I'm by now very attached to my high-level pilots and assortment of Very Big Lads, so starting over with weaklings and the slow wars of attrition that would mean hasn't much appealed. There are several ways to wade into the titular Flashpoints - short strings of missions, each with their own self-contained but more impactful plot, characters and decisions - but for me they've made most sense in the endgame. Flashpoint makes me feel like the leader of a freelance, spacefaring mercenary outfit, and that fits BattleTech like an enormous iron glove. The post-plot endgame shakes off these shackles, but soon becomes a futile-feeling loop of cyclic, samey missions.įlashpoint fixes that handily. The verbose story mode has its moments, but especially second (or more) time around it can be a drag - particularly because your supposedly freelance mercenary troupe is locked into doing the bidding of unelected royalty, rather than truly going their own way. What BattleTech needed, far more than a few more robo-tanks, was remixing. Same goes for the other two newbies, the Crab and the Cyclops there's almost nothing to seize upon in terms of breathless celebration, but they make for solid additions to the right kind of squad. The Hatchetman is, however, extremely, extremely useful if you know what you're doing. Unfortunately, said axe does not, in truth, rend steel like a hot, cow-sized knife through 50-storey butter, but instead just deals a chunk more melee damage. I mean, it looks pretty much the same as a dozen other Mechs, but you can sort of see there's an axe there if you zoom in close enough. Where an XCOM or Command & Conquer expansion invariably involves springing ever-more outlandish new units onto the battlefield, the wildest Flashpoint gets in that regard is a new Mech with an axe for a hand. For all that it stars 100-ton mechs knocking seven bells out of each other, it avoids flash and verve and, frankly, most of the colour spectrum. There's an inherent mutedness to Flashpoint, from the easily-forgotten name onwards. The kurita one is just straight up pointless.Flashpoint, the first expansion for wonkily-explained, slow-burn stomp-o-strategy gem BattleTech, does exactly what I wanted it to: gives me a cast-iron reason to keep playing indefinitely. ![]() ![]() There's no tactic involved, I don't even bother shooting except the 1 or 2 vehicle that shoqed side armour. The whole thing is just a clusterfuck of stupidity that had me cheese the evac mechanic and trade a pilot for ER LL+ and M pulse+ and 1 SL blackknight part that's all going to sit in storage. The 4th mech should just jump and run to evac from the beginning. Good luck escaping through the reinforcement while exposing ur ass to Shrek ppc. The Eastern spotter will probably survive if you didn't eat a random ac20 to the head from a demolisher spawning in you face. My full armour grasshopper has like 10 hp and no arm before evac. And you know what, you better stand there to draw agro from the teammate still suiciding for the western spot. You are immedietly in close range to the guards, eat long range attack from the West and is soon cut off by the spawning demolishers. The middle spotter is basically trapped too. In any case, death/ ejection is guaranteed, there's not even enough turn to run to the evac zone to the east. Managed to just die after the turn finishing spotting. I had a sacrificial quickdraw with basically just jj and armour run the gauntlet with a bulwark ace pilot. The road has a full Lance overwatch so the only path is actually jump jet through into the middle zone and hop through the one forest patch in between. The north west spotting zone alone is like 5 turn away. God forbid there is 1 cyclop z that give them all+1 init. There is just nothing u can do in 8 turn against 16 enemy that has enough sensor lock and breaching shot lrm alone to bury you, then spawn reinforcement on top of you. I tried skirmishing and sneaking in medium mech/ drawing the Garrison with range and flanking with jj mecjs/lrm spam/close range assualt breach team etc. TA missions are in general gimmicky but this one just heavily incentivise you to cheese it(sacificial mechs and ejection evac). ![]() It's a target aqusition that places you against minimum of 12 heavy and assualt + 6 - 8 heaviest vehicle.
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