Consequently, if a mech is damaged while standing inside a spore cloud, they will take 20% additional damage from the shots fired at it. These can work for or against players since it adds a +4 difficulty to hit mechs in the spore cloud. Introduced in the Flashpoint DLC is a new tropical biome which features spore clouds. In other words, positioning is key when using this particular frame. The Cyclops is not designed for close combat, nor is it great for taking on a barrage of hits. In skirmish mode, it comes complete with a battle computer adding to a lances’ total initiative rating. It was outfitted with a couple AC20’s and SRMs which works well as a mid ranged mech, suiting my gameplay style quite well. Relying on one laser to shoot an enemy lance does not work well in my experience.Īs for the Cyclops, it is a nice in between mech weighing in at 90 tons of pure destruction. I say that because it has small, medium, and long ranged lasers, giving it the best chance to have about 50% chance to hit if you hit that sweet spot. ![]() Anyways, that said, the Crab is great for medium range. I’ve never been a huge fan of lasers in BattleTech mainly because the RNG gods hate me. Since I was playing in skirmish mode where mechs cannot be altered, it was outfitted with lasers only. The Crab is a medium mech weighing at 50 tons which suits me just fine. And while this concept is a neat idea, as a ranged player, it was not as useful as other heavier and longer ranged frames. The reason for that is because of its specialty, a hatchet that can be repaired. It is 45 tons and is meant to rip apart lances when at medium or short range. I tried all three of these mechs in one lance during a single player skirmish mode and what I found is that the Hatchetman does not suit my style of play. There are three new mechs: the Crab, Cyclops, and Hatchetman. The third DLC is currently untitled and the launch date is also unknown, but at least there is a game plan. The first will be called Urban Warfare, which will launch in the Summer of 2019. There are two other DLC’s planned for BattleTech. Players with the Flashpoint DLC can also see the road map for other content that will launch. This is the only time that players would be able to freely re-spec without having to reload an older save or restarting the game. Since Harebrained Schemes changed the Bulwark skill, all players with the DLC had to reassign their characters experience points in case they wanted to change their specializations. ![]() If players use both cover and guarded modes, mechs will have 60% damage reduction over all. Once Flashpoint released, Bulwark became a skill that only grants 40% damage reduction, making it harder for mechs to take an alpha strike. In the base game, Bulwark would give players -50% damage from the front and the sides, which allowed for mechs to hold or defend a position on the map. ![]() I’m not among those people because the change forced players to be more mindful about where they place their mechs as opposed to sitting in one location and taking a barrage of damage. When the content first launched, many people were disappointed in the changes, claiming the game was unplayable. The most notable of those changes was how the skill Bulwark functions. In my opinion, this DLC has made the game much harder and extremely satisfying to go back to.įirst, I’d like to point out a couple of things about the Flashpoint DLC which changed from the base game. The new Flashpoint DLC for BattleTech added over 30 hours of content, a tougher mission set, new mechs, and a new planet type.
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