BATTLETECH

Don’t get me wrong—I love taking a Jenner for a leisurely jog through the mountains or laying down a blanket of LRMs to glass the shimmering sands of a haunting, lonely desert. But that’s never been the natural environment for mech battles, as far as I’m concerned. The iconic BattleTech experience is punching your enemies right through the front window of a seafood restaurant, demolishing some high-rise apartments with stray laser beams, and having your lightweights dart in and out of a dense office park to take sneaky pot-shots. Urban Warfare delivers on that experience, among other things. And it feels good.

The metropolitan environments in Urban Warfare are well-designed and present novel tactical challenges. The maps I’ve seen so far seem to be a good mix of terrain types, with crowded streets and skyscrapers broken up by open plazas and city parks that make sure you have some options if street-to-street brawling and gunslinging isn’t your style. This creates some niches for lance compositions that aren’t especially viable in BattleTech’s other environs. I found the widespread availability of cover and sight blockers to be a boon to lighter mechs, especially. Using their speed to set up very narrow firing lines and then darting back into safety can be very powerful, especially with accurate, long-ranged weaponry.

And if you’ve got jump jets, even more new possibilities open up since you can jet up to the roof of most buildings to rain death from on high. I found this to be a very powerful scouting ability as well, allowing me to take up a position on a well-placed tower and spot for my indirect fire mechs without putting any of my MechWarriors in too much danger. This tactic does present its own risks, however, since just about everything is destructible. Missed shots now hit objects behind your intended target, and you can target buildings directly. A scout mech that takes a fall from 30 stories because an enemy Colossus decided he wasn’t a fan of that particular city block is going to be a bit worse for wear, and totally exposed as a result. The same is true if an enemy is using the urban sprawl for cover. With enough firepower, you can literally level the playing field with just a bit of high explosive and elbow grease.

Beyond creating new tactical opportunities, it just looks and feels right. Games and movies about giant robots hit a sweet spot when their well-oiled stars are racking up millions in collateral damage, crushing minivans underfoot, and giving insurance companies heart attacks. It’s such a joyous and resonant experience that the expansion could have easily been called BattleTech: Homecoming.

The other major expansion feature is electronic warfare, which comes in two varieties. Electronic Countermeasures can jam long-ranged targeting, which is a great way to shut down opponents who like to strap LRMs onto as many hard points as possible and shower the battlefield with ruin, occasionally hitting an actual mission target. So it’s there to specifically counter my playstyle, basically. Lucky for us indirect fire fans, the accompanying 1.6 patch adds the Catapult C4 as a consolation prize—a variant that dares to ask, “What if missiles, but too many?”

On the offensive end of electronic warfare, you can now deploy Active Probes, which remotely provide data on a targeted area of the battlefield without having to risk the life of that new guy who got stuck with the Locust until he can prove he’s responsible enough for a real mech. These can be very powerful, especially on urban maps where sight blockers are plentiful. Since I like to run with heavier, slower mechs most of the time, it’s really nice to have an alternate option for scouting.

Most of the other significant changes relate to the career mode, and I haven’t had the chance to dig into them too deeply just yet. The galaxy map has been expanded with around 50 new star systems, new event chains, and new contract types that can involve taking on multiple opposed factions at once in three-way free-for-alls. Collateral damage can also now affect mission payouts, so you might have to resist the urge to fell entire cities in some cases. That’s all free in 1.6. With the Urban Warfare DLC, we’re also getting new flashpoints with original crew dialogue and an Attack and Defend mode that sounds kind of like turn-based DOTA—the enemy base will continually churn out vehicles to attack your side’s HQ until you blow the thing to bits.

BattleTech definitely feels like a more complete and varied game with the addition of urban maps. And there’s no denying that laying waste to the urban environments with giant, stompy death machines is one of life’s simple pleasures. You’ll be able to try it out for yourself today.

BATTLETECH - missdeliana

Don't miss your chance to secure your spot at PDXCON this year at 20% OFF! The discount will end on the 31st of May so if you already know that you're joining us the time to act is now!

Read all about it and purchase your tickets here: https://pdxcon.paradoxplaza.com/
BATTLETECH - missdeliana

Tickets for PDXCON are now available! Join us for a weekend in Berlin, filled with games, people and all things Paradox.

Read more and get your tickets here: https://pdxint.at/pdxcontickets
BATTLETECH

BattleTech is planning a city break this summer with the Urban Warfare expansion. Up until now, lance battles have mostly taken place in the wilderness, with the occasional trip to a gloomy outpost, but with Urban Warfare you'll be able to kick the oil out of mechs on city streets and rooftops surrounded by destructible buildings. Check out the trailer above. 

Urban environments aren't just a nice change of scenery; they'll also present new tactical challenges. Buildings offer plenty of places to hide and lots of cover, but you can also kick them down and deny the enemy safety. Health and safety is clearly not a big concern in these cities, either, as there are explosives scattered around, just waiting for to be set off. 

As well as being able to use the tried and tested 'hide behind a wall' method, you might want to try the new ECM tech, once lost but recently rediscovered, which will make you and nearby friendlies invisible, at least to enemy targeting systems. Of course there's a counter, so you'll need to watch out for mechs equipped with probes. This tech sounds like it should come in just as handy outside cities, too. 

There are two new mechs, one of which packs both the ECM and probe, and it's not just mechs with some tricks up their sleeves. You'll have to fight three new enemy vehicles sporting prototype ECMs and probes, as well. 

The last expansion introduced branching story missions, Flashpoints, and Urban Warfare adds another to the list, along with a new kind of encounter where your lance will have to take out an enemy base while trying to protect their own from enemy attackers.

It's quite a bit more than a new biome, then, though that's still definitely the highlight. I'm sick of trees. Give me a skyscraper to punch.  

BattleTech: Urban Warfare is due out on June 4. 

BATTLETECH - contact@rockpapershotgun.com (Dominic Tarason)

BattleTech is letting folks channel their inner Godzillas on June 4th with its second expansion, Urban Warfare. Its biggest addition is a new and deliciously destructible set of city environments, with rooftops to jump-jet onto or embarrassingly fall off. As expected, there will also be a pair of new ‘Mech types, a set of new smaller vehicles (including cars to step on, though I don’t think they count), and an all-new mission type. There’ll also be some new story-based Flashpoints, building on the previous expansion’s big new system. See the announcement trailer below.

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BATTLETECH - missdeliana

Gear up for a night on the town: BATTLETECH: Urban Warfare releases on June 4th! Watch the trailer:
https://youtu.be/SOl1CvdcOew
Pre-Order now: https://pdxint.at/2viIOvW
BATTLETECH - demasiri_pdx


PDXCON2019 is coming and we couldn’t be more excited to meet our community at the event - which takes place on October 18th - 20th, 2019. Tickets go on sale on May 7th, but we’ve got a secret to tell you…

If you head over to the PDXCON 2019 website at https://pdxcon.paradoxplaza.com/ you can sign up to the mailing list. Anyone that signs up will be given 8 HOURS early access before the public availability of the tickets to buy before everyone else! Sign up now and keep your eyes on the news we’ll be sending out because tickets will sell out.
BATTLETECH - contact@rockpapershotgun.com (Dominic Tarason)

Lovely as it was, Harebrained Schemes’s BattleTech felt like it trimmed back many of the tabletop game’s wilder elements. RogueTech, a messy compilation of mods organised by “LadyAlekto” and crew, reinstates these complex rules and lets you bolt just about anything onto your big stompy bots up to and including the contents of the kitchen sink. If riding a clattering, improvised pirate ‘Mech into battle with a hot-rod engine and a Gauss shotgun loaded with silverware appeals, this mod is for you. Just don’t expect the galaxy to play fair, or make much sense.

There’s no story to RogueTech beyond the one you write, no goals past the ones you set and no coherent canon. It just gives you a big messy galaxy full of mercenary contracts, and the looming threat of bankruptcy if you don’t play your cards right. You’ll probably die horribly, but you’ll come away with some fun tales to tell. Below, three stories of my own attempts to lead a squad through missions and gain a foothold, plus a quick guide to how to install and play the mod yourself.

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BATTLETECH - Harebrained Schemes
Welcome to BATTLETECH 1.5! This release is focused on delivering more quality-of-life improvements and bug fixes. We have resolved several stability issues as well as some nasty bugs that, under certain circumstances, could cause file corruption.

For more behind-the-scenes information check out the Dev Diary from Mitch Gitelman, our Game Director and co-founder at: https://forum.paradoxplaza.com/forum/index.php?threads/dev-diary-10-spinning-plates.1155666/

Please enjoy our latest BATTLETECH update!


-- HBS

IMPORTANT: As an ongoing note for players who mod various game files… modding is not officially supported. If you have saved a game with any mod active, that saved game will not work after an update has been applied unless you replace all modded files exactly as they were when the save game file was created. Saved games require the exact same data state in order to function properly.

If you experience further issues please contact Customer Support at: https://support.paradoxplaza.com


Highlights
  • File corruption issues have been addressed and force quitting during shutdown will no longer potentially cause multiple issues, including the loss of contracts in the command center.
  • Mac users should now be unblocked if their volume of save files becomes large.
  • We've reduced some delays for MechWarrior combat VOs and camera moves to speed the pace of combat.

Bugfixes
  • Fixed an issue where the user could become stuck if none of the user’s remaining ‘Mechs were operational or all of the user’s MechWarriors were injured. The issue occurred in Flashpoints with consecutive deployment missions and in consecutive deployment late in the story campaign playthrough.
  • Fixed an issue where some missions could not be completed when an enemy 'Mech failed to load.
  • Unit Flags are now properly deleted on unit destruction.
  • Multiplayer no longer desyncs each round if the host and guest use different decimal separators based on language.
  • Enemy 'Mechs no longer get shut down after using JumpJets when being deployed in specific Capture Base contracts.
  • COMMUNITY REPORTED: LRM variants stability damage has been corrected.
  • COMMUNITY REPORTED: Trebuchet TBT-5N now has correct max armor for the Center Torso.
  • COMMUNITY REPORTED: Zeus ZEU-6S now has the correct number of max Jump Jets.
  • COMMUNITY REPORTED: Atlas AS7-D AC/20 ammo is now correctly located in the right torso instead of in the legs. It should now be more difficult to get a knockdown or incapacitate the Atlas.
  • COMMUNITY REPORTED: ER-PPC's now properly have sensor degradation effects.
  • COMMUNITY REPORTED: Crab CRB-27 is no longer slower than intended.
  • COMMUNITY REPORTED: The BL-6-KNT's PPC no longer appears in the wrong location on its right arm.
  • COMMUNITY REPORTED: Atlas AS7-D and AS7-D-HT Center Torso internal structure and max armor values are no longer off by 5.
  • COMMUNITY REPORTED: Several PVP MechWarriors are no longer missing traits.
  • COMMUNITY REPORTED: The weapon mounts for the head location on the Crab no longer appear incorrectly.
  • Destroyed enemy units no longer become targetable after loading a combat save.
  • The store icon on the star map now displays properly after becoming an ally with Magistracy Of Canopus or Taurian Concordat.
  • Store prices in the Black Market are now affected by your reputation with the Pirates faction. The System owner's reputation price modifier is no longer applied.
  • Achievement - "I Thought You Were Dead" can now be obtained, however it is not granted retroactively.
  • Achievement - "Professional Scavenger" can now be obtained, however it is not granted retroactively.
  • Vehicle nameplates no longer remain visible if destroyed with a single attack.
  • Fixed two issues that might cause a softlock to occur during the story campaign.
  • Many issues relating to the Big Steel Claw have been resolved.
  • An event involving antivirals now works properly.
  • Numerous localization issues have been cleaned up or resolved.

Known Issues
  • An audio related crash is being heavily investigated. The fix for this will be shared with the community as soon as it is ready.
  • On rare occasions, a small amount of partly unlocalized mission objective text may appear in localized versions of the game.
  • Custom Mechwarrior callsigns and ‘Mech names may appear localized if the custom name is a word that is already used elsewhere in the game.


Roll Back

It is possible to change to past versions of our game in case you have trouble with this update. For more platform specific information go to our forums at: https://forum.paradoxplaza.com/forum/index.php?threads/how-to-rollback-to-a-previous-patch-version.1112335/
BATTLETECH

The giant fighting robots game Battletech is really good: It pulled 85/100 in our 2018 review, and it's come a long way since then through numerous updates and the first of three planned expansions. And if that's not enough to convince you to give it a shot, maybe this will: It's free on Steam until Monday. 

That's enough time to get pretty deep into the campaign if you push, although if you play like I do you'll probably sink most of it hopping around the Aurigan Reach, taking random jobs from anyone willing to pay. Which is actually a great way to get into the game, because it enables you to improve your relations with various factions, upgrade your lance, train your pilots, and do the whole "running a merc company" thing without the complications of someone else's problems.   

It is worth diving into the campaign too, though, because you'll pick up some pretty sweet kit fairly quickly that really has a positive impact on the game. (No spoilers, but let's just say that in this grim dark future there is more than just war: There is also low-g skinny-dipping.) 

If you enjoy your time with Battletech, this is also a good time to pick up the full version, because it's on sale on Steam for $24/£21/€24 until February 25. 

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