A Fan Discussion of BATTLETECH Free Update 1.9

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Yes, vehicles will be able to pass through BattleMechs, but they will have to stop on their very own “pip.” There will be no doubling up on “Pips.” So while the actual move may be sort of psychedelic, it’ll all shake out as movement ends. : )
Phew thought I was going mad for a second there :)

If this is anything but Convoy or friendly only there are going to be stunned faces if they try some of the old tactics.
The campaign where you have to keep the vehicles out and the assumption you can block them, I can imagine the players' faces if the enemy vehicles can ghost through a player's mech and then fail the mission lol.
But I assume this effect can be set by the engine to only pass through friendly mechs, or there may be a lot of [Mod edit: language]:)
 
Phew thought I was going mad for a second there :)

If this is anything but Convoy or friendly only there are going to be stunned faces if they try some of the old tactics.
The campaign where you have to keep the vehicles out and the assumption you can block them, I can imagine the players' faces if the enemy vehicles can ghost through a player's mech and then fail the mission lol.
But I assume this effect can be set by the engine to only pass through friendly mechs, or there may be a lot of... :)

I have done the whole...Block convoy in before to try and stop them from moving (or atleast to slow their movement).

Luckily I haven't used that tactic in a while. Now I just tend to run 3 mechs ahead and keep one mech back to keep the convoy moving. The unit I keep back generally has long range support so they stay in the fight despite lagging behind with the convoy.
 
BATTLETECH Combat and Movement is an abstraction of very high octane 10-second bites of Time where EVERYTHING is moving at 40-60-100kph with Weapons Fire lighting up the night sky (for those maps which have a Night-option!) like fireworks over the Potomac River on the Fourth of JULY!

Being able to stand on a “pip” and block a vehicle... beggars belief in the abstractions of actual combat that BATTLETECH is built upon... in my opinion anyway.

Hostile Vehicle pass-through of the Players Mechs should have been in the game long ago as I see it. :bow:
 
I have done the whole...Block convoy in before to try and stop them from moving (or atleast to slow their movement).

Luckily I haven't used that tactic in a while. Now I just tend to run 3 mechs ahead and keep one mech back to keep the convoy moving. The unit I keep back generally has long range support so they stay in the fight despite lagging behind with the convoy.

Yeah that is usually my approach as well.
One map it is nice to block them as it has 4 parallel roads on a hill and a few will annoyingly try to take the high one, this is the desert map with the circular industrial ring and buildings inside while below the concrete ring.
If it fixes other problems though cannot complain, and as enemy vehicles do not spawn on convoy missions (from my experience anyway) the need to block sight in some of the tougher convoy contracts at the objective end point is not a headache.

There is a story campaign mission though where some find they need to block the enemy vehicles from entering an area (also suggested by some as well if a player finds it hard) that I think fails the mission, this is where I can imagine some crest fallen faces with ghost pass through :)

Prussian has a point as well regarding vehicles.
 
Last edited:
Release information for BATTLETECH Free Update 1.9
It is official, BATTLETECH Free Update 1.9 will be released into the Wild in late February. : )
 
I hope they fix the Marauder's jumping animation when you press space...
This one still gets me, I understand it and have come to embrace it but... Universal Jump Jet Capability

0BD48347-CC56-49EA-87E6-E4DFB8D01E44.jpeg
 
Gloriously deluded wishlist, ready-set-go:

The 16 new 'Mech variants are actually all 3050-spec, complete with factory LosTech and new components like XL engines.

The gear/stores button being mentioned (to tone down gear back to pre-1.8 levels) is actually a mode switch that sets your game to your choice of 3025 or 3050 gameplay.

That's my wish, anyway.
 
Gloriously deluded wishlist, ready-set-go:

The 16 new 'Mech variants are actually all 3050-spec, complete with factory LosTech and new components like XL engines.

The gear/stores button being mentioned (to tone down gear back to pre-1.8 levels) is actually a mode switch that sets your game to your choice of 3025 or 3050 gameplay.

That's my wish, anyway.
3050-spec?

I got another 3050-spec for your consideration:

770D0009-90A3-4B4D-BC92-C6C53E9B47E4.jpeg


...okay, okay, 3060’ish. : )
 
Do we know if they'll have fixed the out of combat bug with escort missions?
To the best of my knowledge, it has not ben specifically addressed one way or the other.

But there is at least a chance to eliminate the bug as HBS has already mentioned that superior portions of older code will be returned, in light of some small portion of inferior results with Update1.8

These changes or other efforts may see the bug you spoke of, annihilated,
 
Do we know if they'll have fixed the out of combat bug with escort missions?
I don't recall where I saw it, but IIRC it was specifically mentioned as something that has been fixed in the current internal build. I could be misremembering, but I believe the odds of that are low since for me that's the single most annoying bug in the current game and I was keeping an eye out for any mention of it.
 
No toggle switch for stores ???

Edit:


What happened to the toggle switch to set stores to pre 1.8 settings ???

Several store changes were made. We have ensured that basic equipment is available where it should be, much like the 1.8 state. However because of backend complications, the feature to toggle a global reduction in ++ items in stores was cut.

HBS_L8Knight, 11 minutes agoReport
#5+ QuoteReply
 
Last edited: