Noticed some similar thoughts that I had when scrolling through threads making my own. Overall I've enjoyed the game but it feels unpolished. The spotting mechanics of the game actually reminds me of a turn-based world of tanks. Here are my big 3 complaints:
1. Spawning reinforcements should be more dynamic, check if the player has Mechs within the spawn area before spawning. Or better yet first inform the player that mechs will be coming in and second mechs should also always arrive from off the map (yellow line) walking in on their turn unless they are being airdropped. They should be able to be spotted from walking into the map as well.
2. Contracts are repetitive and the difficulty is just more and more waves of mechs but nothing really beyond that. I kite the mechs whittling down their armor using sensor lock saving my armor for close-in brawl. I think missions need to be more tailored to the intel that you said was so important. If I was a mechwarrior's intelligence person for this game nearly every mission would be bring a [Mod edit: Language]-ton firepower. The only mission I recall where the intel was extremely useful was destroying the dropship suggesting a heavy indirect fire lance.
3. Light mechs are nearly worthless as many have suggested. The extra spotting range is not worth the difference in firepower that I'm giving up. My AC20 centurion recon can one shot every light mech that attempts to get close by jumping behind and shooting the rear armor and has heavy mech level armor. Why would I give that up for a mech that runs around fast (sensor lock negates much of the light evasion) with a little bit more sensor range? Light mechs need a way to cancel sensor locks, also the 2nd level of tactician should probably allow the mechwarrior to sensor lock and fire.
1. Spawning reinforcements should be more dynamic, check if the player has Mechs within the spawn area before spawning. Or better yet first inform the player that mechs will be coming in and second mechs should also always arrive from off the map (yellow line) walking in on their turn unless they are being airdropped. They should be able to be spotted from walking into the map as well.
2. Contracts are repetitive and the difficulty is just more and more waves of mechs but nothing really beyond that. I kite the mechs whittling down their armor using sensor lock saving my armor for close-in brawl. I think missions need to be more tailored to the intel that you said was so important. If I was a mechwarrior's intelligence person for this game nearly every mission would be bring a [Mod edit: Language]-ton firepower. The only mission I recall where the intel was extremely useful was destroying the dropship suggesting a heavy indirect fire lance.
3. Light mechs are nearly worthless as many have suggested. The extra spotting range is not worth the difference in firepower that I'm giving up. My AC20 centurion recon can one shot every light mech that attempts to get close by jumping behind and shooting the rear armor and has heavy mech level armor. Why would I give that up for a mech that runs around fast (sensor lock negates much of the light evasion) with a little bit more sensor range? Light mechs need a way to cancel sensor locks, also the 2nd level of tactician should probably allow the mechwarrior to sensor lock and fire.
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