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Why not? Thats their intent. Its the whole reason over half of them didn't get localized. The fact that 2 got localized in a remake at all is a god send considering it only had a fan-translation that was 50% unfinished and other 50% required an extensive guide to know what was going on. (Especially frustrating considering the importance of FM2 to the overall plot).
I understand that you probably have some weird PSX nostalgia for FM3, I do too. But its really not that complete game of a picture story wise unless you did play 1+2 (especially 2, it references it a lot). But as far as gameplay is concerned, FM3 was a wide step back in a lot of areas, and steps ahead in a few others.
I really hope we get a FM3 remake, that I would buy day 1.
It's already confirmed. Probably out later this year for Switch then we get it 6 months later.
https://frontmissionremake.com/front-mission-3/
Its a step back in that the fights are smaller in scale but out of the box its way less BS RNG and difficulty swings. That said FM 2 is prolly the most required reading of the whole series to understand it's call backs. I'm only part way through lisa's first chucnk of the game but it keeps locking up on me in battle.
Yeah, I know you can field two lances in Mechwarrior 4, but it's mostly an exception.
The four mech rule was more a limitation and not wanting to bog things down. Lot of FM's best missions have the feeling of big military operations. but that kind of style isnt really realized until FM4 and 5. 2 definatly played with it but the AI team mates left a lot to be desired with the RNG here.
Front Mission 3 pulls off the big military operation feel better than any other game in the franchise with its assault on Tianlei mobile fortress with all characters being split into multiple squads for a multi-mission operation.
1. Every type of weapon has its own range. For example shotguns have 3 squares while machine guns have 4 squares, sniper rifles have 6 squares range, etc.
2. Shield mechanics have been simplified and honestly for a good reason. In FM1 and FM2 it was over-complicated and too much RNG based. In FM3 you simply choose when you want to use shield just like a weapon (although for some stupid reason shield have "ammo" now).
3. In regards to repairs, the only thing you have access to are backpack items, there are no repair bots/trucks/unlimited usage backpacks. And it is balanced in a way that wanzers in FM3 are no longer fragile. In FM1 and FM2 wanzers are losing limbs pretty much all the time while in FM3 it really takes a lot more to seriously damage a wanzer.
4. Skills are similar to FM2 for the most part. With the major difference that skills are learnt based on which wanzers you use rather than just which weapons and they do not level up.
5. Terrain has been completely reworked in every sense of that word. Your accuracy is no longer changed because you moved your wanzer from green square to gray. Wanzers always fight where they were actually standing. If there are trees on the map and you command wanzer to attack, these trees will be present during the combat cutscene and will affect the accuracy. Another example is if enemy wanzer is significantly higher than your wanzer or partially behind the building, there is high chance that your wanzer will shoot the structure/building instead of the enemy.
In short, your wanzer performance is based on actual obstacles in the world, instead of color of the square.
Just to expand a bit on the shield thing, shields aren't really complicated on FM1st, you put them on and choose to use it instead of a counter to block more damage than by guarding with an arm. Guarded damage is flat and appears when used (i.e. Guard 50 = blocks 50 dmg), but scales with the pilot's evade lvl.
In that way, the only difference between FM3 shields and FM1st shields is that FM3 puts them on the Arms instead of the shoulders, has fixed %dmg reduction instead of a flat value that scales with the pilot stats, and the limited uses.