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All of them add new mechs, maps, and equipment. One of them, (I forgot which) adds Flashpoints, which are like mini campaigns of 2-4 linked missions. A few even reward you with unique weapons or mechs.
There's enough Steam sales, that it's easy to pick them up for cheap, too.
Grab it all, then grab a mod like BEX or BTA and it's a whole new experience.
Urban Warfare adds a few more Flashpoints, the Urban map, the ECM game mechanic, a couple mechs, and a new contract type.
Heavy Metal adds a larger Flashpoint campaign (several Flashpoints tied together in a story), a bunch of mechs, and a bunch of guns.
The maps, contracts, mechs, and equipment get mixed in to the random generation tables for planets/contracts/stores/etc. The actual Flashpoint missions show up after the main story (in Campaign mode) or within the first few weeks (Career mode)
Oh, and both of the new Contract types (Target Acquisition, Attack & Defend) have timed aspects to them. ;)
Also, all of those mods do more if you have the DLC, so you'd probably still want to get them.
(I'm not sure if any of the modpacks *require* the DLC)
If I'm being honest, Flashpoint also has some glaring issues, namely, the Cyclops with the Battlecomputer. That makes everyone in a lance go one initiative earlier. Meaning Vanguard Assault Mech move at 3, in the medium phase, while Heavies move in the bloody scout phase (no mech may move earlier than phase 5, Vanguard Light Mechs don't get a phase 6 with a Cyclops). Not to mention flashpoints are, well, poorly balanced at best.
Heavy Metal, on the other hand, I got nothing to criticise apart from the already mentioned (pricing).
About the Cyclops, yeah it's quite a strong feature, but I would not say it is actually OP, first of all, if you play accordingly with lower initiative, you can mitigate alot of the "drawback", only the Cyclops gives you the option to play differently in that regard, rather emphasizing higher initiative.
Also, taking a Cyclops buffs your other mechs, but you actually "handicap" yourself on the Cyclops slot, as you could field way stronger assault mechs, and even several heavies give you more power on that slot, all you lose is that initiative boost.
@OP:
I would definetly recommend the DLC, get it cheap, and enjoy the additional additions, and then, if you want more, you can go on into mods to vastly expand on the game.
Urban maps are a nice change of pace in my view since they are very different from the other map types. Jump jets, indirect fire, and controlling lines of fire, become way more important. The Raven and the electronic warfare gear, and a bit of a mixed bag. It adds some interesting options, but they aren't that game changing since the enemy can disable the ECM with a sensor scan. It can be interesting when you face an enemy using it, but that is rare since only two types of Ravens, and a heavy have a loadout with it. Those mechs also won't spawn until after the Flashpoint related to the Raven are complete.
The Flashpoints do add a bit of new life to the game since they have stories to them, and often some unusual conditions. For example many have weight limits, or have you using a preset mech (one involves an Urbanmech only showdown).
The Heavy Metal Flashpoint is the most interesting lorewise. It deals with hints of things to come long after 3025, and adds some hints to one of Battletech's biggest unresolved mysteries (nothing canon is changed, it is just a neat little easter egg for fans).