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https://www.nexusmods.com/battletech?tab=popular+%28all+time%29
With no other information about what you like and dislike, it's pretty impossible to make a recommendation. I am currently playing BT Advanced 3062 and really liking it. Before that, I played BT Extended 3025 and enjoyed that very much as well.
I would prefer the to experience the first 12 years of battletech rules, so no weapon and build nerfs other then the original design.
lol back when ac 20 hit did actualy dmg to any frame and not be shrugged off like a mg hit.
The AC 20 behaves pretty true to its TT behavior if you ask me. Nominally, all weapons in BT and all armor values were multiplied by 5. So, an ac 5, would have done, nominally 25 points damage in BT. Weapons were then balanced from that point. Some have been buffed, like the AC 5 for example, but the AC 20 is doing 100 points which is pretty nominal in my opinion.
If you want the most true to lore experience, while sticking to the 3025 era, I would recommend BT Extebnded Commander Edition (for a greater deviation from vanilla), or BT Extended 3025 (for a closer to vanilla experience).
Great thank you for the suggestions, i will pick up the last dlc to make sure the mods you recommended not die on me!
Except it pushes the timeline forward quite a bit, and adds clans. I assumed based on the OP's request of "the first 12 years of Battletech rules", that these might be showstoppers. Also, as I understand it, RogueTech is still not officially out for the newest version of BT. BTA 3062 is also quite good if one is considering upping the timeline.
Another mod that should be mentioned is Roguetech. That mod takes place during the clan invasion era and is very deep - they are adding helicopters soon (and maybe other aerospace assets) and an addition that allows more than four mechs for the player in battle. The current version is incredibly popular, and the future updates look very deep. They do have a lot of clan tech, but with a full inner sphere map (hundreds of stars) you might never have to face clan stuff in battle.
The mod BT advanced 3062 is recent, and features a lot of advanced makes of mechs and tanks, but it has the original campaign map and does not add any clan stuff even though it dates to after the clan invasion. These three mods are pretty popular and they implement a number of small quality of life mods to make the game deeper and more enjoyable while adding a lot of mech variety.
any mod managers out there?
RogueTech also is a HardCore mod compared to the other 2
While we sure do "Everything that is Tabletop" we also go with "loosing is a possible real consequence"
Its going beyond just adding things, eg the Salvaging mechanics allowing to combine similar chassis
Clan Tech is for the most part restricted to, well, the Clans, since we have every Faction from around 3040-4060 (it also has received balancing tweaks to be more comparable to level 2 and 3 FIS Tech)
And yeah we also work on AeroFighter using the same framework as the VTOL but requiring a minimum "move per turn" (this proves harder then assumes) and current release delay is because of a upcoming complete overhaul of TAC Mechanics and i dont want to release it and then throw the change in after
BTA is a sister mod of ours, many of the crew contribute to Bloodydoves mod and i try to help him bugfix his ideas
The only thing were basically lacking is that moving, shooting and melee are different actions (some day we get this)
Initiative system completly overhauled to be more like TT, weapons overhauled to be closer to TT (with some balance changes, like RAC are heavier but ac are smaller, clantech runs really hot and has no unique effects etc)
Stealth and ECM ala Double Blind (with some tweaks to make it less binary in nature)
And so much more
Very easy to install and non disruptive and easy to uninstall.
It doesnt feel amateurish or hodgepodge. Feels very professional. The features are excellent! Huge map, new and better tech slowly becomes more available over time. Faction specific mechs, lots of QoL improvements. It feels great and has me hooked. So much to explore and find.
Roguetech just feels bloated and overloaded to me. Too much crap just for the sake of it. Doesnt really fit the timeline (3025), the engine isnt really built to correctly realize clan specific mechanics or features. Its a ♥♥♥♥♥ to fix your game if you remove roguetech also. Speaking from experience.
But i guess its easy to ♥♥♥♥♥ about something when you have nfc
And yeah RogueTech has just pionierend all these things youre praising there, and definitely doesnt have constant work to improve on all of that
Also theres totally not a big fat note that its not 25, naaaa cant be
Also we totally have not industry professionals among the team, be the mod that got the improved datamanger to people, got hbs to implement faction spawning alongside jk
Be the mod that had as first and only explicit permission for any outside part
Be the mod that borne the CAB and shared the explicit permission for these assets with the community, has the community member that ported ALL AND EVERY MODEL to 1.6 bundles
And if we go to features comparison, things rt has that bex doesnt offer
Fully customizable CBT Mechlab
Full Ammo switching, firemodes, ams, fires, (upcoming) hovers and vtols
Tank and Turret Criticals true to TT
Ammo and Equipment Explosions true to TT
A Skill tree approximating RPG Rules, with no skill having no use
Every Faction from 3040-3060, every lore planet
TRO Variants for every custom model in use
Upcoming, Ability to Select Eras starting with 3040-3060 during install
Initiative System True to TT
Double Blind Rules
Minefields
TRO Tanks
over 2500 Mech variants, 100 more that are customs still following all CBT rules (basically boss fights)
Majority of TRO Superheavies with special missions (basically endgame challenges)
Completly overhauled salvage rules
Asynchroneous Multiplayer (you know something every battletech pc game been promising since the 90s)
Replaced + Gear with Manufacturer quirks
Completly revamped lance and spawning system based on tech and threat level of a unit (ya know, because a primitive atlas isnt the same as a fully kitted out clanbuster kgc)
Completly revamped AI
Upcoming Larger and randomized maps, new contracts
Completly new contracts, with upcoming base defense having vtol support
Thematic Lances and combined arms
Heat Scale rules true to TT including slowdowns and ammo explosions
True TSM
True MASC
Pirate Tech, items designed around TT Jury Rigging rules (yeah even that crazy stuff follows rules)
Yeah it is a lot, but by the gods, im getting fed up by jackasses like you who are overwhelmed by things and blame anything but your own tiny horizon
It lets the AI use reserve and makes them much better at tactics. No more 'reserve past the enemy and get double turns' Instead the enemy will do that to you if you let it. This makes the game much more immersive and enjoyable.