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Follow up: Melee Battletech builds are not great.
This play through of Battletech has just kind of reinforced my previous disillusionment with Battletech as a game in general, and it extends to the Mechwarrior 5 franchise as well.
The issue is that as a tabletop game Battletech works because it's generally two sides that are roughly equal beating the crap out of eat other and the winner generally ends up mutually assured destruction with the winner being the player with a pilot who stops twitching last.
The same holds true for BATTLETECH and Mechwarrior 5 .. except that the sides are never even. Both games make you slog through waves of usually inferior enemies which eventually gets less fun as you play. Add to that the out-of-the-box economy is slow torture and I find myself wanted to edit game files to make then fun games.
The reason that older Mechwarrior games worked is that the FPS style mech combat was exactly what you'd expect. If you had skill you could shoot and hit the enemy head pretty regularly. In Mechwarrior 5 the targeting was more of a graphical wrapper that covered up the fact that it was a probability driven system like the tabletop. If you fired a Laster at an enemy mech's head there was a randomizer that determined whether it was actually on target, meaning you get get really good at aiming while on the run and it didn't matter.
But in the combat-wave style of gameplay your only real advantage is being able to effectively hit your target where you aim because quick kills is how to stay alive.
I grew tired of the limited number of effective tactics in BATTLETECH when I played it last. The only really effective tactic was loading up on missiles with bonus knockdown and just taking out mechs after they were knocked down. Heavy mech armor is only mildly better than a medium mech, and it made pointless given that you are far easier to hit, but big mechs quickly become the only way you can put enough firepower into your 4 mechs to deal with the 8+ mechs that the enemy will field.
Anyway, just frustrated all over again.

This play through of Battletech has just kind of reinforced my previous disillusionment with Battletech as a game in general, and it extends to the Mechwarrior 5 franchise as well.
The issue is that as a tabletop game Battletech works because it's generally two sides that are roughly equal beating the crap out of eat other and the winner generally ends up mutually assured destruction with the winner being the player with a pilot who stops twitching last.
The same holds true for BATTLETECH and Mechwarrior 5 .. except that the sides are never even. Both games make you slog through waves of usually inferior enemies which eventually gets less fun as you play. Add to that the out-of-the-box economy is slow torture and I find myself wanted to edit game files to make then fun games.
The reason that older Mechwarrior games worked is that the FPS style mech combat was exactly what you'd expect. If you had skill you could shoot and hit the enemy head pretty regularly. In Mechwarrior 5 the targeting was more of a graphical wrapper that covered up the fact that it was a probability driven system like the tabletop. If you fired a Laster at an enemy mech's head there was a randomizer that determined whether it was actually on target, meaning you get get really good at aiming while on the run and it didn't matter.
But in the combat-wave style of gameplay your only real advantage is being able to effectively hit your target where you aim because quick kills is how to stay alive.
I grew tired of the limited number of effective tactics in BATTLETECH when I played it last. The only really effective tactic was loading up on missiles with bonus knockdown and just taking out mechs after they were knocked down. Heavy mech armor is only mildly better than a medium mech, and it made pointless given that you are far easier to hit, but big mechs quickly become the only way you can put enough firepower into your 4 mechs to deal with the 8+ mechs that the enemy will field.
Anyway, just frustrated all over again.