Expansion (Flashpoint) coming in November

Discussion in 'BattleTech (Harebrained)' started by Lardaltef, Aug 21, 2018.

  1. Lardaltef

    Lardaltef Well Liked Berserker

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    New biomes. Short story (linked missions. I guess mini campaigns). 3 new mechs (hatchetman, crab and cyclops). New encounter (mission type?) That needs the speed of lights and mediums. I guess so they are used late game.
     
    Last edited: Aug 22, 2018
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  2. Lardaltef

    Lardaltef Well Liked Berserker

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    https://forum.paradoxplaza.com/foru...sion-flashpoint-coming-this-november.1115724/


    BATTLETECH - FLASHPOINTEXPANSION
    INTRODUCTION
    High Stakes Short Stories
    The first-ever BATTLETECH expansion comes complete with three new ‘Mechs (including the highly anticipated Hatchetman), a challenging new mission type, and a new tropical biome, along with its featured namesake, Flashpoints.

    Flashpoints are high-stakes branching short stories, comprised of procedural mercenary missions linked together with new crew conversations, special events, critical choices, and valuable rewards.

    To ramp up the intensity, some Flashpoint stories will feature “Consecutive Deployments” in which players won’t be able to repair their ‘Mechs between missions.
    MAIN FEATURES
    Flashpoints - Test your command skills in a series of action-packed short stories, completing extended contracts to earn big bonuses.

    New Biome - Navigate a lush tropical beach environment, with sunny shores and just a pinch of alien flare, for good measure. Sunscreen optional.

    New BattleMechs - Get your ‘Mech on with the armor-chopping power of the Hatchetman, the speed and versatility of the Crab, and the multi-range firepower of the Cyclops.

    New Encounter - In “Target Acquisition”, you’ll put your light and medium ‘Mechs to good use by taking control of three territories on the map to prevail!
     
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  3. Lardaltef

    Lardaltef Well Liked Berserker

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    Last edited by a moderator: Sep 4, 2018
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  4. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    I'm still not a fan of teh ability changes. I hope they can be reversed after the patch with some simple modding. The other additions seem good, though.
     
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  5. Lardaltef

    Lardaltef Well Liked Berserker

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    Guess they (HBS/paradox) are/were doing a reveal demo on twitch today. Or a livestream. Maybe not twitch. Dunno.

    [​IMG]
     
  6. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Interesting that they decided to replace the whole hand with a hatchet head. The purist in me doesn't like it, but generally speaking, it looks pretty good. I suppose we have to assume the hatchet is not removable and cannot be used with other mechs, though. A little bit of a bummer there.
     
  7. Lardaltef

    Lardaltef Well Liked Berserker

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    It does actually make sense. It's also kinda saying the wrist joint might be a weak point. Probably also because this way the hatchet cant block the weapon on that arm. I think it is a laser.

    Probably mostly so they dont have to deal with the laser firing through the hatchet (if it were held in a hand.) Clipping stuff.
     
  8. Hakija

    Hakija Chaos Pony Viking

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    I looks more like an industrial tool. I like it. It works with the aesthetic of the rest of the mechs.
     
  9. Lardaltef

    Lardaltef Well Liked Berserker

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    November 27th $19.99 (though I'm seeing a promotional offer till December 2nd for $17.99)

    Pre purchase is up in steam store.
     
  10. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    :hatchetbump:
     
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  11. Solis Obscuri

    Solis Obscuri Well Liked Hirdman

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    The next planned expansion (after Flashpoint) seems to be an Urban Combat one. I'm kinda surprised they didn't hold the Hatchetman for that release.
     
  12. Orcinus

    Orcinus Veteran DovaOrca Berserker

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    maybe they are saving the Axman for that one, with the Hatchetman as a way to test the waters early
     
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  13. Solis Obscuri

    Solis Obscuri Well Liked Hirdman

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    I wondered the same, though both designs are most nitable as urban fighters.

    Heh, maybe they'll do a total curveball and give us the Wyvern..
     
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  14. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Seems like for the most part they listened to the credible feedback. The new Bulwark seems like a change for the better and the Coolant Flush ability is no longer broken as hell. Personally, I'm still not a fan of Coolant Flush, but it is way more balanced than it was before.

    The new faction standing system is a definite improvement. We get a new "career" mode that removes all of the limiters on where you can go and what you can do in the storyline campaign mode. There is also a better command rating system to give players another way to better challenge themselves.
     
    Last edited: Nov 6, 2018
  15. Solis Obscuri

    Solis Obscuri Well Liked Hirdman

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    Fuck coolant flush and fuck them for putting in an ability that negates the importance of heat management.
     
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  16. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Yeah, I'm not happy about it either, but it's way better than what they were originally pushing for. Heat management has not been ruined with it, though. The ability just gives you a heat sink boost one turn for a heat penalty that lasts 3 turns. But I agree it is a dumb mechnaic, because there is no explanation for it in lore nor does it make sense why some veteran pilots can do it while others can not. It feels really gimmicky. The good news is that it only replaces Juggernaut (which wasn't that good anyway without mods), so if you don't like Coolant Flush, it is easy to ignore. I will be working on a mod that replaces it. Will post it here when it's done.

    I'm on the fence if Sure Footing is an improvement or not.

    That being said, the new Bulwark I think is a definite improvement that encourages the use of terrain features. So it's not all bad.

    Overall, I'd give this patch a "C". It passes, but only just barely.
     
    Last edited: Nov 8, 2018
  17. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    C's get degrees (Borf I fucking hope...)
     
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  18. Lardaltef

    Lardaltef Well Liked Berserker

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    I wonder how long it will be before someone mods in a dildo in place of the hatchet. I'm betting day 2.
     
  19. Solis Obscuri

    Solis Obscuri Well Liked Hirdman

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    • Coolant flush lets you alpha strike all the time with no penalty if you have the right cockpit mods to protect your pilot. (Goodbye heat management and heat efficiency builds)
    • Evasive pips are nerfed moderately, and the Balance bonus just makes Bracing less needful (lower tactical emphasis on using that skill)
    • Bulwark is now much more powerful because it stacks with Cover, so you can fight in the woods at 75% resist, and if you have the morale to use Vigilence often you don't have to deal with Bracing ever. (Another no-strategy end run)
    • Target Lock got buffed in a way that is meaningless (particularly with more damage resistance and alpha strike spam enabled), still remains a gutter skill besides LRM spamming with certain lance compositions.
    You can judge for yourself, but I think giving this one a "D" would be too generous. It's more like, "Who needs tabletop strategy when you have unit customization and LosTech mods?"
     
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  20. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Did we watch the same video? Where are you getting this info?

    Bulwark now gives a 40% bonus and stacks with cover (20%)... that's 60% at best,... but only if you are standing still in cover. I agree that this is still a bit too high, but it's not what you described. There's actually some mathematical data to support a 20-40-60% split; if damage roughly translates to stacks of 5, 20% splits are very easy to factor without fractional damage. Honestly, with the prevalence of cover, I feel that 60% (bulwark + cover) max is still too high, but it's still better than what we had before; getting a 50% buff in open terrain was silly... even at 40% it's still silly, but my point is that this "patch" isn't going ruin the experience for you... at least not any worse than it already was.

    Kiva described exactly what Coolant Flush does and nothing about it involves damaging the pilot now. Its just a flat 50 heat reduction 1 turn for 8 additional heat for 3 turns.

    I can see where there is room for improvement, but I don't understand where this level of negativity is coming from. The original Bulwark and Juggernaut were broken as hell (one being too good, and one being terrible). They dialed back Coolant Flush significantly. Even if I'm not thrilled with the ability changes, there is still plenty to be happy about (everything in the video before the 12 minute mark). That's why my response to this update was "meh" and gave it a "C" (in my field of study, anything below a C is failing).

    Let's keep thing in perspective here: the ability changes are just one part of this patch and yes, they are underwhelming, but the rest of the patch has some welcome changes. If that doesn't describe "not failing" to you, I don't know what would.

    Personally, I wish they would give a little more love to evasion bonuses; light mechs really need it. But that's just a design choice on their part. I won't truly be upset as long as they give me the means to mod their game the way I want.
     
    Last edited: Nov 14, 2018