Good and bad things with 1.3/Flashpoint

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jj284b

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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...
 

mjbroekman

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Great feedback, but just a few points to consider about the negatives you point out...

those unskippable travel animations

If you're talking about the jumpship animation of the jump itself, yeah. It would be nice to skip those. All other travel animations are skippable by hitting ESC.

diminished by long time (ignored) bugs where pilots report missing building

This was "new" in 1.2, I think. It doesn't impact game play even though it is jarring to the immersion. It's probably just lower on the priority list than things like "Special mech breaks my ability to use the store if I put it in storage".

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

Yes and no. "Jump points" were big places in space. Multiple jump ships could use the same jump point without any real fear of hitting each other. And, of course, in space, it's hard to get a good handle on relationships in a 2-D rendering. There's not enough "there" to make for good reference points. Plus, there's just the "coolness" facter of having lots of stuff moving around in space. It's not realistic, but neither is FTL travel :)
 

jj284b

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forgot to mention one thing - the fact that player created custom character doesnt count towards Mechwarrior experience, it means you are practically losing 1/4 experience career points you could be gaining... which is kinda harsh..
 

HF22

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I agree the number of bugs remaining, & added in 1.3/Flashpoints, is disappointing.

I would also add that the writing in the Flashpoints is pretty lacklustre.
 

ronhatch

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forgot to mention one thing - the fact that player created custom character doesnt count towards Mechwarrior experience, it means you are practically losing 1/4 experience career points you could be gaining... which is kinda harsh..
Well, that's good to know at least. I'll keep it in mind if/when I make an attempt to maximize my score.

In any case, it sounds like something that should be reported as a bug.
 

Shrike

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I think I have noticed a distinct improvement in the AI, previously they would barely manage their heat and now at least they do make a real effort to flank you.. My experience of my career so far on default settings, I have about 500 days remaining and I've done I think 4 flashpoints is that it is a distinct improvement and that for me the modifier which has added the most challenge has been having empty chassis which makes more sense but makes the beginning grindy.. Yes I noticed that "no damage" when you have destroyed 75% of a building it's odd and should have been fixed, it can't be difficult.
 

Pherdnut

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The Hatchetman basically devotes 3 tons to a +70 melee mod you can't remove and it has no support weapon slots. There is a 2-ton +60 melee mod you can find now on Lostech FPs.
 

EmptyPepsiCan

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I'm enjoying 1.3 and Flashpoint so far. I've been tweaking the difficulty settings to try and find the right balance between a challenge and a grind. I modded in a Hatchetman to start, and I like it.

The missions are definitely harder. I tried a 1.5 skull assassination and wound up against 3 Jenners, a Spider, a Panther, 2 Locusts, a Wolverine, and a Centurion. That was a lot to handle with a Hatchetman, a Vindicator, a Panther, and a Jenner. I won the fight, but I lost a mech and a pilot, and took a ton of damage. I'm routinely seeing some 55 tonners on 1 skull drops, too.

Also, the OP mentioned buildings. That's a major pain in the butt. Trying to finish up base destruction missions on a moon with mechs that have some issues with heat and can't hit the broadside of a literal barn is ridiculous. How about if we just end the mission when all turrets and defenders are dead and just assume that my guys killed the undefended buildings? Why make me go through the motions? And if I have to go through the motions, how about an aim bonus so I don't miss 3 straight shots?
 

Lopus1969

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I'm enjoying 1.3 and Flashpoint so far. I've been tweaking the difficulty settings to try and find the right balance between a challenge and a grind. I modded in a Hatchetman to start, and I like it.

The missions are definitely harder. I tried a 1.5 skull assassination and wound up against 3 Jenners, a Spider, a Panther, 2 Locusts, a Wolverine, and a Centurion. That was a lot to handle with a Hatchetman, a Vindicator, a Panther, and a Jenner. I won the fight, but I lost a mech and a pilot, and took a ton of damage. I'm routinely seeing some 55 tonners on 1 skull drops, too.

Also, the OP mentioned buildings. That's a major pain in the butt. Trying to finish up base destruction missions on a moon with mechs that have some issues with heat and can't hit the broadside of a literal barn is ridiculous. How about if we just end the mission when all turrets and defenders are dead and just assume that my guys killed the undefended buildings? Why make me go through the motions? And if I have to go through the motions, how about an aim bonus so I don't miss 3 straight shots?
3 in a row is nothing, I once spent 5 rounds shooting at 1 building with all 4 mechs, and missing over and over.
 

Duncan Ocelot

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forgot to mention one thing - the fact that player created custom character doesnt count towards Mechwarrior experience, it means you are practically losing 1/4 experience career points you could be gaining... which is kinda harsh..
You have a character that can´t be killed (but in my case if my mech lost the head I restart the campaign, one thing is have "armour plot" and other survive a direct head shoot), so always will improve (and don´t uses room in the barracks). But if you doesn´t like, you start with another 4 pilots so can play without your character.