I keep a Win 98SE VMWare Virtual Machine with MissionForce Cyberstorm (+ all patches) installed and standing by at all times. So I can launch STOMPY MECH LASER MISSILE SHOOTY FUN on demand!
I use to play SO MUCH Cyberstorm. My recollection was that their was a shield bug that never got fixed (right front shield, IIRC). The whole community would respect that you don’t intentionally go after that buggy shield. I’m assuming that bug is still there?
DFA’s are a real “hold my futureBeer!” moment that we didn’t really try much in the boardgame, because the results would always be spectacular, just not in the way you wanted.
In the most recent beta version of the game the AI is still a bit dumb, but won’t necessarily just outright rush your position only to fall into a cunning trap. I’ve seen the AI park a Panther on a distant hill and take long range PPC potshots and do the same with LRM boats too.
I’d like to see them work hard to flank with scout mechs to open up this long range indirect fire, rather than just run straight forward, but I’d expect that will come with later updates.
Overall I’m not too worried about the AI being dense because it can’t be worse than the Megamek AI and as you’ll be playing a mercenary unit, presumably fighting regular forces, you can expect to be outnumbered which will help to hide some AI limitations.
Outside of that, the feel of the game reminds me so much of the boardgame itself that I’m having flashbacks to arguments about heat management, that pull out poster I had of Natasha Kerensky, and that time a fried of mine swung at a Locust in his Thunderbolt, missed, overbalanced and toppled over, then got one-shot killed in the rear centre torso.
Also, it looks like this.
Half my desktop wallpaper rotation is from this game already.
Hey, we actually have a thread for generic Mecha talk, maybe we take the Cyberstorm talk there?
I think more than that, HBS has revisited some of the core rules with an eye to making it easier for the AI to ‘understand’ the game. In tabletop BT, you really need to spend time counting hexes for optimal number of hexes moved to maximize to-hit rolls, looking at intervening terrain, watching your heat for to-hit penalties, etc. ‘Evasion’ and cover appear to be significantly simplified systems that, in theory, should make it much easier for the AI to play strategically.
The honor of scrapple must be defended, but out of respect for giant stompy robots, I have put this into one of the food threads.
Ha ha, now you want this even more!
Just about to post this. I can’t wait!
I do agree with one of the YouTube comments that there had better be an animation speed slider! These games tend to over-emphasize the delay before shooting way too much.
Halcyon days when two of my favorite wargames of my youth get good conversions: OGRE, and now Battletech. If someone did a proper turn-based SFB conversion, my head would probably explode.
One of these is slightly more polished than the other.
This is one project I never had any doubts about, at least not after I played one of the Shadowrun games.
I’m still quite happy I backed this and can’t wait for release…
There was a leaked date of april 8th if im not mistaken and steam now shows as “April 2018” instead of early 2018.
Don’t know about the 8th but I just got a backer email that says there’s a confirmed launch window of April 2018.
I read that on redditt last week but i could be wrong. Just saw they launched a new trailer.
Is there a campaign for this, or is it just buying mechs with points and battling?
If there is a campaign, is it sandbox/battle brothers style with a lot of replayability or is it a story type of deal?