![]() That double layer of randomness makes it difficult to reliably hit a specific part with a regular attack. Once something successfully hits, each visible piece of the enemy then has another percent chance of what part it will land on. When you take a shot, each individual weapon displays a percent chance to hit based on distance, the defense of your target, and few other things. Thankfully, it’s easy enough to click a unit for an accurate breakdown, but the misleading display duped me into a few mistakes early on.īut worse than that, RNG often rears its ugly head to turn any plans I make into guesswork instead of tactical destruction. Those bars don’t scale consistently across units either, so a turret with seven structure health and 100 armor will have a bar that, at a glance, looks extremely similar to that of a unit with significantly more health. Each unit has a bar with its current structure health on the left and armor on the right, but a mech with a near-full bar could potentially be within an inch of death if it’s hit in the wrong spot. It influences my positioning on the battlefield too, allowing me the keep the important or injured side of my mechs faced away from the front line.Īt the same time, BattleTech’s at-a-glance health bar UI can be frustratingly misleading. ![]() It also means I can plan my own mechs accordingly, adding extra armor to parts with important equipment. ![]() I love being able to scout out enemy mechs, see that their biggest weapon is on the left arm, then plan to blow up their poorly armored left shoulder to destroy both parts at the same time. ![]() It’s a complex system to initially wrap your head around, but also a very cool one on paper. Blowing up the head (which is very hard to hit) or center torso (which is usually heavily armored) will even kill the mechwarrior inside, taking the entire mech down with them. If that health bar runs out then the piece explodes, along with everything attached to it. Once you blow through a piece’s armor the part itself starts taking damage. But it’s hard not to feel that all those best-laid plans can go to hell simply because of a lucky shot or an unlucky miss, and in a way that’s much more frustrating than you see in other percentage-based tactics games like XCOM 2. There’s a lot I love about the strategy behind each fight positioning, heat management, and targeting all offer interesting decisions to make and different strategies to learn. Fighting on 50 Tons of Explosivesīut even if that story is well told, at its radioactive core, BattleTech is about its fights – and unfortunately, that’s where it can be hit and miss (very literally). I cared for the characters and the story being told as I fought for the Arano Restoration, and the objectives that story presented to me with in the field - like saving escaping civilians or raiding ancient military bases - were significantly more challenging, interesting, and well put together than anything I found taking a random contract. The main story’s handcrafted missions are full of lore and dialogue to read between and during missions, and it’s all written extremely well. That’s all while completing main campaign missions, but even those are effectively optional (but lucrative) if you want to ignore politics and just make your way through the world one job at a time – though I don’t recommend it, because you’d miss out on the best part of BattleTech. While half of BattleTech is about strategy and tactics in the field, the other half puts you in charge of mechwarrior pilot training, mech customization, and choosing contracts to make sure you have enough money at the end of each month to fund the whole operation. Running a mercenary company is more than just firing missiles.
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