BATTLETECH

BATTLETECH

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SplinT Apr 16, 2019 @ 8:27pm
The first flashpoint with hatchetman
So 3 mechs, plus 4 mechs, plus 2 more mechs. Against my 3 mechs and the temporary hatchetman. Everyone pounding on the buildings. Only one of them somewhat light.

Why make a first mission impossible to win with 45-55 tonne mechs? Maybe if the hatchet stayed up high and dealt with those late arriving guys, but his armour is weak. I think it's a pretty bad experience for for your first flashpoint mission. Even if it's winnable, you can't do it on your first try without advanced knowledge of what will happen.

Such a bad level design, epically bad for a first mission. Double the number of buidlings needed for the enemy to destroy or remove some enemies. Or both. I'm not asking for easy, just not stupid. Try playtesting with real people. 4 mechs is not enough firepower to stop the enemy before they take down the buildings and the mission is over too early.

How about dynmically adjust the missions to the players fielded capabilities. Otherwise the mission will be WAY too easy vs assult mechs and impossible otherwise, unless you have the exact mechs and knowledge used by the level designer.

So yeah, maybe do a quality pass on this one. And other missions too if they have the same problem.

Loving the base game otherwise, but so far buying the full meal deal isn't feeling satisfying even on my second carrier try.
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SplinT Apr 19, 2019 @ 1:47pm 
Sorry about that post, but I am deeply passionate about this game.

I’ve always wanted to play battletech but didn’t have the time or patience for all the intricate rules. This game made this game real and now I’m obsessed with it. Instead I played various computer games, bought bt novels and some game books. I dreamed to one day play but didn’t think it would happen. Then this game came across my path.

I have been toying recently with starting new carrier mode games. I love the ‘perma-death’ aspect that you can set in the difficulty settings. It makes the battles that much more exciting. This game is pretty much the ultimate cross between rogue-like and turn based strategy. Survivalist on both the company level and battlefield is sweet. I pretty much love every aspect of the game and I’m picky with my games.

I’m an ex-amateur hex war game dev (iOS), now a senior iOS (non-game) developer. So I can relate to your technical struggles. I deeply envy the devs that work there.

I do think this game is 110% awesome, and have been spreading my love of the game with friends, co-workers and family. That said, I do think that flashpoint mission has issues that should be addressed. I played it twice. A week or so after playing it, I started a new carrier mode game and eventually played it again. Both times, all the AI dumped on the hatchet and he couldn’t do much. The second time he even lost his arm. The AI just focus on him, even if he is playing defensively and in the woods. Then the 5 new medium mechs come and before you can kill 2 of them the buildings are gone and mission over way too soon.

In the campaign, two stars (or 2.5, I can’t remember) was relatively easy. Here, two stars seems impossible - mainly because lots of mechs are dumping on the buildings and there isn’t time to really do anything. In retrospect one might start high with the hatchet and keep him out of the lower battle but that isn’t obvious at all. If you don’t engage the initial mechs if seems like they will destroy the buildings. Perhaps you wanted to set a tone with flashpoint missions that they are not easy. I can respect that, but this doesn’t feel like a great way to start one of your first flashpoint experiences. Especially when the dialog says something along the lines of watch this new cool hatchet tear in your enemies. Some of the base idea is good, but the execution has issues and needs to be tested by normal players.

Aside from that I salute you guys and hope that your business becomes a jauggernaught.
SplinT Apr 26, 2019 @ 8:47pm 
Is there not a community moderator here. I'm a bit surprised at the silence. I've made a suggestion in a thread asking for ideas, and posted here. Both threads, nothing, no reply.

Was flashpoint not designed for starting new missions from scratch? Was it only designed for continuing with a lance of assault mechs? I'm just curious how it scales for starting a new career mode and also for continuing an old career game. Was it designed for both?

I'm just a friendly fan, and fellow dev, looking to help improve the game.
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