5-8 years ago this game would have been a no brainer for me anyway. I read up some of your impressions in the OT as well. Hopefully this humble thread might alert, prompt or persuade someone else out there to pull the trigger on this modern gem. Seriously that's all I feel I need to type, that's a killer one-two knockout punch for me and has kept me glued to my PC for the last 2 months ish. The decisions you make affect the type and quantity of components available for you to pick over after the fight, and by collecting chassis parts you can progressively augment your roster of mechs to take into battle. By selectively targeting your opponents' body parts you could neutralise some of their abilities, incapacitate the pilot, or render the chassis inoperable. The salvaging of enemy mech parts is a key motivator. In your loadouts you must balance offensive and defensive capabilties into a tight weight envelope, and then in battle use positioning to balance the ability to deal damage with the ability to resist or avoid it, while also being subject to the vicissitudes of heat buildup and stability damage. On occasion battles can admittedly descend into dull wars of attrition, but for the most part are sick fun. Go into battle, return as unscathed as possible, perform repairs or tweak loadouts, pick the next contract and either travel to meet it or update your pilots' skills and go again as soon as you have a healthy Lance of 4 mechs and pilots. I'm RPG-ing as the commander of a space-hopping band of Mechwarrior mercs, and it's fantastic. The story missions are finely crafted and great fun, while the endless background missions, although they everntually repeat a little, are mixed up to the point of providing a fairly convincing lived-in universe. A good bit of art, a good bit of dialogue, create powerful connections for the player, beyond what the AAA space can hope to achieve with ever deeper and more expensive forays into the bottom of the uncanny valley barrel.Įconomy of design here is marvelous, with time and expense spent where it matters most, and art picking up the slack elsewhere. Give the light a sensor lock pilot, fewer guns, more armor, max jump jets.I value so much the way Harebrained Schemes consistently do so much with so little. Your sensor range for locking is huge (it's the big blue circle, so make sure to keep blips just within it).ġ. This will be even more powerful once Ace Pilot comes on board and you can get two attacks off.Īnd don't be afraid to peace out behind the big guns. Sometimes, if they have no lights left on the board, you can use your reserved down turn to move out of cover and attack - and then immediately move again in the next initiative 4 phase to get back to cover. Repeat unless you see an opportunity to close for a kill. Unload with your bigger, tougher mechs.Ħ. Now jump full distance to cover and sensor lock any target that needs ID'ing or its evasive pips deleted.ĥ. Once the engagement happens, reserve your turn down until the enemies commit and make some silly moves- unless you're under immediate threat.Ĥ. It means that whenever you do engage, you'll at least be able to eat an unlucky opening salvo, and you'll be safe to do the next step.ģ. You can treat this similar to early Overwatch creep in XCOM1. Once you get close to where the OpFor likely is, start Jumping and Bracing instead of sprinting. Give the light a sensor lock pilot, fewer guns, more armor, max jump jets.Ģ.
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