What is the difference between battletech and mechwarrior




















I tend to prefer the games that ones that keep a bit more of a tactical focus, rather than becoming twitched based arcade shoot 'em ups. Last edited by Mudpony ; 15 Dec, pm. Charlie View Profile View Posts. Mechwarrior has poor voice acting and character models, not to mention the lack of idle character animations that make everyone look stiff and mannequin like, plus the lack of a proper character driven story makes it feel a little dull and uninspired. That aside, Mechwarrior is a power fantasy designed to make you feel like you are a badass piloting a giant war machine in a massive sandbox, and it doesn't even try to bother to pretend to be anything else.

It is an absolute blast if that is your thing. This is where the game truly shines, and this is what Mechwarrior is all about.

I only wish they put in more effort into everything else. Battletech on the other hand is developed by one of the original creators of the tabletop, and it clearly shows.

The ambient music, UI and design, along with the background dialog between your crew if you pay attention to it and random events helps bring the setting and characters to life. A few highlights include hearing Meyer asking someone to fetch her a cup of coffee over the intercom, or Darius announcing that everyone is to be subject to mandatory antibiotics treatment after stopping by an outpost that's currently undergoing some bacterial infection. Random events can be something completely unrelated, light hearted and inconsequential, such as deciding what to do with the footage of your mechwarriors unwittingly skinny dipping in full view of a security camera, or deciding how to handle someone else trying to poach your max level merc.

It's not perfect, but the game at the very least tries to make your crew as memorable as possible, provided of course you aren't one of those who spams the continue button without bothering to read the dialog. As for the combat At times, I enjoyed it. Other times, not so much. Don't get me wrong, nothing beats the feeling of finally putting together a brand new mech and taking it out on a test run, especially your first heavy and assault class mechs, but damn.

When it drags, it really drags. Spending over an hour playing cat and mouse with 2 assault lances that constantly uses sensor lock to bombard you with PPCs and LRMs is a huge pain. Especially when the game performance starts to suffer. In short? Look no further, Mechwarrior 5 is what you are looking for. If you are looking for a game with a character driven plot and progression, one that tries to immerse you into the Inner Sphere and it's blood soaked history?

HBS's Battletech is what you want. Perhaps a fuel drop cost for dropping a excessively heavy lance would be a better way to keep the end game interesting. However, one of the biggest complaints about HBS BT is that after you get a full lance of Assault Mechs the game is no longer challenging and gets boring and repetitive. PGI to proactive steps to address that and I have watched a couple streamers who say that they are enjoying the game more since completing the campaign. Some use lighter Mechs and some use less Mechs but heavier Mechs.

They seem to like the challenge. I agree that it makes no sense for Battlezones to increase the time and money it takes to repair your Mech. I would actually be OK with the idea that a Mech could not be repaired at all in a Battlezone if it sustained substantial damage and you then had to travel to a world where major repairs and parts purchases fabrication could be done. However, I suspect a lot of players would be even more unhappy if this was the case.

I, too, hope that the Leopard becomes a more active space where all the room starts to serve a purpose and it becomes possible to have some interaction with the crew and fellow Mech pilots. Maybe that will come in an expansion or mod. It has been fleshed out with patches and DLC. PGI's MW5 is one week old. I hope we will see similar growth, improvement and expansion of it as time passes. I really enjoy both games and I am happy with both for now.

May 12, 8. However, I suspect a lot of players would be even more unhappy if this was the case Prussian Havoc said:. If anything MW5 just might be taking it easy on the Player and underestimating the inflation rampant in a War Zone. So you never took spares to forward operation base so that you don't have to take the defense battery to garrison for repairs? Did you bring a spare, bring the tools, bring the personnel … yet some came in told your repair crews to work slower and charge your unit extra money because you did your job in combat zone over the parts and labor you brought from garrison paid on the same salary, using the same tools?

My experience is no. Its bad planning, cutting deployment costs buy shipping less spares, and short changing logistics that generally cost those expenses. BattleTech and MechWarrior both allow for the same issues in game without adding anything additional. Also, their forward deployed base is their garrison base as the drop ship is a mobile everything They don't have a different garrison office where they store the rest of gear I don't think you see a huge difference in an aircraft carriers maintenance when they are docked in the US vs when they docked in the Australia because they keep what they need on the ship.

May 27, Tonnage limits suck, but now that spawn rates have been improved, at least the difficulty is VASTLY more plausible so it evens out. I started a new game after the last patch and the change is real. So much that, well, after being used to harsh spawns the game is now relatively easy or is it that I have improved? Maybe something for the future, but not NOW.

Jurav Recruit. Dec 20, 1 0. I love the game, I've missed Mechwarrior so much, but I agree with all of what the OP has stated. I'd also like to see more in depth content in Mechwarrior 5 like Battletech Computer has. Like: Upgrades to Drop ships that affect morale and training of crew and pilots Moral boosts and losses Random crew events Being able to chat with crew members on the drop ship.

Hear their story and backgrounds More Historical content that can be researched on a computer terminal Planet and moon weather that affects the heat sinks on mechs Just things that will make the universe feel more alive. Feb 2, I think a good place to spend money would be to make a Union and excalibur dropship interior. Art resources could be minimized by making bays for 4 mechs then making copies of them with minimal differences.

Center of the 3 4 mech bays is the ops room. Operating costs of such a thing would promote endgame play without the drop tonnage silliness that currently exists. Who could afford to keep an excalibur dropship running on what some poor farmer can pay for running off some pirate hovercraft? No, its a tool to drop heavy on a serious conflict and earn the heavy payouts. Jun 22, Drop tonnage never makes sense except when the employer provides the dropship or the environment somehow cant support the heavier machines.

And even then it makes no real sense. But i think Mechwarrior 5 did an even better job then Battlletech to keep the small stuff viable. There is exactllly no cause to take a light when you can take a Atlas, except when you need the speed.

At least Mechwarrior 5 managed with Raid missions that it is always the better idea to take the faster Mech. In Battlletech lights were only useful in the endgame when youu wanted to make it yourself harder. Even Tarquet Aquisition is easier with a bunch of Assaults then with 4 lights. Jurav Take a hard look at Ice Planets and then at the Volcanic map and telll me again environment doesn't effect heat in MW5.

Mechwarrior Recruit. Nov 14, 9 0. Apocal Captain 28 Badges. May 7, The Paint Lab in MW5 is certainly superior. Just let me hex code those colors, set the pattern and then stand aside.

Quardak Sergeant 11 Badges. Feb 25, 53 0. Best of both or three Worlds? And thanks to those little vignettes, I remember almost every pilot I've served with, from my quirky PPC expert Glitch to the stubborn Behemoth, whose sudden death at the hands of a Hunchback ambush caused me to audibly scream. Last I logged in, a beat described how one of my pilots a real hothead named Archangel was properly shaken up by a tough fight we'd just had.

In MechWarrior 5, my pilots are a bunch of hammed-up voices to stuff in an AI-controlled mech, without even a callsign to remember them by. They're serviceable, but they're not memorable. And that's the crux of it, isn't it?

In Battletech, my career mode built a story—whether that was losing a pilot, clutching a mission or making tough financial calls. In MW5, I mostly just feel like I'm playing instant action with a budget. Heroes of the Inner Sphere does, at least, tidy up a few of my other frustrations with MW5.

Maps are now less visibly procedural, no longer feeling like a tiled board of terrain prefabs. And the DLC does boast a number of new story threads, with quests to take down special "Heroes" with overpowered mechs and a number of career paths to descend.

Maybe, down the road, Heroes of the Inner Sphere really does get good. What the game still needs at this stage is a layer of presentation that makes each stop on your journey through the Inner Sphere easier to remember, and storytelling that adds meaning to the downtime in-between.

Embedded in the European indie scene and having herself developed critically acclaimed small games like Can Androids Pray, Nat is always looking for a new curiosity to scream about—whether it's the next best indie darling, or simply someone modding a Scotmid into Black Mesa.



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