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With RTS games you can’t really take time to think deeply on what you want to do most of the time in comba.
in Battletech you can take your time and think things over. Just like the original game.
I find rts games to be very boring since there is no room for complex depth in the tactics nor any deep underlying mechanics at work to enrich the combat as much as turn based games usually do.
Tell me, in starcraft 2 do you truly care about each and every individual soldier you send to their deaths? To me anyway they are just fodder... Not in a game like this though... Each unit is precious and seemingly alive. You lose them and they are gone forever.
Having to deal with loss is something we all had to deal with in our lives and when it is being translated into the gaming world i can sort of relate. And this is what creates the excitement for me. Not micheal bay explosions every 2 seconds and people flopping around doing dolphin dives.
My complaint about the turn based is that it looks like they used team turns instead of individual turns and did away with simultaneous damage (I.e. everyone shoots at each other and the effects of damage aren't registered until the end of the turn). Imo the team turns really hurt the gameplay in the shadowrun games, because after 1 turn whoever went first would have the second team dead or immobilized. Hopefully with 3025 levels of tech, whoever goes second isn't so baddly crippled that they can't shoot back. I was hoping for something more like what Rogue Factor did with Mordheim, or even the alternating rules like DOS2, than what we're getting.
You’ll be happy to hear then that you’re incorrect. While the damage is not simultaneous, the turns are by unit, not by team.
While conceivably, an entire team COULD go before the other team gets a chance to move, this could only happen if every mech in one team is a lighter weight class than every other Mech on the opposing team.
There are 5 initiative phases, the first is reserved for light mechs with a pilot with the skill that moves them up 1 init phase. Phase 2 is lights and mediums with the pilot skill, 3 is mediums and heavies with the pilot skill, etc.
Inside each initiative phase turns alternate between sides.
I liked Mechcommander but it just did not have that hardcore science depth and take your time thinking process the tabletop game has or video games which were going for that feel like Ralph Reed's Mechforce ( no relation to the battalion level mech game by Fasa) for the Commodore Amiga 500.
For me finally getting a turnbased version of the tabletop Battletech game is a dream come true and i hope it becomes everything the tabletop game is with expansion packs and game additions like CityTech with infantry and armor etc.
If MC3 was coming out next month I would buy it, and still be buying this too, because both are (potentially) interesting games to play.
On the bright side, all the mechanics that are in the game have been streamlined so that almost every battle takes 30 minutes.
If you truly "LOVE Battletech" this should be a dream come true for you as a turn-based game (unless you meant Battletech/Mechwarrior video games).