Posted April 26, 2018
I see a lot of threads about technical problems, pre-order and discount price changes, but no threads about gameplay and bona fide player rage, so here it is. Feel free to post your moments of frustration with the game, stories of epic failure or great plans undone by the RNG deciding you'd lose that day. That doesn't mean it's a game bashing thread. I, for one, like the game quite a bit. On the other hand, that doesn't mean it has to be flawless, and tales of player frustration are almost as old as video games themselves. Something the devs actively encourage with their wounds system. One stray lrm shot grazed the cockpit of your sturdiest, and guarded, 'mech? Enjoy those 26 days in a med bay.
You know a mission is going to be hell when the literal first shot by enemies is a goddamn headshot.
Before I stated putting Guts as high as possible on every single pilot, I had Glitch die to a hail of missile fire. A couple lucky shots to the cockpit, and the knockdown did the rest.
Weirdly enough, the most infuriating missions I had to trudge through all have a swarm of light mechs in common. The little buggers are hell to hit, and with support from a few bigger mechs or missiles vehicles making your 'mechs unsteady they can be a real problem, almost by themselves. Now add an unfavorable starting position "yeah, attacking that big forested hill from a low and unprotected position is going to be FUN." an agressively hostile biome like the Mars biome who f*cks with your cooling and with mineral deposits to make your life harder, some turrets which are far out of reach (but you're in theirs), and a full lance of medium 'mechs, maybe with a couple of heavies to really make you feel it, and you have a recipe for long excrutiating missions. I think that's an actual oversight by the devs and where the "this game is so slow" complaints come from, because while the game is on the slow side, it's nothing insufferable when you're playing. Except when full initiative passes get filled by a squad of 'mechs, who all move, all shoot, some scoring headshots and take full minutes for turns when you can do nothing but take it. Then "your" initiative pass starts, and at this point, sharing it with the enemy becomes a lot less tolerable, even more when, after that initiative pass ends, another, where you still can't play, begins. I have no idea what the devs were thinking when they bloated the opposition like that.
Anyway, here is a story for the ride :
On a Martian biome, my lance is hired to destroy an enemy convoy. I have already done such missions before, so I know what to expect. I bring my Centurion with an AC20, and the fill the rest of my forces with a Trebuchet, Hunchback and Dragon. The plan is simple : Send my Centurion, with my experienced Commander by himself on the road, while I send the rest of my 'mechs to fight the enemy 'mech lance. That Centurion had face tanked and destroyed a full lance of vehicles comprised of two Manticores and two Strikers. I am not worried, he's got this. Things start getting awry though when I get busted by enemy 'mechs still pretty far from the road, so I rush towards it, taking pretty substantial fire from the opposition. When I finally reach the road, and the convoy, they are in stomping range, so my Centurion gets to work while my 'mechs fend off the enemy lance, in a battle that quickly turns sour due to some lucky shots, an inexperienced Trebuchet pilot, and fire support from the vehicles. Finally I am met with a choice : Do I stomp the Striker, the vehicle at the head of the convoy and which actually managed to pass beyond my Centurion, or the Manticore, second vehicle in the line, who is laying a beating on my 'mechs, with one very unsteady and who may very well get knocked down if the Manticore is allowed to fire. The AI having done a competent job at focussing fire, I begrudgingly step on the Manticore, killing it. Immediately after, the Striker starts driving away so hard I could almost hear Eurobeat blasting in the background. Never fear: I'll just shoot it in the back. That damn Striker really is quite far though. My other 'mechs keep fighting the good fight, but in a slow retreat, things aren't going so well. My Centurion's turn again. I unexpectedly can walk quite far, not enough to step on the Striker, but yeah for roads, so I get right behind it and shoot my AC20 in its back. There is no way he can take that amount of damage to its rear armor. I miss. The 85+ percent shot completely misses and my other 'mechs are terribly out of position to stop the Striker, who keeps driving like crazy to the sound of ever increasing Eurobeat blasting on his turn, and may just be one move away from reaching the exit point. Sure, I'll get another shot on my Centurion's turn, but what if THAT misses too? I'm eating the refire penalty now on top of it. In a complete panic I grab the Trebuchet and fire its last missiles at the Striker, to little effect, except that now the Trebuchet is out of position and gets focussed, losing his side torso. There is no way my Dragon and Hunchback can shoot the Striker in time, so I use them to keep the pressure on the enemy lance. My Centurion's turn again. All thought of managing SRM ammo, probabilities and heat are dead to me: Move behind the speeding Striker and unleash EVERYTHING.
As it turns out, I play this game on an old toaster until I can get my hands on my usual computer again. So I distinctly see the the AC20 slug go through the Striker, no damage number appearing, and my 8 missiles drunk flying right after it. With the shots from the Trebuchet, as long as the missiles more or less hit the back and not the sides, I should be good. When suddenly the Striker explodes as a faint orange "100" against the martial soil appears. A disgusting number of SRM hits were white though, so I doubt otherwise they would have done the trick.
I was so relieved on that moment that I didn't care that my Extraction Zone was behind the enemy lines and the Trebuchet could be killed by a deliberate attempt from the game to grief me. I calmly punched a couple of 'mechs, and scored a kill as my Trebuchet was falling back, its pilot more wounded than I cared to think about, and my Centurion reunited with the rest of my lance to finally turn the enemies into scrap heap. The bastards refused to be incapacitated though, so I didn't even get some good loot.
And that's all from me. What were your experiences?
You know a mission is going to be hell when the literal first shot by enemies is a goddamn headshot.
Before I stated putting Guts as high as possible on every single pilot, I had Glitch die to a hail of missile fire. A couple lucky shots to the cockpit, and the knockdown did the rest.
Weirdly enough, the most infuriating missions I had to trudge through all have a swarm of light mechs in common. The little buggers are hell to hit, and with support from a few bigger mechs or missiles vehicles making your 'mechs unsteady they can be a real problem, almost by themselves. Now add an unfavorable starting position "yeah, attacking that big forested hill from a low and unprotected position is going to be FUN." an agressively hostile biome like the Mars biome who f*cks with your cooling and with mineral deposits to make your life harder, some turrets which are far out of reach (but you're in theirs), and a full lance of medium 'mechs, maybe with a couple of heavies to really make you feel it, and you have a recipe for long excrutiating missions. I think that's an actual oversight by the devs and where the "this game is so slow" complaints come from, because while the game is on the slow side, it's nothing insufferable when you're playing. Except when full initiative passes get filled by a squad of 'mechs, who all move, all shoot, some scoring headshots and take full minutes for turns when you can do nothing but take it. Then "your" initiative pass starts, and at this point, sharing it with the enemy becomes a lot less tolerable, even more when, after that initiative pass ends, another, where you still can't play, begins. I have no idea what the devs were thinking when they bloated the opposition like that.
Anyway, here is a story for the ride :
On a Martian biome, my lance is hired to destroy an enemy convoy. I have already done such missions before, so I know what to expect. I bring my Centurion with an AC20, and the fill the rest of my forces with a Trebuchet, Hunchback and Dragon. The plan is simple : Send my Centurion, with my experienced Commander by himself on the road, while I send the rest of my 'mechs to fight the enemy 'mech lance. That Centurion had face tanked and destroyed a full lance of vehicles comprised of two Manticores and two Strikers. I am not worried, he's got this. Things start getting awry though when I get busted by enemy 'mechs still pretty far from the road, so I rush towards it, taking pretty substantial fire from the opposition. When I finally reach the road, and the convoy, they are in stomping range, so my Centurion gets to work while my 'mechs fend off the enemy lance, in a battle that quickly turns sour due to some lucky shots, an inexperienced Trebuchet pilot, and fire support from the vehicles. Finally I am met with a choice : Do I stomp the Striker, the vehicle at the head of the convoy and which actually managed to pass beyond my Centurion, or the Manticore, second vehicle in the line, who is laying a beating on my 'mechs, with one very unsteady and who may very well get knocked down if the Manticore is allowed to fire. The AI having done a competent job at focussing fire, I begrudgingly step on the Manticore, killing it. Immediately after, the Striker starts driving away so hard I could almost hear Eurobeat blasting in the background. Never fear: I'll just shoot it in the back. That damn Striker really is quite far though. My other 'mechs keep fighting the good fight, but in a slow retreat, things aren't going so well. My Centurion's turn again. I unexpectedly can walk quite far, not enough to step on the Striker, but yeah for roads, so I get right behind it and shoot my AC20 in its back. There is no way he can take that amount of damage to its rear armor. I miss. The 85+ percent shot completely misses and my other 'mechs are terribly out of position to stop the Striker, who keeps driving like crazy to the sound of ever increasing Eurobeat blasting on his turn, and may just be one move away from reaching the exit point. Sure, I'll get another shot on my Centurion's turn, but what if THAT misses too? I'm eating the refire penalty now on top of it. In a complete panic I grab the Trebuchet and fire its last missiles at the Striker, to little effect, except that now the Trebuchet is out of position and gets focussed, losing his side torso. There is no way my Dragon and Hunchback can shoot the Striker in time, so I use them to keep the pressure on the enemy lance. My Centurion's turn again. All thought of managing SRM ammo, probabilities and heat are dead to me: Move behind the speeding Striker and unleash EVERYTHING.
As it turns out, I play this game on an old toaster until I can get my hands on my usual computer again. So I distinctly see the the AC20 slug go through the Striker, no damage number appearing, and my 8 missiles drunk flying right after it. With the shots from the Trebuchet, as long as the missiles more or less hit the back and not the sides, I should be good. When suddenly the Striker explodes as a faint orange "100" against the martial soil appears. A disgusting number of SRM hits were white though, so I doubt otherwise they would have done the trick.
I was so relieved on that moment that I didn't care that my Extraction Zone was behind the enemy lines and the Trebuchet could be killed by a deliberate attempt from the game to grief me. I calmly punched a couple of 'mechs, and scored a kill as my Trebuchet was falling back, its pilot more wounded than I cared to think about, and my Centurion reunited with the rest of my lance to finally turn the enemies into scrap heap. The bastards refused to be incapacitated though, so I didn't even get some good loot.
And that's all from me. What were your experiences?