practice manipulating a target’s initiative isn’t all that interesting at the high end of gameplay, when many of the targets are Assault-class ‘Mechs with the lowest possible initiative. Combined with the necessity of melee to trigger it -- in a tree whose other ability requires standing still -- it was second or even third tier. So, sadly, we cut it, and mourned its loss.

Coolant Vent replaces it with something more aggressive and exciting. When you trigger this ability, you manually shunt coolant out of your ‘Mech, right through the cockpit, in a way guaranteed to make your MechTechs and MedTechs cringe. Coolant is nasty stuff! By doing this, you increase your heat sinking for that round by +100, effectively guaranteeing you’ll end the round at 0 heat. But, in trade, you take a pilot Injury.

This is the top-end Guts skill, so we know you have plenty of health to spare on these pilots; are you willing to trade infirmary time, and increased vulnerability to being incapacitated, for the ability to Alpha Strike with your Black Knight round after round? We put a safeguard in -- your pilot isn’t willing to vent coolant if it will actually kill her -- but aside from that, you’re able to spend your health to push your damage output to its limits.

Sure Footing: The problem with Evasive Move is that it was so rarely relevant. With a fast ‘Mech, the extra evasion was superfluous; you were typically near the evasion cap already, just from ordinary movement. With a slower ‘Mech, you weren’t ever getting enough evasion out of this for it to feel worthwhile.
+
Uutta päivitystäkin tullut:
https://forum.paradoxplaza.com/foru...rior-abilities-re-spec-beta-and-more.1116569/
Welcome to BATTLETECH 1.2! This release contains a number of quality-of-life improvements and bug fixes, as well as some cool new features. We have also released an overhaul of MechWarrior abilities to Beta (see details below), and have updates on Linux and Localized versions of the game.

HIGHLIGHTS: Players using the Custom Campaign options introduced in 1.1 can now take advantage of a new "Prologue Skip" setting to fast-track new campaigns (this is definitely not recommended for first-time players, though!). The combat Morale system in the campaign has received a significant overhaul (and is now called Resolve - more on that below). We've added a Memorial Wall in the Argo so that you can honor Dekker's sacrifice whenever you want. We've made several improvements to our save game management systems (and you can now name Manual Saves when creating them). And lastly, we added new events for you to discover during your mercenary adventures.See further details below.

Linux update: The team is still actively working on our Linux release. We hit a snafu with playback of audio (as in, “There’s no sound in the game”) but we’ve gotten support from an external party and appear to be back on track. We expect the Linux version to be available in Beta within the next few weeks.

Localized versions of the game: Players looking for BATTLETECH in French, German, and Russian still have a wait ahead of them. Our localization testing team recently discovered a bug that was preventing our translators from seeing a large quantity of content waiting to be translated. The issue has been fixed and localization is back on track. Unfortunately, release will be delayed for another couple of months.
Myös ensimmäinen DLC tekee tuloaan:


Key Features:
  • Flashpoints - Test your command skills in a series of action-packed short stories, completing extended contracts to earn big bonuses.

  • New Biome - Navigate a lush tropical beach environment, with sunny shores and just a pinch of alien flare, for good measure. Sunscreen optional.

  • New BattleMechs - Get your ‘Mech on with the armor-chopping power of the Hatchetman, the speed and versatility of the Crab, and the multi-range firepower of the Cyclops.

  • New Encounter - In “Target Acquisition”, you’ll put your light and medium ‘Mechs to good use by taking control of three territories on the map to prevail!
 
Tulipa tätäkin pitkästä aikaa koestettua.

Nakkasin melko tiukat asetukset ja ironmänit jne toki.

Ja toisessa tehtävässä, yhden kallon randomissa, vastaan paukahti 2 x srm carrier ja 1x lrm carrier. Pääsivät vähe yllättämään :vihellys:
 
Nyt on tullut paitsi hinta tuolle Flashpointille (17.99€) myös Battletech Season Pass myyntiin 39,99€ hinnalla mikä sisältää paitsi Flashpointin, myös Urban Warfaren sekä kolmannen vielä tarkemmin määrittelemättömän lisäosan.

Siitä kertoillaan seuraavaa:
"
Tietoja lisäsisällöstä
The BATTLETECH Season Pass includes Flashpoint and two upcoming BATTLETECH expansions at a discounted price. In addition to all the current game content, Season Pass holders will have access to three upcoming expansions:
Flashpoint
BATTLETECH's first-ever expansion adds new gameplay, depth, and over 30 hours of new content to your mercenary experience. Introducing Flashpoints: high-stakes, branching short stories that link together mercenary missions, crew conversations, special events, critical choices, and rare bonus rewards to take BATTLETECH's endgame and Career-Mode gameplay to the next level.
Urban Warfare
Combat drops into metropolitan territory, with explosive results. Fight through urban sprawl with new ‘Mechs and mechanics.
Third Expansion
To be confirmed.
"


Flashpointista on myös seuraavat tiedot:
"
BATTLETECH's first-ever expansion adds new gameplay, depth, and over 30 hours of new content to your mercenary experience. Introducing Flashpoints: high-stakes, branching short stories that link together mercenary missions, crew conversations, special events, critical choices, and rare bonus rewards to take BATTLETECH's endgame and Career-Mode gameplay to the next level.

Flashpoints embroil you in the feuds and machinations of the various Great Houses of the Inner Sphere, and are designed to keep even the most hardened mercenary commanders on their toes. In addition to narrative twists and turns, some Flashpoint stories feature consecutive deployments in which players can’t repair or heal between missions, while others feature infiltration contracts that restrict the tonnage of deployable BattleMechs.

Beyond adding over 30 hours of exciting Flashpoints to BATTLETECH, this expansion comes complete with three new ‘Mechs (including the highly anticipated Hatchetman), a challenging new mission type, and a new tropical biome for the biggest and most challenging BATTLETECH experience yet.
FLASHPOINTS
Here's just a few examples of the many new stories and challenges you'll face as a mercenary commander in Flashpoint:

Extracurricular Activities
The petty squabbling of political rivals takes a deadly turn when civilians are caught in the crossfire. Will you escort them to safety at the risk of your MechWarriors and their 'Mechs… even if they can't pay?

Criminal Minds
The routine capture of a criminal syndicate’s warehouse uncovers the resting place of an ancient BattleMech. Will you share this information with your employer or keep the ‘Mech for yourself?

Headhunting
The Zhao twins are a thorn in the side of your employer and it’s time to terminate their command. But when their forces are routed and the siblings flee in two directions you’ll need to choose which commander - and which unique salvage - you’ll pursue.
NEW BATTLEMECHS
Expand your 'Mech arsenal with the armor-chopping power of the Hatchetman, the speed and versatility of the Crab, and the battle-computer-equipped Cyclops.
NEW ENCOUNTER
Target Acquisition is an exciting new mission type that challenges you to put your light and medium 'Mechs to the test. Take control of three locations to triangulate fire on an enemy installation before time runs out.
NEW BIOME
Take the fight to all-new lush, tropical environments - but watch out for the spore clouds (or use them to your advantage!)
"
 
Aikas kalliita noi listärit. Tuohon hintaan pitää tulla pelattavaa ja ominaisuuksia jo reilusti lisäreistä lisää.
 
Aikas kalliita noi listärit. Tuohon hintaan pitää tulla pelattavaa ja ominaisuuksia jo reilusti lisäreistä lisää.

Itse mietin asian siten että koska nyt (20% alennuksella) käytännössä 40€ saan arviolta 3x sen mitä pelkkä Flashpoint lupailee niin tulen saamaan arviolta:
- 9 uutta mechiä (ehkä enempikin) jotka on siis tehty täysin osista eikä vaan uutta skiniä tms.
- 90 tuntia uutta pelattavaa sekä isompaa pelimoottorin päivitystä & kehitystä (x3)
- 3 uutta isoa käsin tehtyä maastotyyppiä (trooppinen, urbaani ja mikä kolmas onkaan)
- Monia uusia käsin tehtyjä tehtäviä, kohtaamisia, pelimuotoja (esim. tuo missä ilmeisesti useampia missioneita pitää suorittaa tietyin ehdoin [esim. kevyitä/keskiraskaita mechejä eikä vaan assault tyyppisiä jne] että saa tehtäväketjun tehtyä ja suuremman palkkion kuitattua. Ehkä niin nopeasti että et voi vain välissä levätä ja käyttää jatkuvasti samoja mechejä sekä pilotteja)
- Enempi suurten ja pienten ryhmittymien välisiä konflikteja mihin myös pelaajat joutuvat osallisiksi mikä estää sen että pelaaja voi vain grindata kaikkiin factioneihin parhaat mahdolliset suhteet ja saada parhaat / uniikit tehtävät sekä esineet kaikkialta haltuunsa.

Eli ei sinänsä paha mutta toki myönnän että alkuperäiseen peliin sijoittamani 25$ (kickstart) suhteutettuna tuo pyydetty 40$ (meillä tosin euroja) on ehkä paljon, mutta jos sitä vertaa julkaisuhintaan (40$ tai 40€ Steamissa) se on aika samoissa hinnoissa ja myös aika monessa pelissä "DLC passi" on samaa hintaluokkaa kuin itse pääpelikin ilmestyessään.

Edit: tuossahan siis aina tietty kohtaamistyyppi, esimerkiksi sanotaan nyt vaikka vähäpainovoimainen kuu maasto, on oikeasti yksi todella iso "kangas" mistä otetaan "randomilla" (ei nyt tietysti täysin mutta tajuat idean, eli pelaajat eivät ilmesty toivottavasti siten että ovat esim. vuoren sisällä tai eivät pysty liikkumaan, vaikka noinkin on minulle joskus tapahtunut, että olen siis esim. vuoren rinteellä tai kukkulan huipulla enkä pääse liikkumaan pois paitsi mecheillä joilla on hyppy ominaisuus) pieniä plänttejä mihin pelaaja sekä kohdattavat viholliset asetetaan. Eli tuollaisia maastotyyppejä tulee käsittääkseni yksi per uusi DLC sisältäen myös uusia erikoisia tuolle kartalle ainoastaan suunniteltuja juttuja.

 
Viimeksi muokattu:
1.3 version tietoja (julkaistaan samaan aikaan ilmaisena kuin Flashpoint DLC, eli osa tuon DLC:n hinnasta pitää tietysti sisällään myös näitä ilmaisia kehitys juttuja):

"
BATTLETECH Update 1.3 Details
Our next free update for BATTLETECH will also launch on November 27th! Update 1.3 adds and improves a bunch of stuff in the base game, including:


  • An all-new Career Mode - Career Mode challenges you to begin the game with the Argo in a random system, with a random group of MechWarriors, with no story missions to rely on for big payouts. You wander the Periphery, taking contracts (and Flashpoints, if you have Flashpoint!) and managing your mercenary company to earn a final score. Career mode is played in Ironman mode by default, so it is also possible to “lose” this mode unrecoverably.
  • Revamped MechWarrior abilities - We heard a bunch of feedback about the Bulwark ability and how you HAD to take it to finish the campaign and it got us thinking… and then revising Bulwark… and realizing that we should just rebalance the whole dang thing. Then we put it out as an opt-in Beta and got some great feedback - thanks! We’ve been working on it ever since and we’ll release the revised abilities in 1.3.
  • Revisions to the Reputation System - We’ve increased the rate at which reputation rises and falls so you can really feel the effects of your actions. When you reach the maximum possible reputation with a faction, you become eligible for an Alliance. By entering into an Alliance, you mark yourself an ally of that faction - and an enemy of that faction's enemies. In addition to making higher difficulty contracts and salvage available, Alliances also allow you to access faction-specific stores containing items you might not find anywhere else.
  • Black Market stores - If you play your cards right, criminal elements will allow you to buy access to the Black Market, where you’ll find some equipment that fell off a transport...
  • More Events, including cameos from two Legendary MechWarriors (these were part of our social sharing Backer reward from the Kickstarter, and we expect the other two cameos to make it into the next free update.)
  • New mercenary contracts - now you can take jobs from Pirates!
  • New inventory items, including rare LosTech from before the fall of the Star League!
  • And lots more bugfixes and quality of life improvements (like the ability to drag & drop ‘Mechs in the Mech Bay!)
Localization Beta Incoming (French, German, and Russian)

We know it's been a long road for Backers awaiting localized versions of the game, and we really appreciate your patience. QA testing for localization is going well, and we're planning to release a public Localization Beta branch on Steam and GOG by the end of November. We're targeting November 27th, to release this Beta alongside Flashpoint and Update 1.3, but it may end up being slightly staggered to accommodate testing schedules. This opt-in branch will include French, German, and Russian localization of the base game (including the 1.3 update), as well as localization of Flashpoint for Flashpoint owners.


We expect the Localization Beta to remain open for at least a couple weeks, after which Localization will exit Beta and be released as a free update to the game on all distribution platforms.



Linux


Last month we released a Steam Beta branch of the Linux version of BATTLETECH. Thank you to everyone who's tested on that branch! We expect the Linux version to exit Beta on November 27th as part of the 1.3 Update on all distribution platforms.


And that's the news, folks! We can't wait for November 27th, and we're excited to already be diving into our next free update and pre-production on Urban Warfare.
 
Hyvä peli kyllä kyseessä että peliä kannattaa tukea DLC muodossa. Toivottavasti nämä DLC:eet tulevat olemaan vaan kunnon lisäreitä, niin kuin ennenvanhaan lisärit oli.
 
Ei ois enää kovin montaa tuntia, onneksi ei tarvi täristä sen kanssa kun pääsee pelaamaan vasta huomenna.
 
Ei ois enää kovin montaa tuntia, onneksi ei tarvi täristä sen kanssa kun pääsee pelaamaan vasta huomenna.

Huomenna pikkujoulu/joulurieha joten 08-18 kiinni työpaikalla (samalla tulee tehtyä itsenäisyyspäivän jälkeinen sisään). Mutta kohta tuota pääsee katsomaan ja ehkä jo viikonloppuna enempi tutustumaankin.
 
Tekiköhän tuo flashpoint jotain balanssille, aloitin uuden careerin ja otin vihuiksi hard, 5 palasta jne. Joka kolmannessa 1.5/2 kallon tehtävässä paukkaa vastaan medi/hevi lansseja, srm-carrieriereja ja manticoreja saattueissa ynnä muuta. Ei kai noi ennen ihan tota tasoa ollu vai pettääkö mulla muisti? No, kyllä ne kaatuu kun juoksuttelee jennerit selkiä hakemaan :vihellys:
 
Jos tykkää ihan ns. vanilla pelistä kuten itsekin mutta tahtoisi hieman enempi haastetta, pidemmän kevyt/keskiraskas pelirupeaman jne. voin suositella tätä modia: Battletech Extended 3025

Battletech Extended 3025

Tässä arvostelua: This fan-made Battletech expansion adds a bunch of lore-friendly mechs | PC Gamer

Lyhyesti lisää uusia mechejä, parantaa AI:ta ja pyrkii pitämään pelin silti realistisena ja vuosilukuihin sopivana.

"
Features
Tons of 'Mech variants/chassis that are lore-legal/non-LosTech for the period of 3025
  • A few of the new 'Mechs use resized models from other less iconic 'Mechs where they make a good match to the original art
  • Some small changes were made to adapt to HBS BattleTech, so no rear facing medium lasers on the Atlas!
  • New weapons/components where appropriate

Factions/Houses are far more distinct from one another

  • use their lore-appropriate rarities on both the battlefield and in their shops

Light/Medium phases of the game should last longer to be more true to BattleTech lore

  • Starting lance has had power slightly lowered
  • There is a lot more to discover in these phases!

Vanilla balance and gameplay preserved

  • No radical changes to the gameplay that you already like!
  • Hardpoints of new 'Mechs and variants should be balanced around vanilla

Does not require a new save game, though making one is recommended for the full experience!

"
 
Eilen alotin pelin ja vaikka pelimaailma on itelle melko tuntematon, vaikuttaa kyllä todella hyvältä. Onkohan tuon modin lisäksi muita mitä kannattaisi asentaa? Lähinnä mietin käyttäjäkokemusta parantavia modeja enkä mitään overhaul-modeja. Tuo ylempänä mainittu modi taitaa tosin mennä asennukseen
 
Viimeisin suuri päivitys on tullut peliin ja tätä myöden alkaa olla peli ns. valmis:

"
LIVE - BATTLETECH 1.9 Update Release Notes

Thank you for playing BATTLETECH! Release 1.9 is now available on Steam, GOG, Humble, and Paradox Plaza. The main areas of improvement are: ‘Mech and vehicle variants, gameplay options, Convoy AI, and mod support.

Release 1.9 Notes, 2/20/2020

‘Mech Variants


  • Trebuchet TBT-7K
  • Grand Dragon DRG-1G
  • Warhammer WHM-7A
  • Marauder MAD-2R
  • Marauder MAD-3D
  • Zeus ZEU-5T
  • Zeus ZEU-6T
  • BattleMaster BLR-1GB
  • BattleMaster BLR-1S
  • Crab CRB-27b
  • Cyclops CP-10-HQ
  • Javelin JVN-10A
  • Raven RVN-3X
  • Cataphract CTF-0X
  • Phoenix Hawk PXH-1b
  • Rifleman RFL-4D
Vehicle Variants

  • Striker Narc
  • Scorpion Mk.II
  • Schrek Snub PPC Carrier
  • Galleon TAG
  • Demolisher LBX
  • Inferno Carrier
  • Arvakr APC
  • Alsvin APC
Gameplay Options

  • Added a Career Mode Difficulty Setting that allows players to reduce Argo upgrade costs
  • Added a Settings option that allows players to speed up the real-world time it takes for an in-game day to pass
  • Added a Settings option to assist those with color blindness allowing them to select alternate LOS lines and indirect fire colors
Mod Support

  • The mod installation folder is now configurable
  • The ModLoader is now patchable
  • Added more Dynamic Enumerations
  • Added more logging and error reporting
  • DLC checks have been added to ModDef
  • The ModLoader is now easier to use
  • Fixed many other mod support related bugs
  • Added several mod support quality of life improvements
Convoy AI

  • Fixed some long-range and short-range pathfinding issues
  • Escort vehicles can now move through the player’s ‘Mechs and each other
  • Killing the entire OpFor now auto-completes escort missions
Other

  • A new ammo tab is now in stores and the ‘Mech Bay
  • Half-ton machine gun ammo is now available
  • +/++ variants of machine guns are now available
  • Fixed an issue that prevented some players from being able to delete their GOG saves=
Known Issues (to be fixed asap)

  • The debug console, build number widget, and combat debug options cannot be evoked when using their corresponding shortcut combinations
  • Under certain circumstances the game does not exit cleanly after saving
"
 
Enpä huomannu eilen kattoa pelatessa että saako noita modeja helpommin asennettua. Aiemmin piti erillisen mod managerin kautta ne asentaa nii nyt en jaksanu tälle pelikerralle säätää
 
Jaa pystysköhän taas tekemään escort missioneita, ennen jääty aina ne suojeltavat kun tappoi viimeisen vihun.

Muutenkin ai on kyllä sekoillut edellisen päivityksen jälkeen, tyyliin vihut ei ammu ollenkaan jne.
 
Eilen bugas allyjen AI huolella, juoksivat mäkeä ylösalas radiationin päältä, pari meinas ylikuumentuaki siinä samalla. Sillä välin ite taistelin 8 mechiä vastaan, vasta lopussa kun vihuja oli 3 jäljellä tuli ne allyt avuksi. Tämä oli siis päivityksen jälkeen.
Nyt on kolmas pelikerta kun aiemmilla ironman saveilla on tullu pahasti turpaan että piti ottaa casual mode käyttöön :D 2-3 kallon tehtäviä olis tarjolla mutta tuntuu että pitäs tuunata noita omia mechejä paremmaksi. Paradoxin foorumeilta löysinki jonkin verran buildeja mitä muilla ollu mutta aika vähän samoja mechejä iteltä löytyy
 
Itellä tulee mechit tuunattua kaikki melko samalla kaavalla:

Eteen armorit maksimiin, takaa melkein kaikki pois ja jaloista sen verran että pääsee tasalukuun. Sitten kyytiin niin paljon srm6 ja m-lasereita kuin saa ja avot.

Sitten kun alkaa olla heavyjä ja assaultteja niin pari mechiä täyteen lrm ja lähitaistelijoille ac20 ja srm/m-lasereita.

Ite miettiny pitäiskö ruveta kokeilemaan muitakin loadoutteja kun meinaa mennä peli helpoksi kun saa oneshottailtua assaultitkin tähdätyllä laukauksella..
 
Oon vähän eri loadouteja kokeillu, pari SRM mechiä löytyy, pari LRM mechiä, Hunchback on hieno vekotin seitsemällä vai kahdeksalla M-laserilla :D Nyt alko kaupasta saamaan AC tykkejä missä oli plussia, pitää ne yrittää saada lyötyä paikoilleen
 
Nyt on vihdoin moditkin alkaneet saada päivitystä tähän viimeisimpään 1.9.1 versioon:


"
Brief Description: Battletech Extended 3025 adds a ton of 'Mechs, vehicles and variants, including new 'Mechs you haven't seen elsewhere that are all Lore compliant for 3025. All factions will use 'Mechs and vehicles based on what they should be using, most of the time they will use stuff that is common to them but with chances of rarer 'Mechs and Vees, or other factions gear based on the likelihood within the Lore. This rarity is done extensively using the 3028 random assignment tables for Battletech. The shops are also set up this way.
I do not want to spoil what is in the mod entirely because honestly discovering the 'Mechs live is absolutely part of the fun.

Full Inner Sphere Map changing over time with new factions
Start in 3025 to 3057
Clans invade as per the lore
Mech Quirks
Pilot Quirks
Panic System
Full Xotl tables implemented, so 'Mech and vee rarity is as per the lore and changes day by day.
Argo Upgrade Improvements
Difficulty moved away from start, more to end game
Much higher skill ceiling
Difficulty Levels, including 'Simulation' which is hard + more hardcore Simulation aspects/challenges
Re-balanced weapons/skills/variants

"

Voin suositella. Ei ole liian helppoa ja jos tarvitsee löytyy 5 kpl osia että saa yhden mechin kokoon (minkä jälkeen täytyy vielä hankkia siihen varusteet) varsinkin alkupeli venyy (mikä on minusta ihan positiivinen asia) eikä ihan heti päästä tallustelemaan pelkillä assault mech ryhmillä.
 
Jos ei peliä vielä omista niin saisi 80% alennuksesta GoG:n kaupasta:
Season pass myös 60% alennuksessa samasta paikasta:
 
Nostetaanpa ikiwanhaa, mutta tämä lienee HBS:n kuuluisin peli ja Ruotsista kuuluu kummia:


Eli HBS on 1.1.2024 alkaen jälleen itsenäinen toimija. Tarkoittaako tämä että olisi toivoa saada jatkoa Battletechille tai Shadowrunille? Ehkä ei, mutta aina saa toivoa. Tosin nämä vanhat tehdyt pelit jäävät PDX:lle, joten joutuisivat aloittaa nollasta jos onnistuvat saamaan lisenssit.
Paradox yhteistyö ei kyllä tuonut mitään hyvää.

"


Mitch Gitelman

@mitchgit


A lot of folks are asking about the ownership of
@BATTLETECH_Game
and the Shadowrun trilogy. As the press release said, PDX owns those along with the code that made them. Microsoft owns the rights to BT & SR digital games.
"
 
Olisihan se upeaa saada uusi Battletech peli, vaikka kickstart versiona. Tämä on kuitenkin edelleen yksi parhaista peleistä varsinkin tämän modin kanssa:

Tietysti aika kultaa muistot eikä tätä ehkä niin paljoa rakastaisi jos ei olisi jo lapsena pelannut Battletech ja Mechwarrior pöytäpeliä sekä roolipeliä unohtamatta Amigan MechForce peliä.

Eli roolipelinähän tämä oli kohtuullisen kevyt tekele vaikka tässä yksinpelikampanja olikin. Mutta muuten nostalgian lasien lävitse pelattuna todellinen unelmien täyttymys. Mikäli tämä saisi samoilla säännöillä ja modeja tukien jatkoa olisin ilman muuta rahoittamassa peliä.
 
Olisihan se upeaa saada uusi Battletech peli, vaikka kickstart versiona. Tämä on kuitenkin edelleen yksi parhaista peleistä varsinkin tämän modin kanssa:

Tietysti aika kultaa muistot eikä tätä ehkä niin paljoa rakastaisi jos ei olisi jo lapsena pelannut Battletech ja Mechwarrior pöytäpeliä sekä roolipeliä unohtamatta Amigan MechForce peliä.

Eli roolipelinähän tämä oli kohtuullisen kevyt tekele vaikka tässä yksinpelikampanja olikin. Mutta muuten nostalgian lasien lävitse pelattuna todellinen unelmien täyttymys. Mikäli tämä saisi samoilla säännöillä ja modeja tukien jatkoa olisin ilman muuta rahoittamassa peliä.

Meillä on aika samanlaiset meiningit ollut nuoruudessa, mutta tämä peli on jäänyt kokeilematta. Amigalla pelasin vuoropohjaista mech-peliä ihan hulluna ja välillä peli kaatui, mutta hauskaa oli.

Onko tämä peli verkkopeli pääsääntöisesti vai kuinka?
 
Meillä on aika samanlaiset meiningit ollut nuoruudessa, mutta tämä peli on jäänyt kokeilematta. Amigalla pelasin vuoropohjaista mech-peliä ihan hulluna ja välillä peli kaatui, mutta hauskaa oli.

Onko tämä peli verkkopeli pääsääntöisesti vai kuinka?
Tähän modiin on tehty asynkroninen moninpeli, pelaajiakin oli satoja kun viimeksi pelasin. Yksinpelinäkin tuota voi toki pelata.
 
Meillä on aika samanlaiset meiningit ollut nuoruudessa, mutta tämä peli on jäänyt kokeilematta. Amigalla pelasin vuoropohjaista mech-peliä ihan hulluna ja välillä peli kaatui, mutta hauskaa oli.

Onko tämä peli verkkopeli pääsääntöisesti vai kuinka?

Siis Battletech on ennen kaikkea yksinpeli mutta sitä VOI pelata myös moninpelinä (yksittäisiä taisteluita) esim. kavereiden kanssa tai jopa tuntemattomien kanssa. Kuitenkaan tuota ns. tarina moodia tai edes moodia missä lennellään ympäri eri planeetoilla ja suoritetaan eri tehtäviä EI voi pelata kavereiden kanssa.

Tässä vielä tuo alkuperäinen kickstart sivusto:

Tuo linkki minkä laitoin aiemmin on siis 100% ilmainen modi tähän Battletech peliin (yhteensopiva viimeisimmän version sekä kaikkien lisäosien kanssa) mikä lisää pelin sisäistä (100% ohjekirjoista sekä novelleista otettuja mechejä, tapahtumia, huhuja, planeettoja jne) imersiota ja laajentaa peliä todella paljon. On myös yhteensopiva tarina moodin sekä "skirmish" moodin välillä (missä ei ole erityistä tarinaa, lennellään vaan ympäriinsä ja taistellaan eri planeetoilla random taisteluita)

Itsekin pidän tästä pelistä juuri siksi että tämä ON 100% vuoropohjainen toisin kuin moni myöhemmin tullut mechwarrior peli.

Pelin saa GoG tai Steam alustoille (varmaan joillekin muillekin) eikä se esim. vaadi nettiyhteyttä pelaamisen aikana (toki kun sen lataa jne. tarvitaan nettiä).

EDIT: jos pelin meinaa hankkia kannattaa odotella tarjouksia, esim. tästä näkee että nykyinen hinta 39,99€ ja halvimmillaan ollut 9,99€ Steamissa: https://steamdb.info/app/637090/
Tai sitten tilaa esim. täältä: 9,99€ Buy BATTLETECH from the Humble Store
Tai täältä 4,28€: Buy BattleTech Steam

Jos löydät jostain järkevään hintaan Battletech Mercenary Collection paketin se olisi tietysti paras (sisältää myös kaikki DLC't) mutta noin 90€ hintaan se on aika suolainen summa näin vanhasta pelistä.
 
Viimeksi muokattu:
Meillä on aika samanlaiset meiningit ollut nuoruudessa, mutta tämä peli on jäänyt kokeilematta. Amigalla pelasin vuoropohjaista mech-peliä ihan hulluna ja välillä peli kaatui, mutta hauskaa oli.

Onko tämä peli verkkopeli pääsääntöisesti vai kuinka?
Ensimmäinen C64/Amiga Battletech-peli taisi olla Crescent Hawk? Tuon jälkeen kavereiden kanssa pelattiin vuoropohjaista DOS-peliä Titans of Steel missä mechejä ja heksoja, mutta ei Battletechiä, vaikka tyylii sama.

Mielellään saisi kyllä tulla lisää Battletechiä/Mechwarrioria. Harmittavan vähän tähän maailmaan sijoittuvia pelejä tullut verrattuna Warhammeriin. Molemmathan on kuitenkin suunnilleen samalta aikakaudelta alunperin. Toki GW ei myynyt tuotetaan muille, kuten FASA teki. GW voinut rauhassa kehittää maailmaa.
 
Ensimmäinen C64/Amiga Battletech-peli taisi olla Crescent Hawk? Tuon jälkeen kavereiden kanssa pelattiin vuoropohjaista DOS-peliä Titans of Steel missä mechejä ja heksoja, mutta ei Battletechiä, vaikka tyylii sama.

Mielellään saisi kyllä tulla lisää Battletechiä/Mechwarrioria. Harmittavan vähän tähän maailmaan sijoittuvia pelejä tullut verrattuna Warhammeriin. Molemmathan on kuitenkin suunnilleen samalta aikakaudelta alunperin. Toki GW ei myynyt tuotetaan muille, kuten FASA teki. GW voinut rauhassa kehittää maailmaa.

MechForce, Amiga: MechForce (Video Game)
Crescent Hawk + sen lisäosa The Crescent Hawks' Inception + The Crescent Hawks Revenge (mikä ei kyllä yltänyt samalle tasolle parin ekan pelin kanssa), Amiga: Crescent Hawks + BattleTech: The Crescent Hawks' Inception + BattleTech: The Crescent Hawks' Revenge

PC:lle oli Mechcommander 1 & 2: MechCommander (Video Game) + MechCommander 2

Sekä Mechwarriors pelisarja mikä oli ja on valitettavasti reaaliaikaista peliä aiempia versioita pelannut en tuota 5 versiota mikä on "kohtuullisen uusi": MechWarrior (video games)

Siitä on joku Mechwarrior Online mikä on uudelleen brändätty Mechwarrior Online Legends peliksi tämän vuoden aikana mutta siihen en ole koskenut eikä se ihan virallisesti noudata faktoja mitä pelin historiaan on luotu, miten mechit taistelevat jne: MechWarrior Online Legends
 
MechForce, Amiga: MechForce (Video Game)
Crescent Hawk + sen lisäosa The Crescent Hawks' Inception + The Crescent Hawks Revenge (mikä ei kyllä yltänyt samalle tasolle parin ekan pelin kanssa), Amiga: Crescent Hawks + BattleTech: The Crescent Hawks' Inception + BattleTech: The Crescent Hawks' Revenge

PC:lle oli Mechcommander 1 & 2: MechCommander (Video Game) + MechCommander 2

Sekä Mechwarriors pelisarja mikä oli ja on valitettavasti reaaliaikaista peliä aiempia versioita pelannut en tuota 5 versiota mikä on "kohtuullisen uusi": MechWarrior (video games)

Siitä on joku Mechwarrior Online mikä on uudelleen brändätty Mechwarrior Online Legends peliksi tämän vuoden aikana mutta siihen en ole koskenut eikä se ihan virallisesti noudata faktoja mitä pelin historiaan on luotu, miten mechit taistelevat jne: MechWarrior Online Legends
Käsittääkseni Inception ei ole lisäosa vaan ihan tuon Infocom/Westwoodin ensimmäisen Battletech pelin koko nimi. Jatko-osa sitten tosiaan tuo Revenge joka taas itselleni on ehkä se rakkain Battletech-tietokonepeli jonka DOS-versio tutustutti aikanaan universumiin ja tullut useampaan kertaan pelattua läpi. Aikanaan äänikortittomana jäi vahvasti mieleen kun PC speakerista kajahti tuo "Infocom presents the Battletech: the Crescent Hawks' Revenge". Inceptionikin tullut ehkä joku vuosikymmen sitten Dosboxissa pelailtua läpi sekä eka MechWarrior, molemmat oli ihan mukavaa pelattavaa vieläkin. MechCommanderiakin muistelee lämmöllä.

Tätä uusinta Battletechia piti tietysti päästä pelailemaan, ennätin ihan tossa vasta vähän aikaa sitten aloittelemaan ja hyvinhän tuo ainakin tällä pelihistorialla maistuu. Mechwarrior 5 on myös tullut jonkin verran pelattua. Nykyteknologialla ehkä jonkinlaisia lapsuudenhaaveita toteutunut siinä, että molempia pystyy harrastelijaprojektien ansiosta pelailemaan myös VR-laseilla ja voi kokea konkreettisemmin tuon millaisia jättiläisiä nuo battlemechit on. Battletechin kanssa vaan 3D-kuvalla, MW5 pääsee sitten ihan mechiin istumaan.
 
Viimeksi muokattu:
Pitäis varmaan nyt tauon jälkeen kokeilla modien kanssa taas tätäkin, vanillaa ns tarpeeksi takana (kävi liian helpoksi kun sai buildit kondikseen) ja wanhan raudan löi roguetech silloin polvilleen..
 
Äsken (parin päivän sisään) julkaistiin fanien tekemä Batteletech Extended - Tactics:

(paljon tekstiä, laitan spoilereiden taakse):
"

Gameplay in missions is vastly more tactical while maintaining great performance.
The whole Inner Sphere is represented, including the many factions, units and mercenaries populating the 'Sphere. Clans invade, ComStar and Word of Blake will be jerks, elite units may provide harder missions, the Bounty Hunter may hunt you.
'Mech and Vehicle rarity is based on Xotl’s highly researched and well regarded D1000 tables and changes based on date, interpolating between the tables as days in game pass. Force compositions are the closest to what the universe of BattleTech is meant to look like possible with very little apocryphal content, other than nods to what has been seen in other games or fun parts of the lore like the Crescent Hawks.
The time in game will change the map, the events that are occurring, the units that are garrisoning planets, the technology available in different areas of space, the 'Mechs and 'Vees that the Op For is using. All based on source books and novels.
The mod is enhanced with rules massively adding to the tactical game, heavily inspired by the Tabletop but improved for a video game experience, for example adding components to the 'Mechs but not increasing the RNG based ways you can die in one shot in tabletop rules.
'Mechs and Pilots are much more unique, with 'Mechs having quirks from the BattleTech manual converted for the HBS game and Pilots having quirks based on their background and gain affinities with the 'Mechs they pilot.
Units you face are not just different paint schemes, some will use special 'Mech rarity tables, more elite tables, or favour certain equipment.
Pilots have morale in mission and can panic eject rather than fighting to the death every time, rookies are more likely to ‘nope’ out.


The Extended - Tactics ‘Manual’


When starting a new game you can select the ‘Extended Difficulty’. Extended Difficulty can be Easy, Normal or Hard.


  • Easy
    Enemy combatants are randomly skilled with no relation to what they pilot
    +50t lance weight before incurring additional costs
    Starting Mech and Tech values are easier than other difficulties
    Mechs have HBS increased maximums for armour on the torso locations
    Pilots are able to reach 10/10/10/10 in skills
  • Normal
    Enemy combatants use more appropriate skills for what they are piloting
    Greater chance of the OPFOR using appropriate munition types
    +25t lance weight before incurring additional costs
    Mechs have Tabletop maximums for armour on the torso locations
    Resolve Generation in late game is slightly reduced
    Pilots have an XP cap and will eventually stop earning XP before they reach 10/10/10/10
  • Hard
    Enemy combatants use more appropriate skills for what they are piloting
    Even greater chance of the OPFOR using appropriate munition types
    Mechs have Tabletop maximums for armour on the torso locations
    Resolve Generation in late game is slightly reduced
    Pilots have an XP cap and will eventually stop earning XP before they reach 10/10/10/10
    Less bonus accuracy is gained by using Precision Strike

When starting a new game you can select the starting planet and year.
The starting planet will affect the 'Mechs you may start with in career when selecting random, drawing from 'Mechs and variants that are commonly found in that area of space.
Starting year will affect the map and the technology available in game.
3025 End of Third Succession War
3028 Fourth Succession War
3030 Andurien/St. Ives Succession
3034 Rasalhague Independence
3039 War of 3039
3047 Helm Memory Core Technology production begins
3049 Clan Invasion
3053 Post Truce of Tukayyid
3057 Operation GUERRERO
3059 Operation BULLDOG
3061 Prior to Civil War
New technologies begin to appear approximately 3047+, but remain rare until mid to late 3050s. Clans arrive 3049 August+. Timeline will hold in map and technology in 3061 prior to the Fed Com Civil War.
Be advised that you can select to start in 3025 and all changes that would occur by selecting a later date will happen over time, however playing a game to span that much of a timeline would take 100s of hours.


While in the navigation screen:
F1: Toggle unvisited systems map mode
F2: Toggle system difficulty map mode
CTRL-F: System search
ESC: Exit map mode or search
Shift-Click: On system: route through this system


Units
When viewing planets you will see that there are various units garrisoning planets around the Inner Sphere. When facing a faction you can encounter these unts within 2 jumps of your current location. The units move around based on the current date.
Units use equipment ratings A/B/C/D/F based on Xotl’s tables. Source books have been scoured to apply appropriate equipment ratings to all units. The ratings are indicated on tooltips for units and some factions as Exceptional/Very Good/Average/Poor/Awful. If an equipment rating is not given it will be using Average rating. You may want to pay attention to local units more closely now to target or avoid the units using Beserkers instead of Chargers.
Note that the rating is per faction, per date. Average in 3025 is very different to 3057. Kurita assaults average is vastly different to Steiner assaults average.


Pirates
The Inner Sphere has various pirate and criminal organisations in different regions. Control of the Black Markets is based on the criminals/pirates in the vicinity. Gaining access to the Black Market will give access to the local Black Market, and you are able to have access to multiple at the same time.
Black Markets are good access to high quality versions of weapons and potentially, rarely, extinct 'Mechs and special finds, different per market.


Missions
Movement
- When selecting a ‘Move’ you will see that the mouse hover info will change from Walk, or Run depending on how far you are moving.
Running will make shooting +2 more difficult to hit for a Mech or Vee, and also generate more Heat than walking. Walking generates 3 heat, Running 6 heat, and Sprinting 9 heat. Sprinting means you cannot shoot, unless you have a special Mech component. Vehicles cannot sprint, but can ‘Flank’, the equivelant of Running. The AI is also operating under these new rules and is aware and will choose to Run or Walk accordingly.
You cannot Run in water. Sprinting in water, while possible to increase the smoothness before combat starts, is heavily reduced and often not more than Walking.
Evasion - When you move you will gain Evasion charges as before, but each Evasion Charge is worth +1 to hit while providing +1 Sticky Evasion.
Sticky Evasion is indicated next to the Mechs name seperately from Evasion Charges.
Stripping an Evasion Charge will lose the target the +1 harder to hit from the Evasion Charge but the +1 to hit from Sticky Evasion cannot be stripped.
‘Sticky Evasion’ can only be lost from becomming Unsteady or Prone. Weapons that ignore Evasion before, such as support weapons, will not ignore ‘Sticky Evasion’, providing some survivability against those damage types.
This means that the value of evasion will scale better from the amount of guns on the field and will improve the usefullness of speed in combat. A Mech or Vee that gained 4 Evasion Charges will be at minimum +4 to hit from having moved, and be +8 to hit before any evasion charge stripping as before.
Weapons - Check weapon and equipment tooltips, lots of info is provided about how they work, and much may have changed from previously.
Previously there was an optimum range and a long range for weapons, with some weapons having a minimum range. Now weapons have 3 range brackets, short, medium and long, including support weapons.
Pay attention to the chevrons that show around a target when you are selecting a movement location or target. Previously you would see a chevron change between gold or grey to indicate optimum (gold) or long or minimum (grey). Now a gold chevron indicates mediun range while a green chevron indicates short range.
With these changes minimum range is also adjusted, rather than being a flat +8 to hit, weapons within the minimum range increase in difficulty to hit, scaling, the closer you are to the target.
With this functionality change a lot of balance changes have been made to various weapons. Longer range energy weapons generate more heat. Longer range ballistics do less damage. Pulse lasers are now very accurate naturally.
Missiles/Rapid Fire - As part of the weapon changes Missiles are reworked in functionality. A more faithful tabletop representation has been implemented while keeping the good parts of a video game implementation.
In TT rules you roll to hit, and if you miss all missiles are spent and all will miss. If you hit, you roll on a table to determine how many actually hit. This is a 2D6 table with steps of amounts, for example an LRM 20 could hit with 6, 9, 12, 16 or 20 missiles, nothing less, nothing inbetween.
I have implemented a ‘Missile Modifier’ that will affect LRMs, SRMs and other missile weapons that is applied AFTER hit % is calculated. So if your to hit after all modifiers is 70%, the cluster modifier, which as standard is 63% is applied. 70% * 63% = 44% chance to hit for each missile.
The cluster modifier is exactly representative of the Cluster table from the Battletech Manual, and when applied to hit %'s will mean that it has the exact average amount of missile hits as the tabletop weapon would. Following this, missile damage and stability damage has been increased per missile.
This has allowed proper implementations of Narc, Artemis IV and AMS almost exactly as it worked in tabletop, affecting the Missile Modifier.
Hit chances are going to look a lot worse but damage and stability are similar because of the increased impact per missile. Gunnery skill gives you improvements to these various modifiers at different levels.
Note, this cluster modifier is also applied to UACs in rapid fire mode. Also of note, cluster 2 weapons, UACs and SRM 2 have slightly better modifier than Cluster 3 weapons like ATM 3s, which are better than 4s and so on, until cluster 5, LRM 5s. Everything 5 and above has the same modifier.
With these changes ECM is slightly changed. Rather than providing both the ghost effect and a +to hit to missile weapons, the +to hit has gone, and in it’s place ECM will stop the effect of Narc Missile Beacon and Artemis IV LRMs/SRMs.
Bigger Drop Sizes - You can now potentially take up to 8 Mechs if you make the relevant Argo upgrades, this isn’t a neccesity as you can use the drop tonnage for heavier 'Mechs in a single lance if you wish.
You can take up to the weight of a mission difficulty, +25 tons, without incurring any costs, no matter how many 'Mechs you bring.
However now on all difficulty modes if you take weight above and beyond the difficulty of the mission you will incur some extra logistical costs, scaling based on how far over the difficulty weight you are. The contract provider is covering the logistical costs as appropriate for the mission, above this is at your cost.
Your choice of ‘Extended Difficulty’ in Career settings will also affect the amount of tonnage before you encounter drop costs. Lower difficulties provide larger drops before costs are incurred.
This is a cost you can choose to incur to over weight a mission, but at the cost of less reward for completing it.
Vehicles - Vehicles are slightly more of a threat on a like for like basis, however the weight class of vehicles will be less for the same difficulty as before. So larger vehicles generally will only occur in higher difficulty missions.
Vehicle armour is not reduced from tabletop values as it was previously. This was reduced by a percentage before, so low armour vehicles, such as SRM carriers, will not change much. High armour vehicles will be tougher to crack.
+Motive Systems
Vehicles, when hit in either the Front, Rear, or Sides, have a chance to have their Motive System damaged, even through armour.
Motive System damage effects are a stacking reduction in movement allowance. The chance to damage the Motive System is affected by crit bonuses on weapons and will increase as structure is damaged.
A side hit is twice as likely to damage the Motive System than a front hit. A rear hit is 1.5x as likely as a Front hit.
Wheeled vehicles are 1.5x more likely to have their motive system damaged than tracked vehicles. Hover vehicles are twice as likely as tracked.
The Motive system damage effect will help give SRMs and more intentionally LBX Cluster rounds more of an identity on a battlefield with vehicles. However as represented on tabletop by the Cluster 5 of LRMs and MRMs, they will have 1/5th of the chance to damage the motive system per missile of any other weapon. Meaning machine guns, Cluster rounds and to a lesser extent SRMs are a good choice to reduce a vehicles speed, they will be more effective than LRMs, or single shot weapons.
Remember, on convoy ambush missions you can have a 'Mech standing in the evacuation zone (Denial Zone) to stop them evacuating, allowing you time to eliminate them if they get there before you can achieve your objective.
Other Notes - Pilots suffer from various panic states based on the damage they take and other natural factors. When panicked they have a chance to eject, this is the same for your pilots as the enemies.
Melee to hit values are lower, countered by mech quirks on certain mechs. This is further affected by the actuators that come stock on the 'Mech or are damaged.
Salvage is based on the amount of the 'Mech left rather than flat max pieces if the pilot is incapped., and 2 for a legged mech.
Head hits do not always cause a pilot injury, lowering the amount of injuries received from a stray LRM or Machine Gun hit. The chance to injure is based on the weight of the hit and the amount of armor left on the Head location. A hit stripped Head location will always cause a pilot injury.


Weather/Atmosphere/Gravity
In the contract description it may detail conditions, such as Foggy, Gravity, Light conditions, Rain etc. By hovering over the biome icon of the mission you can see the detail of what these conditions affect in mission allowing you to tailor your lance to the conditions.
The biome description lists all possible conditions for the biome, only those listed at the top of the contract description will be in effect for that mission.


Mechs
Hover over mechs in the 'Mech Bay to see the Mech Quirks, in the Mech Lab hover over the Stock Role to see the quirks as you build.


Pilots
Hover over pilots to see the Pilot Quirks and favourite Mech.
The Commander provides 2 resolve if in the lance, the same as pilots with the Officer quirk. This does not stack, but keeping Officers as stand ins for your Commander is a good idea.
Pilot Fatigue occurs after a mission, dependent on how damaged their 'Mech was. You can still take Fatigued pilots on missions, you will get lower resolve and they will be in low spirits for 14 days. Pilots are cheaper to maintain though so stock up! Fatigue time is reduced by higher Guts, certain quirks, Morale and Med Tech value. On Normal or Hard a pilot may receive a light injury if they are used while fatigued. A tip, in the early game consider taking fatigued pilots, don’t always roll the clock on. A loss of resolve generation is less concerning than it sounds and the fatigue or light injury time can be offset by travel time.
Only the single highest 'Mech + Pilot combination Resolve generation bonus will be used but Light 'Mech affinity, and negative Pilot quirks are outside of this limitation.


Skills
Gunnery and Piloting provide a 2% bonus to hit, rather than 2.5%.
Gunnery provides improvements to Short Range Missile Modifiers, Long Range Missile Modifiers and Rapid Fire Modifiers at different levels.
Multi Target also ignores 1 negative to hit for heat.
Breaching Shot ignores all negative to hit for heat.
Piloting skill steps provide a bonus to stability.
Tier 1 Piloting, Sure Footing, ignores the movement penalty from Foggy or Dusty weather conditions.
Tier 2 Piloting, Focused Balance, provides a new skill. When available it will reduce the To Hit penalty from moving (Running or using Jump Jets) by 1. If the skill is used it will remove the penalty for this turn but go on cooldown. While on cooldown there is no bonus provided to To Hit values from movement, so use at the right moments.
Bulwark provides a guarded state when making a Walk action outside of cover. This does not apply from a Jump action, Run action or Sprint action and it does not provide a guarded state in addition to cover.
Minimum Range bonuses reduce the negative from firing in minimum range, it does not reduce the minimum range.
Tier 2 Tactics skill, Master Tactician, now provides the bonus of the previous Ace Pilot skill, allowing the pilot to move after shooting.


Weapons
Many new munitions and available. Munitions are variant ammo types that can be used for existing weapons. In 3025 that is just tracer ammo for Autocannon 2/5/10/20 and inferno SRM ammo for using in your SRM launchers, the rest and all the weapons come on different dates (mostly) post Clans in varying rarity. Once added to a 'Mech in mission pressing the middle mouse button on a weapon will switch the Ammo type used.
Ultra Auto Cannons and LBX Autocannons have weapon modes. They can be switched in mode in mission with the middle mouse button. UACs can be fired single fire mode to use heat and ammo more efficiently. LBX Autocannons can be switched to solid slug mode, able to fire standard Autocannon ammunition but with reduced stability damage compared to standard ACs. The AI will use weapon modes against you.
Weapons that can be found are more heavily based on lore. The Heavy Metal expansion added many weapons that make no sense in a game set in 3025. While no weapons are removed, and in fact many more are added, the chance of certain weapon types appearing is much more based on the date in game, the area of space you are in and the type of planet you are visiting. For example there is no such thing as an LBX 20 prior to 3058 outside of the Clans (who will be fielding them when they arrive), and wont start being available in the Inner Sphere until 3058. Availability will depend on where you are, however it is possible that they may turn up early on a research planet.
Lots of adjustments, please read weapon descriptions.


Argo Upgrades
Training pods can provide the ability to retrain a pilot one time ever per pilot.
Each Mech Bay provides a new bay that repairs at the same time. Automation upgrades improve the effectiveness of the extra bays.
The Machine Shop provides the ability to combine variants of the same Chassis that have the same engine and internals type. You cannot combine an endo mech with a non endo mech, same with ferro.
Maintenance costs reduced in early upgrades, but are higher for later upgrades.


Factories
Faction shops in Extended are the factories from the source books. Once allied with a faction you can visit their factories and pick up what they are building straight off the factory line. Their inventory is based on the source books and the date in game.


Components
After you enter a mission 'Mechs will have components on them that have effects as they are lost. If a crit occurs in a slot that was already hit for multi slot components it is ignored.


HEAD
Sensors (2 slots) - First crit -2 to hit, Second crit -4 to hit
Life Support (2 slots) - A crit in either slot destroys the Life Support, pushing heat in to the red causes a pilot injury (Poor Life Support 'Mechs will take 2 damage to the Pilot)


CENTER/SIDE TORSO
Engine Shielding (6 slots + sides for XL/Light/Clan XL) - +10 heat per turn per crit, 4 crits causes an engine explosion destroying the Center Torso
Gyro (4 slots) - First crit increases the minimum stability, 2nd crit will destroy the Gryo increasing minimum stability further, minimize movement and knock down the mech.


ARMS
Shoulder - Destruction overrides the loss of weapon accuracy for Upper and Lower Arm actuator loss and adds +4 to hit with weapons on this arm
Upper Arm - Destruction adds +1 to hit with weapons on this arm, -melee damage
Lower Arm - Destruction adds +1 to hit with weapons on this arm, -melee damage (If the 'Mech has no Lower Arm stock then the weapon accuracy is not affected but -melee damage is)
Hand - +1 to hit in melee per missing/destroyed Hand


LEGS
Hip - Increased minimum stability and halves movement
Upper Leg - Reduces movement, max stability reduced
Lower Leg - Reduces movement, max stability reduced
Foot - Reduces movement, stability threshold reduced


Notable changes for tabletop players (and why):
A cockpit component is not added as adding a 1 shot kill crit component was decided against.
When HBS made BattleTech they effectively gave all 'Mechs CASE for free which stopped ammo explosions bleeding in to other locations. In Tabletop rules ammo explosions would often destroy a 'Mech from some unlucky RNG and I didn’t want to add another RNG death to the game. Therefore I made 'Mechs that would receive CASE, a half ton component, receive CASE II, a 1 ton component in it’s place.
Engines take 4 crits to destroy, allowing an Inner Sphere XL engine to survive a side torso loss but at the cost of crippling heat. XL engines have always had questionable value which is in contrast to the massively increased c-bill cost and desirability in lore. This change keeps some vulnerability but is less of a death trap than before. A Clan XL or Light engine will still handle the loss of a side torso better taking only 2 crits and 20 heat per turn as a result.
Double Heat Sink engines provide 40 cooling base, as opposed to the 30 from a standard Fusion Engine or the 60 that tabletop rules would provide. This is for multiple reasons. Jordan Weisman stated that Double Heat Sink engines were the one thing he would change in hind site, and has been changed in other BattleTech games such as Mechwarrior Online. Double Heat Sink engines are a free upgrade, no weight, no crit slots, and as such a 1.33 scale bonus is more appropriate.
In tabletop there were rules to customise 'Mechs more heavily, adding Endo Steel to a chassis for example, or changing the engine. In lore however, performing such a task would require a factory level rework, and in game terms means that a 65 ton 'Mech is like any other 65 ton 'Mech but with different starting conditions. For Extended, primarily for gameplay reasons, I kept that 'Mechs are way more unique, not allowing such levels of customisation, improveing replayability as you experience trying out different 'Mechs and making collecting different 'Mechs more significant. If you want an Endo Steel Centurion you will have to earn one, fight who is using them or ally with them.
Walking does not provide a negative to hit, this encourages more dynamic tactical game play.
AMS systems operate on the first attack that involves missiles, and additional systems will work on additional attacks. This is because of the lack of ability to select a launcher and adds tactical depth to your choice of activation and attack order.


TIPS FOR THE VETERANS
Jump Jets are more of a situational or survival tool now, rather than a force multiplier offensive tool. Woods and water terrain is more costly now, as such heavily consider bringing jump jets in Jungle biomes as an example, especially if time is an issue (Target Aquisition).
Not bringing jump jets in a Target Aquisition that drops you in a water map is a sure fire loss.
When selecting where to move pay attention to the chevrons around potential targets to see what range brackets you would be in, and whether a move would be a run move or not.
Hover over weapons to get a feel for why hit chances might not be good in a situation, you are likely to learn something. Missile/Rapid Fire modifiers will make hit chances look bad, but you are doing more damage per missile now, and Rapid Fire is ALWAYS more damage average than single shots, at the cost of ammo and heat efficiency.
Hit chances will feel lower in general but base hit chance is higher. Obtaining optimal results like range brackets and move choices are more key to getting good hit chances. Sticky Evasion is going to make 'Mechs that choose to use their movement more survivable in general.
Each move is a weighted choice of accuracy vs survivability. How you weigh up those choices in different moments is what is deciding your success rate.
Check those weapon and equipment descriptions.
"

Vaatii tuttuun tapaan tietysti myös community Asset Bundlen (CAP):
 
Äsken (parin päivän sisään) julkaistiin fanien tekemä Batteletech Extended - Tactics:

(paljon tekstiä, laitan spoilereiden taakse):
"

Gameplay in missions is vastly more tactical while maintaining great performance.
The whole Inner Sphere is represented, including the many factions, units and mercenaries populating the 'Sphere. Clans invade, ComStar and Word of Blake will be jerks, elite units may provide harder missions, the Bounty Hunter may hunt you.
'Mech and Vehicle rarity is based on Xotl’s highly researched and well regarded D1000 tables and changes based on date, interpolating between the tables as days in game pass. Force compositions are the closest to what the universe of BattleTech is meant to look like possible with very little apocryphal content, other than nods to what has been seen in other games or fun parts of the lore like the Crescent Hawks.
The time in game will change the map, the events that are occurring, the units that are garrisoning planets, the technology available in different areas of space, the 'Mechs and 'Vees that the Op For is using. All based on source books and novels.
The mod is enhanced with rules massively adding to the tactical game, heavily inspired by the Tabletop but improved for a video game experience, for example adding components to the 'Mechs but not increasing the RNG based ways you can die in one shot in tabletop rules.
'Mechs and Pilots are much more unique, with 'Mechs having quirks from the BattleTech manual converted for the HBS game and Pilots having quirks based on their background and gain affinities with the 'Mechs they pilot.
Units you face are not just different paint schemes, some will use special 'Mech rarity tables, more elite tables, or favour certain equipment.
Pilots have morale in mission and can panic eject rather than fighting to the death every time, rookies are more likely to ‘nope’ out.


The Extended - Tactics ‘Manual’


When starting a new game you can select the ‘Extended Difficulty’. Extended Difficulty can be Easy, Normal or Hard.


  • Easy
    Enemy combatants are randomly skilled with no relation to what they pilot
    +50t lance weight before incurring additional costs
    Starting Mech and Tech values are easier than other difficulties
    Mechs have HBS increased maximums for armour on the torso locations
    Pilots are able to reach 10/10/10/10 in skills
  • Normal
    Enemy combatants use more appropriate skills for what they are piloting
    Greater chance of the OPFOR using appropriate munition types
    +25t lance weight before incurring additional costs
    Mechs have Tabletop maximums for armour on the torso locations
    Resolve Generation in late game is slightly reduced
    Pilots have an XP cap and will eventually stop earning XP before they reach 10/10/10/10
  • Hard
    Enemy combatants use more appropriate skills for what they are piloting
    Even greater chance of the OPFOR using appropriate munition types
    Mechs have Tabletop maximums for armour on the torso locations
    Resolve Generation in late game is slightly reduced
    Pilots have an XP cap and will eventually stop earning XP before they reach 10/10/10/10
    Less bonus accuracy is gained by using Precision Strike

When starting a new game you can select the starting planet and year.
The starting planet will affect the 'Mechs you may start with in career when selecting random, drawing from 'Mechs and variants that are commonly found in that area of space.
Starting year will affect the map and the technology available in game.
3025 End of Third Succession War
3028 Fourth Succession War
3030 Andurien/St. Ives Succession
3034 Rasalhague Independence
3039 War of 3039
3047 Helm Memory Core Technology production begins
3049 Clan Invasion
3053 Post Truce of Tukayyid
3057 Operation GUERRERO
3059 Operation BULLDOG
3061 Prior to Civil War
New technologies begin to appear approximately 3047+, but remain rare until mid to late 3050s. Clans arrive 3049 August+. Timeline will hold in map and technology in 3061 prior to the Fed Com Civil War.
Be advised that you can select to start in 3025 and all changes that would occur by selecting a later date will happen over time, however playing a game to span that much of a timeline would take 100s of hours.


While in the navigation screen:
F1: Toggle unvisited systems map mode
F2: Toggle system difficulty map mode
CTRL-F: System search
ESC: Exit map mode or search
Shift-Click: On system: route through this system


Units
When viewing planets you will see that there are various units garrisoning planets around the Inner Sphere. When facing a faction you can encounter these unts within 2 jumps of your current location. The units move around based on the current date.
Units use equipment ratings A/B/C/D/F based on Xotl’s tables. Source books have been scoured to apply appropriate equipment ratings to all units. The ratings are indicated on tooltips for units and some factions as Exceptional/Very Good/Average/Poor/Awful. If an equipment rating is not given it will be using Average rating. You may want to pay attention to local units more closely now to target or avoid the units using Beserkers instead of Chargers.
Note that the rating is per faction, per date. Average in 3025 is very different to 3057. Kurita assaults average is vastly different to Steiner assaults average.


Pirates
The Inner Sphere has various pirate and criminal organisations in different regions. Control of the Black Markets is based on the criminals/pirates in the vicinity. Gaining access to the Black Market will give access to the local Black Market, and you are able to have access to multiple at the same time.
Black Markets are good access to high quality versions of weapons and potentially, rarely, extinct 'Mechs and special finds, different per market.


Missions
Movement
- When selecting a ‘Move’ you will see that the mouse hover info will change from Walk, or Run depending on how far you are moving.
Running will make shooting +2 more difficult to hit for a Mech or Vee, and also generate more Heat than walking. Walking generates 3 heat, Running 6 heat, and Sprinting 9 heat. Sprinting means you cannot shoot, unless you have a special Mech component. Vehicles cannot sprint, but can ‘Flank’, the equivelant of Running. The AI is also operating under these new rules and is aware and will choose to Run or Walk accordingly.
You cannot Run in water. Sprinting in water, while possible to increase the smoothness before combat starts, is heavily reduced and often not more than Walking.
Evasion - When you move you will gain Evasion charges as before, but each Evasion Charge is worth +1 to hit while providing +1 Sticky Evasion.
Sticky Evasion is indicated next to the Mechs name seperately from Evasion Charges.
Stripping an Evasion Charge will lose the target the +1 harder to hit from the Evasion Charge but the +1 to hit from Sticky Evasion cannot be stripped.
‘Sticky Evasion’ can only be lost from becomming Unsteady or Prone. Weapons that ignore Evasion before, such as support weapons, will not ignore ‘Sticky Evasion’, providing some survivability against those damage types.
This means that the value of evasion will scale better from the amount of guns on the field and will improve the usefullness of speed in combat. A Mech or Vee that gained 4 Evasion Charges will be at minimum +4 to hit from having moved, and be +8 to hit before any evasion charge stripping as before.
Weapons - Check weapon and equipment tooltips, lots of info is provided about how they work, and much may have changed from previously.
Previously there was an optimum range and a long range for weapons, with some weapons having a minimum range. Now weapons have 3 range brackets, short, medium and long, including support weapons.
Pay attention to the chevrons that show around a target when you are selecting a movement location or target. Previously you would see a chevron change between gold or grey to indicate optimum (gold) or long or minimum (grey). Now a gold chevron indicates mediun range while a green chevron indicates short range.
With these changes minimum range is also adjusted, rather than being a flat +8 to hit, weapons within the minimum range increase in difficulty to hit, scaling, the closer you are to the target.
With this functionality change a lot of balance changes have been made to various weapons. Longer range energy weapons generate more heat. Longer range ballistics do less damage. Pulse lasers are now very accurate naturally.
Missiles/Rapid Fire - As part of the weapon changes Missiles are reworked in functionality. A more faithful tabletop representation has been implemented while keeping the good parts of a video game implementation.
In TT rules you roll to hit, and if you miss all missiles are spent and all will miss. If you hit, you roll on a table to determine how many actually hit. This is a 2D6 table with steps of amounts, for example an LRM 20 could hit with 6, 9, 12, 16 or 20 missiles, nothing less, nothing inbetween.
I have implemented a ‘Missile Modifier’ that will affect LRMs, SRMs and other missile weapons that is applied AFTER hit % is calculated. So if your to hit after all modifiers is 70%, the cluster modifier, which as standard is 63% is applied. 70% * 63% = 44% chance to hit for each missile.
The cluster modifier is exactly representative of the Cluster table from the Battletech Manual, and when applied to hit %'s will mean that it has the exact average amount of missile hits as the tabletop weapon would. Following this, missile damage and stability damage has been increased per missile.
This has allowed proper implementations of Narc, Artemis IV and AMS almost exactly as it worked in tabletop, affecting the Missile Modifier.
Hit chances are going to look a lot worse but damage and stability are similar because of the increased impact per missile. Gunnery skill gives you improvements to these various modifiers at different levels.
Note, this cluster modifier is also applied to UACs in rapid fire mode. Also of note, cluster 2 weapons, UACs and SRM 2 have slightly better modifier than Cluster 3 weapons like ATM 3s, which are better than 4s and so on, until cluster 5, LRM 5s. Everything 5 and above has the same modifier.
With these changes ECM is slightly changed. Rather than providing both the ghost effect and a +to hit to missile weapons, the +to hit has gone, and in it’s place ECM will stop the effect of Narc Missile Beacon and Artemis IV LRMs/SRMs.
Bigger Drop Sizes - You can now potentially take up to 8 Mechs if you make the relevant Argo upgrades, this isn’t a neccesity as you can use the drop tonnage for heavier 'Mechs in a single lance if you wish.
You can take up to the weight of a mission difficulty, +25 tons, without incurring any costs, no matter how many 'Mechs you bring.
However now on all difficulty modes if you take weight above and beyond the difficulty of the mission you will incur some extra logistical costs, scaling based on how far over the difficulty weight you are. The contract provider is covering the logistical costs as appropriate for the mission, above this is at your cost.
Your choice of ‘Extended Difficulty’ in Career settings will also affect the amount of tonnage before you encounter drop costs. Lower difficulties provide larger drops before costs are incurred.
This is a cost you can choose to incur to over weight a mission, but at the cost of less reward for completing it.
Vehicles - Vehicles are slightly more of a threat on a like for like basis, however the weight class of vehicles will be less for the same difficulty as before. So larger vehicles generally will only occur in higher difficulty missions.
Vehicle armour is not reduced from tabletop values as it was previously. This was reduced by a percentage before, so low armour vehicles, such as SRM carriers, will not change much. High armour vehicles will be tougher to crack.
+Motive Systems
Vehicles, when hit in either the Front, Rear, or Sides, have a chance to have their Motive System damaged, even through armour.
Motive System damage effects are a stacking reduction in movement allowance. The chance to damage the Motive System is affected by crit bonuses on weapons and will increase as structure is damaged.
A side hit is twice as likely to damage the Motive System than a front hit. A rear hit is 1.5x as likely as a Front hit.
Wheeled vehicles are 1.5x more likely to have their motive system damaged than tracked vehicles. Hover vehicles are twice as likely as tracked.
The Motive system damage effect will help give SRMs and more intentionally LBX Cluster rounds more of an identity on a battlefield with vehicles. However as represented on tabletop by the Cluster 5 of LRMs and MRMs, they will have 1/5th of the chance to damage the motive system per missile of any other weapon. Meaning machine guns, Cluster rounds and to a lesser extent SRMs are a good choice to reduce a vehicles speed, they will be more effective than LRMs, or single shot weapons.
Remember, on convoy ambush missions you can have a 'Mech standing in the evacuation zone (Denial Zone) to stop them evacuating, allowing you time to eliminate them if they get there before you can achieve your objective.
Other Notes - Pilots suffer from various panic states based on the damage they take and other natural factors. When panicked they have a chance to eject, this is the same for your pilots as the enemies.
Melee to hit values are lower, countered by mech quirks on certain mechs. This is further affected by the actuators that come stock on the 'Mech or are damaged.
Salvage is based on the amount of the 'Mech left rather than flat max pieces if the pilot is incapped., and 2 for a legged mech.
Head hits do not always cause a pilot injury, lowering the amount of injuries received from a stray LRM or Machine Gun hit. The chance to injure is based on the weight of the hit and the amount of armor left on the Head location. A hit stripped Head location will always cause a pilot injury.


Weather/Atmosphere/Gravity
In the contract description it may detail conditions, such as Foggy, Gravity, Light conditions, Rain etc. By hovering over the biome icon of the mission you can see the detail of what these conditions affect in mission allowing you to tailor your lance to the conditions.
The biome description lists all possible conditions for the biome, only those listed at the top of the contract description will be in effect for that mission.


Mechs
Hover over mechs in the 'Mech Bay to see the Mech Quirks, in the Mech Lab hover over the Stock Role to see the quirks as you build.


Pilots
Hover over pilots to see the Pilot Quirks and favourite Mech.
The Commander provides 2 resolve if in the lance, the same as pilots with the Officer quirk. This does not stack, but keeping Officers as stand ins for your Commander is a good idea.
Pilot Fatigue occurs after a mission, dependent on how damaged their 'Mech was. You can still take Fatigued pilots on missions, you will get lower resolve and they will be in low spirits for 14 days. Pilots are cheaper to maintain though so stock up! Fatigue time is reduced by higher Guts, certain quirks, Morale and Med Tech value. On Normal or Hard a pilot may receive a light injury if they are used while fatigued. A tip, in the early game consider taking fatigued pilots, don’t always roll the clock on. A loss of resolve generation is less concerning than it sounds and the fatigue or light injury time can be offset by travel time.
Only the single highest 'Mech + Pilot combination Resolve generation bonus will be used but Light 'Mech affinity, and negative Pilot quirks are outside of this limitation.


Skills
Gunnery and Piloting provide a 2% bonus to hit, rather than 2.5%.
Gunnery provides improvements to Short Range Missile Modifiers, Long Range Missile Modifiers and Rapid Fire Modifiers at different levels.
Multi Target also ignores 1 negative to hit for heat.
Breaching Shot ignores all negative to hit for heat.
Piloting skill steps provide a bonus to stability.
Tier 1 Piloting, Sure Footing, ignores the movement penalty from Foggy or Dusty weather conditions.
Tier 2 Piloting, Focused Balance, provides a new skill. When available it will reduce the To Hit penalty from moving (Running or using Jump Jets) by 1. If the skill is used it will remove the penalty for this turn but go on cooldown. While on cooldown there is no bonus provided to To Hit values from movement, so use at the right moments.
Bulwark provides a guarded state when making a Walk action outside of cover. This does not apply from a Jump action, Run action or Sprint action and it does not provide a guarded state in addition to cover.
Minimum Range bonuses reduce the negative from firing in minimum range, it does not reduce the minimum range.
Tier 2 Tactics skill, Master Tactician, now provides the bonus of the previous Ace Pilot skill, allowing the pilot to move after shooting.


Weapons
Many new munitions and available. Munitions are variant ammo types that can be used for existing weapons. In 3025 that is just tracer ammo for Autocannon 2/5/10/20 and inferno SRM ammo for using in your SRM launchers, the rest and all the weapons come on different dates (mostly) post Clans in varying rarity. Once added to a 'Mech in mission pressing the middle mouse button on a weapon will switch the Ammo type used.
Ultra Auto Cannons and LBX Autocannons have weapon modes. They can be switched in mode in mission with the middle mouse button. UACs can be fired single fire mode to use heat and ammo more efficiently. LBX Autocannons can be switched to solid slug mode, able to fire standard Autocannon ammunition but with reduced stability damage compared to standard ACs. The AI will use weapon modes against you.
Weapons that can be found are more heavily based on lore. The Heavy Metal expansion added many weapons that make no sense in a game set in 3025. While no weapons are removed, and in fact many more are added, the chance of certain weapon types appearing is much more based on the date in game, the area of space you are in and the type of planet you are visiting. For example there is no such thing as an LBX 20 prior to 3058 outside of the Clans (who will be fielding them when they arrive), and wont start being available in the Inner Sphere until 3058. Availability will depend on where you are, however it is possible that they may turn up early on a research planet.
Lots of adjustments, please read weapon descriptions.


Argo Upgrades
Training pods can provide the ability to retrain a pilot one time ever per pilot.
Each Mech Bay provides a new bay that repairs at the same time. Automation upgrades improve the effectiveness of the extra bays.
The Machine Shop provides the ability to combine variants of the same Chassis that have the same engine and internals type. You cannot combine an endo mech with a non endo mech, same with ferro.
Maintenance costs reduced in early upgrades, but are higher for later upgrades.


Factories
Faction shops in Extended are the factories from the source books. Once allied with a faction you can visit their factories and pick up what they are building straight off the factory line. Their inventory is based on the source books and the date in game.


Components
After you enter a mission 'Mechs will have components on them that have effects as they are lost. If a crit occurs in a slot that was already hit for multi slot components it is ignored.


HEAD
Sensors (2 slots) - First crit -2 to hit, Second crit -4 to hit
Life Support (2 slots) - A crit in either slot destroys the Life Support, pushing heat in to the red causes a pilot injury (Poor Life Support 'Mechs will take 2 damage to the Pilot)


CENTER/SIDE TORSO
Engine Shielding (6 slots + sides for XL/Light/Clan XL) - +10 heat per turn per crit, 4 crits causes an engine explosion destroying the Center Torso
Gyro (4 slots) - First crit increases the minimum stability, 2nd crit will destroy the Gryo increasing minimum stability further, minimize movement and knock down the mech.


ARMS
Shoulder - Destruction overrides the loss of weapon accuracy for Upper and Lower Arm actuator loss and adds +4 to hit with weapons on this arm
Upper Arm - Destruction adds +1 to hit with weapons on this arm, -melee damage
Lower Arm - Destruction adds +1 to hit with weapons on this arm, -melee damage (If the 'Mech has no Lower Arm stock then the weapon accuracy is not affected but -melee damage is)
Hand - +1 to hit in melee per missing/destroyed Hand


LEGS
Hip - Increased minimum stability and halves movement
Upper Leg - Reduces movement, max stability reduced
Lower Leg - Reduces movement, max stability reduced
Foot - Reduces movement, stability threshold reduced


Notable changes for tabletop players (and why):
A cockpit component is not added as adding a 1 shot kill crit component was decided against.
When HBS made BattleTech they effectively gave all 'Mechs CASE for free which stopped ammo explosions bleeding in to other locations. In Tabletop rules ammo explosions would often destroy a 'Mech from some unlucky RNG and I didn’t want to add another RNG death to the game. Therefore I made 'Mechs that would receive CASE, a half ton component, receive CASE II, a 1 ton component in it’s place.
Engines take 4 crits to destroy, allowing an Inner Sphere XL engine to survive a side torso loss but at the cost of crippling heat. XL engines have always had questionable value which is in contrast to the massively increased c-bill cost and desirability in lore. This change keeps some vulnerability but is less of a death trap than before. A Clan XL or Light engine will still handle the loss of a side torso better taking only 2 crits and 20 heat per turn as a result.
Double Heat Sink engines provide 40 cooling base, as opposed to the 30 from a standard Fusion Engine or the 60 that tabletop rules would provide. This is for multiple reasons. Jordan Weisman stated that Double Heat Sink engines were the one thing he would change in hind site, and has been changed in other BattleTech games such as Mechwarrior Online. Double Heat Sink engines are a free upgrade, no weight, no crit slots, and as such a 1.33 scale bonus is more appropriate.
In tabletop there were rules to customise 'Mechs more heavily, adding Endo Steel to a chassis for example, or changing the engine. In lore however, performing such a task would require a factory level rework, and in game terms means that a 65 ton 'Mech is like any other 65 ton 'Mech but with different starting conditions. For Extended, primarily for gameplay reasons, I kept that 'Mechs are way more unique, not allowing such levels of customisation, improveing replayability as you experience trying out different 'Mechs and making collecting different 'Mechs more significant. If you want an Endo Steel Centurion you will have to earn one, fight who is using them or ally with them.
Walking does not provide a negative to hit, this encourages more dynamic tactical game play.
AMS systems operate on the first attack that involves missiles, and additional systems will work on additional attacks. This is because of the lack of ability to select a launcher and adds tactical depth to your choice of activation and attack order.


TIPS FOR THE VETERANS
Jump Jets are more of a situational or survival tool now, rather than a force multiplier offensive tool. Woods and water terrain is more costly now, as such heavily consider bringing jump jets in Jungle biomes as an example, especially if time is an issue (Target Aquisition).
Not bringing jump jets in a Target Aquisition that drops you in a water map is a sure fire loss.
When selecting where to move pay attention to the chevrons around potential targets to see what range brackets you would be in, and whether a move would be a run move or not.
Hover over weapons to get a feel for why hit chances might not be good in a situation, you are likely to learn something. Missile/Rapid Fire modifiers will make hit chances look bad, but you are doing more damage per missile now, and Rapid Fire is ALWAYS more damage average than single shots, at the cost of ammo and heat efficiency.
Hit chances will feel lower in general but base hit chance is higher. Obtaining optimal results like range brackets and move choices are more key to getting good hit chances. Sticky Evasion is going to make 'Mechs that choose to use their movement more survivable in general.
Each move is a weighted choice of accuracy vs survivability. How you weigh up those choices in different moments is what is deciding your success rate.
Check those weapon and equipment descriptions.
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Gameplay in missions is vastly more tactical while maintaining great performance.
The whole Inner Sphere is represented, including the many factions, units and mercenaries populating the 'Sphere. Clans invade, ComStar and Word of Blake will be jerks, elite units may provide harder missions, the Bounty Hunter may hunt you.
'Mech and Vehicle rarity is based on Xotl’s highly researched and well regarded D1000 tables and changes based on date, interpolating between the tables as days in game pass. Force compositions are the closest to what the universe of BattleTech is meant to look like possible with very little apocryphal content, other than nods to what has been seen in other games or fun parts of the lore like the Crescent Hawks.
The time in game will change the map, the events that are occurring, the units that are garrisoning planets, the technology available in different areas of space, the 'Mechs and 'Vees that the Op For is using. All based on source books and novels.
The mod is enhanced with rules massively adding to the tactical game, heavily inspired by the Tabletop but improved for a video game experience, for example adding components to the 'Mechs but not increasing the RNG based ways you can die in one shot in tabletop rules.
'Mechs and Pilots are much more unique, with 'Mechs having quirks from the BattleTech manual converted for the HBS game and Pilots having quirks based on their background and gain affinities with the 'Mechs they pilot.
Units you face are not just different paint schemes, some will use special 'Mech rarity tables, more elite tables, or favour certain equipment.
Pilots have morale in mission and can panic eject rather than fighting to the death every time, rookies are more likely to ‘nope’ out.


The Extended - Tactics ‘Manual’


When starting a new game you can select the ‘Extended Difficulty’. Extended Difficulty can be Easy, Normal or Hard.


  • Easy
    Enemy combatants are randomly skilled with no relation to what they pilot
    +50t lance weight before incurring additional costs
    Starting Mech and Tech values are easier than other difficulties
    Mechs have HBS increased maximums for armour on the torso locations
    Pilots are able to reach 10/10/10/10 in skills
  • Normal
    Enemy combatants use more appropriate skills for what they are piloting
    Greater chance of the OPFOR using appropriate munition types
    +25t lance weight before incurring additional costs
    Mechs have Tabletop maximums for armour on the torso locations
    Resolve Generation in late game is slightly reduced
    Pilots have an XP cap and will eventually stop earning XP before they reach 10/10/10/10
  • Hard
    Enemy combatants use more appropriate skills for what they are piloting
    Even greater chance of the OPFOR using appropriate munition types
    Mechs have Tabletop maximums for armour on the torso locations
    Resolve Generation in late game is slightly reduced
    Pilots have an XP cap and will eventually stop earning XP before they reach 10/10/10/10
    Less bonus accuracy is gained by using Precision Strike

When starting a new game you can select the starting planet and year.
The starting planet will affect the 'Mechs you may start with in career when selecting random, drawing from 'Mechs and variants that are commonly found in that area of space.
Starting year will affect the map and the technology available in game.
3025 End of Third Succession War
3028 Fourth Succession War
3030 Andurien/St. Ives Succession
3034 Rasalhague Independence
3039 War of 3039
3047 Helm Memory Core Technology production begins
3049 Clan Invasion
3053 Post Truce of Tukayyid
3057 Operation GUERRERO
3059 Operation BULLDOG
3061 Prior to Civil War
New technologies begin to appear approximately 3047+, but remain rare until mid to late 3050s. Clans arrive 3049 August+. Timeline will hold in map and technology in 3061 prior to the Fed Com Civil War.
Be advised that you can select to start in 3025 and all changes that would occur by selecting a later date will happen over time, however playing a game to span that much of a timeline would take 100s of hours.


While in the navigation screen:
F1: Toggle unvisited systems map mode
F2: Toggle system difficulty map mode
CTRL-F: System search
ESC: Exit map mode or search
Shift-Click: On system: route through this system


Units
When viewing planets you will see that there are various units garrisoning planets around the Inner Sphere. When facing a faction you can encounter these unts within 2 jumps of your current location. The units move around based on the current date.
Units use equipment ratings A/B/C/D/F based on Xotl’s tables. Source books have been scoured to apply appropriate equipment ratings to all units. The ratings are indicated on tooltips for units and some factions as Exceptional/Very Good/Average/Poor/Awful. If an equipment rating is not given it will be using Average rating. You may want to pay attention to local units more closely now to target or avoid the units using Beserkers instead of Chargers.
Note that the rating is per faction, per date. Average in 3025 is very different to 3057. Kurita assaults average is vastly different to Steiner assaults average.


Pirates
The Inner Sphere has various pirate and criminal organisations in different regions. Control of the Black Markets is based on the criminals/pirates in the vicinity. Gaining access to the Black Market will give access to the local Black Market, and you are able to have access to multiple at the same time.
Black Markets are good access to high quality versions of weapons and potentially, rarely, extinct 'Mechs and special finds, different per market.


Missions
Movement
- When selecting a ‘Move’ you will see that the mouse hover info will change from Walk, or Run depending on how far you are moving.
Running will make shooting +2 more difficult to hit for a Mech or Vee, and also generate more Heat than walking. Walking generates 3 heat, Running 6 heat, and Sprinting 9 heat. Sprinting means you cannot shoot, unless you have a special Mech component. Vehicles cannot sprint, but can ‘Flank’, the equivelant of Running. The AI is also operating under these new rules and is aware and will choose to Run or Walk accordingly.
You cannot Run in water. Sprinting in water, while possible to increase the smoothness before combat starts, is heavily reduced and often not more than Walking.
Evasion - When you move you will gain Evasion charges as before, but each Evasion Charge is worth +1 to hit while providing +1 Sticky Evasion.
Sticky Evasion is indicated next to the Mechs name seperately from Evasion Charges.
Stripping an Evasion Charge will lose the target the +1 harder to hit from the Evasion Charge but the +1 to hit from Sticky Evasion cannot be stripped.
‘Sticky Evasion’ can only be lost from becomming Unsteady or Prone. Weapons that ignore Evasion before, such as support weapons, will not ignore ‘Sticky Evasion’, providing some survivability against those damage types.
This means that the value of evasion will scale better from the amount of guns on the field and will improve the usefullness of speed in combat. A Mech or Vee that gained 4 Evasion Charges will be at minimum +4 to hit from having moved, and be +8 to hit before any evasion charge stripping as before.
Weapons - Check weapon and equipment tooltips, lots of info is provided about how they work, and much may have changed from previously.
Previously there was an optimum range and a long range for weapons, with some weapons having a minimum range. Now weapons have 3 range brackets, short, medium and long, including support weapons.
Pay attention to the chevrons that show around a target when you are selecting a movement location or target. Previously you would see a chevron change between gold or grey to indicate optimum (gold) or long or minimum (grey). Now a gold chevron indicates mediun range while a green chevron indicates short range.
With these changes minimum range is also adjusted, rather than being a flat +8 to hit, weapons within the minimum range increase in difficulty to hit, scaling, the closer you are to the target.
With this functionality change a lot of balance changes have been made to various weapons. Longer range energy weapons generate more heat. Longer range ballistics do less damage. Pulse lasers are now very accurate naturally.
Missiles/Rapid Fire - As part of the weapon changes Missiles are reworked in functionality. A more faithful tabletop representation has been implemented while keeping the good parts of a video game implementation.
In TT rules you roll to hit, and if you miss all missiles are spent and all will miss. If you hit, you roll on a table to determine how many actually hit. This is a 2D6 table with steps of amounts, for example an LRM 20 could hit with 6, 9, 12, 16 or 20 missiles, nothing less, nothing inbetween.
I have implemented a ‘Missile Modifier’ that will affect LRMs, SRMs and other missile weapons that is applied AFTER hit % is calculated. So if your to hit after all modifiers is 70%, the cluster modifier, which as standard is 63% is applied. 70% * 63% = 44% chance to hit for each missile.
The cluster modifier is exactly representative of the Cluster table from the Battletech Manual, and when applied to hit %'s will mean that it has the exact average amount of missile hits as the tabletop weapon would. Following this, missile damage and stability damage has been increased per missile.
This has allowed proper implementations of Narc, Artemis IV and AMS almost exactly as it worked in tabletop, affecting the Missile Modifier.
Hit chances are going to look a lot worse but damage and stability are similar because of the increased impact per missile. Gunnery skill gives you improvements to these various modifiers at different levels.
Note, this cluster modifier is also applied to UACs in rapid fire mode. Also of note, cluster 2 weapons, UACs and SRM 2 have slightly better modifier than Cluster 3 weapons like ATM 3s, which are better than 4s and so on, until cluster 5, LRM 5s. Everything 5 and above has the same modifier.
With these changes ECM is slightly changed. Rather than providing both the ghost effect and a +to hit to missile weapons, the +to hit has gone, and in it’s place ECM will stop the effect of Narc Missile Beacon and Artemis IV LRMs/SRMs.
Bigger Drop Sizes - You can now potentially take up to 8 Mechs if you make the relevant Argo upgrades, this isn’t a neccesity as you can use the drop tonnage for heavier 'Mechs in a single lance if you wish.
You can take up to the weight of a mission difficulty, +25 tons, without incurring any costs, no matter how many 'Mechs you bring.
However now on all difficulty modes if you take weight above and beyond the difficulty of the mission you will incur some extra logistical costs, scaling based on how far over the difficulty weight you are. The contract provider is covering the logistical costs as appropriate for the mission, above this is at your cost.
Your choice of ‘Extended Difficulty’ in Career settings will also affect the amount of tonnage before you encounter drop costs. Lower difficulties provide larger drops before costs are incurred.
This is a cost you can choose to incur to over weight a mission, but at the cost of less reward for completing it.
Vehicles - Vehicles are slightly more of a threat on a like for like basis, however the weight class of vehicles will be less for the same difficulty as before. So larger vehicles generally will only occur in higher difficulty missions.
Vehicle armour is not reduced from tabletop values as it was previously. This was reduced by a percentage before, so low armour vehicles, such as SRM carriers, will not change much. High armour vehicles will be tougher to crack.
+Motive Systems
Vehicles, when hit in either the Front, Rear, or Sides, have a chance to have their Motive System damaged, even through armour.
Motive System damage effects are a stacking reduction in movement allowance. The chance to damage the Motive System is affected by crit bonuses on weapons and will increase as structure is damaged.
A side hit is twice as likely to damage the Motive System than a front hit. A rear hit is 1.5x as likely as a Front hit.
Wheeled vehicles are 1.5x more likely to have their motive system damaged than tracked vehicles. Hover vehicles are twice as likely as tracked.
The Motive system damage effect will help give SRMs and more intentionally LBX Cluster rounds more of an identity on a battlefield with vehicles. However as represented on tabletop by the Cluster 5 of LRMs and MRMs, they will have 1/5th of the chance to damage the motive system per missile of any other weapon. Meaning machine guns, Cluster rounds and to a lesser extent SRMs are a good choice to reduce a vehicles speed, they will be more effective than LRMs, or single shot weapons.
Remember, on convoy ambush missions you can have a 'Mech standing in the evacuation zone (Denial Zone) to stop them evacuating, allowing you time to eliminate them if they get there before you can achieve your objective.
Other Notes - Pilots suffer from various panic states based on the damage they take and other natural factors. When panicked they have a chance to eject, this is the same for your pilots as the enemies.
Melee to hit values are lower, countered by mech quirks on certain mechs. This is further affected by the actuators that come stock on the 'Mech or are damaged.
Salvage is based on the amount of the 'Mech left rather than flat max pieces if the pilot is incapped., and 2 for a legged mech.
Head hits do not always cause a pilot injury, lowering the amount of injuries received from a stray LRM or Machine Gun hit. The chance to injure is based on the weight of the hit and the amount of armor left on the Head location. A hit stripped Head location will always cause a pilot injury.


Weather/Atmosphere/Gravity
In the contract description it may detail conditions, such as Foggy, Gravity, Light conditions, Rain etc. By hovering over the biome icon of the mission you can see the detail of what these conditions affect in mission allowing you to tailor your lance to the conditions.
The biome description lists all possible conditions for the biome, only those listed at the top of the contract description will be in effect for that mission.


Mechs
Hover over mechs in the 'Mech Bay to see the Mech Quirks, in the Mech Lab hover over the Stock Role to see the quirks as you build.


Pilots
Hover over pilots to see the Pilot Quirks and favourite Mech.
The Commander provides 2 resolve if in the lance, the same as pilots with the Officer quirk. This does not stack, but keeping Officers as stand ins for your Commander is a good idea.
Pilot Fatigue occurs after a mission, dependent on how damaged their 'Mech was. You can still take Fatigued pilots on missions, you will get lower resolve and they will be in low spirits for 14 days. Pilots are cheaper to maintain though so stock up! Fatigue time is reduced by higher Guts, certain quirks, Morale and Med Tech value. On Normal or Hard a pilot may receive a light injury if they are used while fatigued. A tip, in the early game consider taking fatigued pilots, don’t always roll the clock on. A loss of resolve generation is less concerning than it sounds and the fatigue or light injury time can be offset by travel time.
Only the single highest 'Mech + Pilot combination Resolve generation bonus will be used but Light 'Mech affinity, and negative Pilot quirks are outside of this limitation.


Skills
Gunnery and Piloting provide a 2% bonus to hit, rather than 2.5%.
Gunnery provides improvements to Short Range Missile Modifiers, Long Range Missile Modifiers and Rapid Fire Modifiers at different levels.
Multi Target also ignores 1 negative to hit for heat.
Breaching Shot ignores all negative to hit for heat.
Piloting skill steps provide a bonus to stability.
Tier 1 Piloting, Sure Footing, ignores the movement penalty from Foggy or Dusty weather conditions.
Tier 2 Piloting, Focused Balance, provides a new skill. When available it will reduce the To Hit penalty from moving (Running or using Jump Jets) by 1. If the skill is used it will remove the penalty for this turn but go on cooldown. While on cooldown there is no bonus provided to To Hit values from movement, so use at the right moments.
Bulwark provides a guarded state when making a Walk action outside of cover. This does not apply from a Jump action, Run action or Sprint action and it does not provide a guarded state in addition to cover.
Minimum Range bonuses reduce the negative from firing in minimum range, it does not reduce the minimum range.
Tier 2 Tactics skill, Master Tactician, now provides the bonus of the previous Ace Pilot skill, allowing the pilot to move after shooting.


Weapons
Many new munitions and available. Munitions are variant ammo types that can be used for existing weapons. In 3025 that is just tracer ammo for Autocannon 2/5/10/20 and inferno SRM ammo for using in your SRM launchers, the rest and all the weapons come on different dates (mostly) post Clans in varying rarity. Once added to a 'Mech in mission pressing the middle mouse button on a weapon will switch the Ammo type used.
Ultra Auto Cannons and LBX Autocannons have weapon modes. They can be switched in mode in mission with the middle mouse button. UACs can be fired single fire mode to use heat and ammo more efficiently. LBX Autocannons can be switched to solid slug mode, able to fire standard Autocannon ammunition but with reduced stability damage compared to standard ACs. The AI will use weapon modes against you.
Weapons that can be found are more heavily based on lore. The Heavy Metal expansion added many weapons that make no sense in a game set in 3025. While no weapons are removed, and in fact many more are added, the chance of certain weapon types appearing is much more based on the date in game, the area of space you are in and the type of planet you are visiting. For example there is no such thing as an LBX 20 prior to 3058 outside of the Clans (who will be fielding them when they arrive), and wont start being available in the Inner Sphere until 3058. Availability will depend on where you are, however it is possible that they may turn up early on a research planet.
Lots of adjustments, please read weapon descriptions.


Argo Upgrades
Training pods can provide the ability to retrain a pilot one time ever per pilot.
Each Mech Bay provides a new bay that repairs at the same time. Automation upgrades improve the effectiveness of the extra bays.
The Machine Shop provides the ability to combine variants of the same Chassis that have the same engine and internals type. You cannot combine an endo mech with a non endo mech, same with ferro.
Maintenance costs reduced in early upgrades, but are higher for later upgrades.


Factories
Faction shops in Extended are the factories from the source books. Once allied with a faction you can visit their factories and pick up what they are building straight off the factory line. Their inventory is based on the source books and the date in game.


Components
After you enter a mission 'Mechs will have components on them that have effects as they are lost. If a crit occurs in a slot that was already hit for multi slot components it is ignored.


HEAD
Sensors (2 slots) - First crit -2 to hit, Second crit -4 to hit
Life Support (2 slots) - A crit in either slot destroys the Life Support, pushing heat in to the red causes a pilot injury (Poor Life Support 'Mechs will take 2 damage to the Pilot)


CENTER/SIDE TORSO
Engine Shielding (6 slots + sides for XL/Light/Clan XL) - +10 heat per turn per crit, 4 crits causes an engine explosion destroying the Center Torso
Gyro (4 slots) - First crit increases the minimum stability, 2nd crit will destroy the Gryo increasing minimum stability further, minimize movement and knock down the mech.


ARMS
Shoulder - Destruction overrides the loss of weapon accuracy for Upper and Lower Arm actuator loss and adds +4 to hit with weapons on this arm
Upper Arm - Destruction adds +1 to hit with weapons on this arm, -melee damage
Lower Arm - Destruction adds +1 to hit with weapons on this arm, -melee damage (If the 'Mech has no Lower Arm stock then the weapon accuracy is not affected but -melee damage is)
Hand - +1 to hit in melee per missing/destroyed Hand


LEGS
Hip - Increased minimum stability and halves movement
Upper Leg - Reduces movement, max stability reduced
Lower Leg - Reduces movement, max stability reduced
Foot - Reduces movement, stability threshold reduced


Notable changes for tabletop players (and why):
A cockpit component is not added as adding a 1 shot kill crit component was decided against.
When HBS made BattleTech they effectively gave all 'Mechs CASE for free which stopped ammo explosions bleeding in to other locations. In Tabletop rules ammo explosions would often destroy a 'Mech from some unlucky RNG and I didn’t want to add another RNG death to the game. Therefore I made 'Mechs that would receive CASE, a half ton component, receive CASE II, a 1 ton component in it’s place.
Engines take 4 crits to destroy, allowing an Inner Sphere XL engine to survive a side torso loss but at the cost of crippling heat. XL engines have always had questionable value which is in contrast to the massively increased c-bill cost and desirability in lore. This change keeps some vulnerability but is less of a death trap than before. A Clan XL or Light engine will still handle the loss of a side torso better taking only 2 crits and 20 heat per turn as a result.
Double Heat Sink engines provide 40 cooling base, as opposed to the 30 from a standard Fusion Engine or the 60 that tabletop rules would provide. This is for multiple reasons. Jordan Weisman stated that Double Heat Sink engines were the one thing he would change in hind site, and has been changed in other BattleTech games such as Mechwarrior Online. Double Heat Sink engines are a free upgrade, no weight, no crit slots, and as such a 1.33 scale bonus is more appropriate.
In tabletop there were rules to customise 'Mechs more heavily, adding Endo Steel to a chassis for example, or changing the engine. In lore however, performing such a task would require a factory level rework, and in game terms means that a 65 ton 'Mech is like any other 65 ton 'Mech but with different starting conditions. For Extended, primarily for gameplay reasons, I kept that 'Mechs are way more unique, not allowing such levels of customisation, improveing replayability as you experience trying out different 'Mechs and making collecting different 'Mechs more significant. If you want an Endo Steel Centurion you will have to earn one, fight who is using them or ally with them.
Walking does not provide a negative to hit, this encourages more dynamic tactical game play.
AMS systems operate on the first attack that involves missiles, and additional systems will work on additional attacks. This is because of the lack of ability to select a launcher and adds tactical depth to your choice of activation and attack order.


TIPS FOR THE VETERANS
Jump Jets are more of a situational or survival tool now, rather than a force multiplier offensive tool. Woods and water terrain is more costly now, as such heavily consider bringing jump jets in Jungle biomes as an example, especially if time is an issue (Target Aquisition).
Not bringing jump jets in a Target Aquisition that drops you in a water map is a sure fire loss.
When selecting where to move pay attention to the chevrons around potential targets to see what range brackets you would be in, and whether a move would be a run move or not.
Hover over weapons to get a feel for why hit chances might not be good in a situation, you are likely to learn something. Missile/Rapid Fire modifiers will make hit chances look bad, but you are doing more damage per missile now, and Rapid Fire is ALWAYS more damage average than single shots, at the cost of ammo and heat efficiency.
Hit chances will feel lower in general but base hit chance is higher. Obtaining optimal results like range brackets and move choices are more key to getting good hit chances. Sticky Evasion is going to make 'Mechs that choose to use their movement more survivable in general.
Each move is a weighted choice of accuracy vs survivability. How you weigh up those choices in different moments is what is deciding your success rate.
Check those weapon and equipment descriptions.
"

Vaatii tuttuun tapaan tietysti myös community Asset Bundlen (CAP):
Onko tämä siis jatkoa BattleTech Extended 3025-3061 1.9.3.7:lle? Joku uusi versio? Tuo Extended 3025-3061 on kyllä hyvä.

Harebrained ilmoittanut uudesta pelistään, ei varmaan isommin kiinnosta useimpia, kun ei ole BT tai SR maailmaa. Jäänee kuriositeetiksi, kuten Lamplighters.
"Announcing GRAFT, a Post-Cyberpunk Survival Horror RPG from the makers of The Shadowrun Series and BATTLETECH. "
 
Onko tämä siis jatkoa BattleTech Extended 3025-3061 1.9.3.7:lle? Joku uusi versio? Tuo Extended 3025-3061 on kyllä hyvä.

Harebrained ilmoittanut uudesta pelistään, ei varmaan isommin kiinnosta useimpia, kun ei ole BT tai SR maailmaa. Jäänee kuriositeetiksi, kuten Lamplighters.
"Announcing GRAFT, a Post-Cyberpunk Survival Horror RPG from the makers of The Shadowrun Series and BATTLETECH. "

Tekijä itse kirjotti modin discord kanavalla:
"
BattleTech Extended - Tactics released as open beta. Please review the attached read me, a lot has changed and any old save files will not be compatible. All feedback is valuable, good or bad. Old mods that you used alongside BEX are almost guaranteed not to be compatible. If you do add mods to this package, talking about any bugs or issues you are having outside of ⁠other-mods will not be tolerated. Doing so is a quick fire route to get yourself on the ban list. MRB's events are now incorporated, so do not try adding them as recommended previously.
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BattleTech Extended - Tactics has been released
"
Minkä jälkeen on tietysti tullut versiota 2.0.0.0 ja lisääkin.
Joten eivät ainakaan kilpaile keskenään. Käsittääkseni tuo ehkä korvaa entisen tai en ole ainakaan lukenut että olisi enää tulossa päivityksiä Extended 3025-61:n.
 

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