SO after several months now of playing there is a feature of the game I find is in my opinion BROKEN, and as a note, supremely irritating in whats supposed to be a "turn" based game.
In this particular instance it's a convoy escort mission..
my mech's are pacing the convoy and I send one mech off in an early phase to take care of a flanking mech before the silly thing takes one of the convoy vee's out. Lucky head shot with a PPC and target looses his head over it all.
TURN ENDS RIGHT THERE WITH NO ENEMIES LEFT EVEN THOUGH 3 OF MY 4 MECH'S HAVE NOT MOVED YET.
The convoy which happens to be in APC's that are seriously faster then all but one of my mech's go charging on ahead and the lead Vee motors into the objective/dustoff zone triggering the next wave of enemies.
Enemy, the convoy, and trailing are my mechs badly out of position. The OPFOR, why 4 light mech's of coarse who are sufficiently close to melee the Vee's which they proceed to do. Moments later I'm down two vee's, my light mech is still out of range even after a sprint.. My medium all are able to get into range, and for the most part hammer the opfor but only 2 of the 4 OPFOR mechs get fired on due to terrain and position. Next turn I loose the last 2 Vee's MISSION FAILED.
Ok I know what to expect from now on and will always hold up the convoy until I can get at least 2 mech's to the extraction zone ahead of time... well ahead of time..
But if the game had followed a recognized turn based game rule which is "Until all units have moved the turn does NOT advance." it's unlikely I would have been in a position to fail the mission.
Really wish with all my heart that you the DEV team would correct this rather anomalous bit of coding. Any other turn based computer game would consider this a bug. I know I do. It is not expected behavior and it's been this way since the game launched and obviously before and seriously complicates game play in a way that does not make any sort of logical sense.
Could you pretty please do something about this?
In this particular instance it's a convoy escort mission..
my mech's are pacing the convoy and I send one mech off in an early phase to take care of a flanking mech before the silly thing takes one of the convoy vee's out. Lucky head shot with a PPC and target looses his head over it all.
TURN ENDS RIGHT THERE WITH NO ENEMIES LEFT EVEN THOUGH 3 OF MY 4 MECH'S HAVE NOT MOVED YET.
The convoy which happens to be in APC's that are seriously faster then all but one of my mech's go charging on ahead and the lead Vee motors into the objective/dustoff zone triggering the next wave of enemies.
Enemy, the convoy, and trailing are my mechs badly out of position. The OPFOR, why 4 light mech's of coarse who are sufficiently close to melee the Vee's which they proceed to do. Moments later I'm down two vee's, my light mech is still out of range even after a sprint.. My medium all are able to get into range, and for the most part hammer the opfor but only 2 of the 4 OPFOR mechs get fired on due to terrain and position. Next turn I loose the last 2 Vee's MISSION FAILED.
Ok I know what to expect from now on and will always hold up the convoy until I can get at least 2 mech's to the extraction zone ahead of time... well ahead of time..
But if the game had followed a recognized turn based game rule which is "Until all units have moved the turn does NOT advance." it's unlikely I would have been in a position to fail the mission.
Really wish with all my heart that you the DEV team would correct this rather anomalous bit of coding. Any other turn based computer game would consider this a bug. I know I do. It is not expected behavior and it's been this way since the game launched and obviously before and seriously complicates game play in a way that does not make any sort of logical sense.
Could you pretty please do something about this?
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