After finishing my first career run, maybe some thoughts:
Really liked new maps, especially these new "destroy base" maps with turrets placed more intelligently on approaches to the base rather than on the base corners.. It makes whole attack a bit more harder as some turrets are right in the fight, while rear turrets (if they are sniper type) provide deadly fire from behind while completely untouched. On some of these i even had nice AI compositions, on one 2 skull mission even Orion V was guarding the base...
Yet all these good things are still diminished by long time (ignored) bugs where pilots report missing building even if they actually hit it but did not manage to destroy it in one go. With some bases that have large military buildings with ton of hitpoints its very annoying especially, when Darius reports "building damaged" and pilots says "no damage detected" while building is on fire...
New mechs are good, i actually like them all, Hatchetmen is very good medium mech, that has some nice options (going for ranged weapons with decent melee due to hatchet, or sacrifice ranged potential for full on melee that is on pair with assault mechs), Crab is great as well, but Cyclops is where things are getting interesting (command variant) as it allows for tactician piloted heavies to act in recon phase...
Obvious negative is how reputation works, but that was already covered in multiple threads so no point in dwelling on that, just that it needs improvement. Same thing with amount of contract available, but that is connected to reputation.
Kinda strange for me was actual implementation of these new mechs as some of them are linked with Flashpoints, like the one for Steiners thats about a Hatchetmen prototype - yet at that time i already had own Hatchetmen of my own and even opfor on that mission had Hatchetmen... so it kinda throws whole dialogue into WEIRD category.. maybe some condition for AI usage of mechs would be good, so it cannot use prototype mech before its introduced to player in the flashpoint?
And there are these annoyances that at first might seem cool but after a while are straight up annoying. One of it is constant arming and disarming of the hatchet on Hatchetmen.. that sound is getting old very fast to the point i rather not take a Hatchetmen on mission just to not have to listen to it anymore.. It would be better if that hatchet was only pulled out when doing melee attack..
And of course those unskippable travel animations, which again are nice, and its cool to see some new ones, but after some time you have enough of them and would rather just skip them by some means...
Plus some lore nitpicking - If I recall correctly, jump ships were so far away from planets so there would be no danger of jumpship to appear when there is some ship in the vicinity, yet in those animations you have plenty of dropships flying around like it was nothing...
Really liked new maps, especially these new "destroy base" maps with turrets placed more intelligently on approaches to the base rather than on the base corners.. It makes whole attack a bit more harder as some turrets are right in the fight, while rear turrets (if they are sniper type) provide deadly fire from behind while completely untouched. On some of these i even had nice AI compositions, on one 2 skull mission even Orion V was guarding the base...
Yet all these good things are still diminished by long time (ignored) bugs where pilots report missing building even if they actually hit it but did not manage to destroy it in one go. With some bases that have large military buildings with ton of hitpoints its very annoying especially, when Darius reports "building damaged" and pilots says "no damage detected" while building is on fire...
New mechs are good, i actually like them all, Hatchetmen is very good medium mech, that has some nice options (going for ranged weapons with decent melee due to hatchet, or sacrifice ranged potential for full on melee that is on pair with assault mechs), Crab is great as well, but Cyclops is where things are getting interesting (command variant) as it allows for tactician piloted heavies to act in recon phase...
Obvious negative is how reputation works, but that was already covered in multiple threads so no point in dwelling on that, just that it needs improvement. Same thing with amount of contract available, but that is connected to reputation.
Kinda strange for me was actual implementation of these new mechs as some of them are linked with Flashpoints, like the one for Steiners thats about a Hatchetmen prototype - yet at that time i already had own Hatchetmen of my own and even opfor on that mission had Hatchetmen... so it kinda throws whole dialogue into WEIRD category.. maybe some condition for AI usage of mechs would be good, so it cannot use prototype mech before its introduced to player in the flashpoint?
And there are these annoyances that at first might seem cool but after a while are straight up annoying. One of it is constant arming and disarming of the hatchet on Hatchetmen.. that sound is getting old very fast to the point i rather not take a Hatchetmen on mission just to not have to listen to it anymore.. It would be better if that hatchet was only pulled out when doing melee attack..
And of course those unskippable travel animations, which again are nice, and its cool to see some new ones, but after some time you have enough of them and would rather just skip them by some means...
Plus some lore nitpicking - If I recall correctly, jump ships were so far away from planets so there would be no danger of jumpship to appear when there is some ship in the vicinity, yet in those animations you have plenty of dropships flying around like it was nothing...