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Amazing what you can find if you actually look
Already read it - its just generic information.
If you actually read what I wrote - probably would have figured that part out on your own.
Though nice try.
Really hard for you, an't it.
That's generic information it does not say why Heroes of the Inner Sphere makes the game "much better"
Maybe I should help you. instead.
"What Does Heroes of the Inner Sphere Include" is not the same as
"How does it make it better"
One is asking about the contents
One is asking for an Opinion of contents.
Sooo... you want to know what isn't included in HotIS that makes MW5;M better?
What is vague is what you value or deem as better or not.
If you couldn't find anything that answers your questions after having read or watched multiple reviews... maybe, just maybe, it's a you problem and you shouldn't buy the DLC because it seemingly will do nothing for you.
Frankly, I think you're just stirring the pot. But that's just me.
I want to know why people keep saying "It fixed the game" and made it better.
From all the reviews I read - Base game was Mediocre and Inner improved things "drastically"
Yet they never actually say "why" they feel that way.
Other than that the other information is pretty generic but explains what it offers, new maps and what not, idk all the specifics.
Basically, the main bonus to the game, such as I see it, is the assorted ways that there is more to do on the career map.
In the base game, the non-campaign was basically the campaign, but without the campaign missions. Leaving you with just the hot zones, industrial areas, and a few side stories. But no real depth to anything other than a grind of "get C-Bills to get mechs, to beat more difficult missions and move on to new hotspots".
With Heroes of the Inner Sphere they added numerous campaign mechanics - including some depth to the reputation system via the Cantina for side-missions (Kill X number of tanks, kill Y of this specific mech chassis, collect Z weapons) for assorted rewards. Further, it added additional mechs, both new chassis and additional variants (including some post-3025 variants). I think there's a few more of the mini-story campaigns as well in HotIS.
So the game doesn't add much "new" aside from the Cantina stuff. HOWEVER, the extra mechs (7 new chassis and I think 50 additional variants of existing chassis) add some appreciated variety and fills some gaps in the base game that fans felt were glaring omissions in the base game, the new stories,
Further, the new beachhead missions are a nice change of pace, and the addition of artillery adds an interesting new wrench in things, and airstrikes are a fun way to equalize or even trivialize certain missions, IF they are available (not all contracts will allow air strikes, and they are expensive and cost reputation bids as well).
So a lot of it all is more about giving you more and some variation on what the game already does while shoring up a few weaknesses than adding a lot of new stuff wholesale. If you like what the base game does, Heroes will do more of it, and better. And same with Kestrel (the 3035 start date is great), and Call to Arms does more of the same as well, with a focus this time on melee combat.
If you want a breakdown:
Heroes - improves the campaign by shoring up the base game's issues with the career mode
Kestrel lancers - Succession Wars fun and a 3035 start date
Call to Arms - New Combine sub-factions and an overhaul to melee
Each and all of these DLCs brings something new and improves on stuff, but if that area of the game isn't something you find important, they are something you can take or leave as you wish.
Thank you that is what I was looking for