Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The Gargoyle and Executioner default load outs and options are just terrible.
The Executioner fills a similar role, but adds jump jets for added maneuverability. Sadly, jumpjets have been nerfed hard since MW4V unlike in MW2 and MW3, and never recovered since.
Unfortunately, MW5C missions are all just drawn out battles of attrition dressed up with different objectives to make them less monotonous, so these two specialized mechs will not be as effective as your usual Omnis that have more available pod space and tonnage for offensive loadouts.
At this point I feel like we are getting the same ones, cause the devs are too lazy to actually model new ones. Same reason we are always getting same-shape mechs instead of something like Fenris or Great Turtle.
Mayhap, they could have fudged a few omnipods so we could add more armor in key places, but that is pretty much it.
This game, being within a set lore, has to follow that lore to be true Battletech game. What they have made is pretty good (though a bit frustrating at times), so that suffices for me.
The Warhawk and Executioner waste a lot of tonnage on fixed equipment so they don't really offer an advantage when it comes to loadout options. They additionally aren't actually that much tougher as although they have an extra 1.5 Ton of protection their armour distribution is highly questionable at best especially when it comes to side torsos. As a result the Mad Kitty tends to stand up just as well if not better in a firefight.
The game follows all the sourcebooks for the Clan Invasion not just the TRO 3050, otherwise there would be no Shadow Cat or Arctic Cheetah. There is an Assault Omnimech that falls in between the Warhawk and Executioner during the initial invasion and that is the Kingfisher, however PGI don't have a model for it. Doesn't have a lot of tonnage to work with but is well protected and is in the Smoke Jaguar R.A.T. It actually probably would have done well in this game as it's geared up for essentially shooting galleries in mind in most configs.
Damn, if only someone didn't force the devs at gunpoint to set up the scenario in a way where we only get a limited choice of mechs. Curse that dastardly villain! Oh, right, it was themselves.
This is like having a game where you only pilot a Flea, because the protagonist's dad really liked that mech and so the protagonist refuses to pilot any other. I don't care if the narrative makes sense when it stands in the way of enjoyable gameplay.
And I'm tired of "fans" sitting there in an armchair, one leg over the other, puffing on a pipe with a raised eyebrow and going "Hmpf! My good man, don't you know that we are playing in the year whogivesashit and therefore the most fun things are not available yet?" and someone else nods from another chair "Verily so, friend, what lack of knowledge!"
Well maybe, for ♥♥♥♥♥♥♥ once, put the singleplayer game in a year where we aren't driving in the oldest tincans possible with the ♥♥♥♥♥♥♥♥♥ equipment and a christmas-tree loadout.
Eh, ♥♥♥♥ it, now that Piranha has their layoffs, maybe the license will go to someone more capable.
This just means that this isn't the game for you, and that's fine. MWO has that, and you won't have to worry about sucky AI. Modded MW5M also has those mechs and mods allow you to go beyond 3049 to enjoy said mechs and the tech that comes with the timeline progression. That's literally not what this thread is about.
I stand corrected, this is a bit of a slip on PGI's part.
The problem is when you move some of these mechs in to a setting where it is second by second VS table top the issue comes down to. In the table top you are limited to each round of combat is about 10 seconds. So its hard to pin down JUST how fast that small lasers should beable to fire in this game to make them even... viable for balancing. A gargoyle can alpha again and again with an enire SL load out and not kill its self with it, but the issue falls to how quick they cycle and how quickly you can brige the gap to use them.
Actually, I found a good reason why the Kingfisher wasn't in our lineup. According to this: https://www.sarna.net/wiki/Kingfisher it was created by Clan Snow Raven and was mostly used by Ghost Bear during the invasion.