Of course, on turn Two you will have to stay put and Brace, but the next turn both beacons will have been activated. I haven't downloaded FLASHPOINT yet, as I'm on business trip and will get home only tomorrow night, so my following thoughts might very well be simple (and partially or totally wrong) strategy hipothesys BUT, IIRC, Light Mechs act on Initiative mark 4, which should mean that using very fast lights such as Spider or Locust, with maxed armor, max JJ and ++ Hit Defense Gyro you should be able to reserve the whole Lance until Initiative mark 1, then sprint or jump into 2 spot zones on Turn One. Anyone have some answers?Īs for a fix, less assault mechs, or longer time limit, (12-16 turns if they don't touch the mech spawns) or guarenteed backup would all make the mission possible. so I gotta ask, did the devs even bother play testing this? you'd think someone in the beta for Flashpoint would have been like "hey I found unbeatable levels, you might want to fix this before launch." I'm not even all that mad, and i really like the DLC over all, but my curiosity is getting the better of me here. This is not a case of come back when I'm stronger and try again, it is a case of the level cannot be beat. I want to make it clear, this is on an iron man save file that has beaten the main campaign so I literally have the best mechs in the game. I've run this mission three times, and the only time I beat it was when all of the enemy mechs were medium and heavies, not assaults and heavies and the game spawned in an allied lance of fire support mechs with lots of LRMs. In effect, you have six turns to plant your metal robot butt on the beacon sights while 12-16 heavy and assault mechs unload on you beacuse if you start on turn seven, you lose. The issue is that these beacons are out of mutual supporting range, so your mechs must split up to reach all of them in time, and there are 12 to 16 assault and heavy mechs on the map who really, really, want to kill you. something else happens and then the mission is completed. Each beacon requires the mech to stand in a very small area for two turns. There is a heavily defended base and you have 8 turns to plant 3 beacons around it. However, after installing Flashpoint, I have been handed two missions in the span of about 12 hours that are literally impossible. There are very few missions that I find to be to difficult to complete, and those that are to difficult are usually because the enemy spawns within LOS of a base and shoots down one of the buildings before you can move a mech between them and the base. But when their forces are routed and the siblings flee in two directions you’ll need to choose which commander – and which unique salvage – you’ll pursue.So I've played Battletech for about 200 hours, and I think I'm pretty well versed in the nuaces of the game. The Zhao twins are a thorn in the side of your employer and it’s time to terminate their command. Will you share this information with your employer or keep the ‘Mech for yourself? The routine capture of a criminal syndicate’s warehouse uncovers the resting place of an ancient BattleMech. Will you escort them to safety at the risk of your MechWarriors and their ‘Mechs… even if they can’t pay? The petty squabbling of political rivals takes a deadly turn when civilians are caught in the crossfire. Here’s just a few examples of the many new stories and challenges you’ll face as a mercenary commander in Flashpoint: In addition to narrative twists and turns, some Flashpoint stories feature consecutive deployments in which players can’t repair or heal between missions, while others feature infiltration contracts that restrict the tonnage of deployable BattleMechs.īeyond adding over 30 hours of exciting Flashpoints to BATTLETECH, this expansion comes complete with three new ‘Mechs (including the highly anticipated Hatchetman), a challenging new mission type, and a new tropical biome for the biggest and most challenging BATTLETECH experience yet. Introducing Flashpoints: high-stakes, branching short stories that link together mercenary missions, crew conversations, special events, critical choices, and rare bonus rewards to take BATTLETECH’s endgame and Career-Mode gameplay to the next level.įlashpoints embroil you in the feuds and machinations of the various Great Houses of the Inner Sphere, and are designed to keep even the most hardened mercenary commanders on their toes. BATTLETECH’s first-ever expansion adds new gameplay, depth, and over 30 hours of new content to your mercenary experience.
0 Comments
Leave a Reply. |