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Trope was cut/disambiguated due to cleanup


** One of the callsigns that can come up for random hirable mech warriors is "[[CharClone Red Comet]]".

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** One of the callsigns that can come up for random hirable mech warriors is "[[CharClone "[[Franchise/{{Gundam}} Red Comet]]".

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** More broadly, pretty much all non-'Mech vehicles. Vehicles can easily be nearly as offensively threatening as a 'Mech of similar weight, but they're not able to carry as much armor, have fewer hit locations, meaning that when they take fire, it's more concentrated, and they take massively aggravated melee damage, allowing nearly any 'Mech to simply stomp on nearly any vehicle if it gets close enough to do so.

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** More broadly, pretty much all non-'Mech vehicles. Vehicles can easily be nearly as offensively threatening as a 'Mech of similar weight, but they're not able to carry as much armor, have fewer hit locations, locations (four or five for armor, all of which protects only one pool of structure), meaning that when they take fire, it's more concentrated, and they take massively aggravated melee damage, allowing nearly any 'Mech to simply stomp on nearly any vehicle if it gets close enough to do so.so.
** Turrets have it even worse than vehicles, as they can have significant firepower, but only have a single hit location and only a measly seven structural hitpoints under whatever armor they have. And of course being immobile, they never have any evasion to avoid being hit and do not benefit from any sort of damage reduction such as from terrain or the Bulwark passive skill.
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** While the game mostly keeps to a fairly strict conversion from ''TabletopGame/{{Battletech}}'' rules (most TT stats have been exactly multiplied by 5), it has slightly buffed long-range direct combat (due to the bigger maps) by increasing the damage on low-calibre autocannons compared to their tabletop baseline[[note]]an AC/2 now hits like an AC/5, AC/5s now hit like an "AC/9", AC/10s like an ''AC/12'', and AC/20s, mercifully, remain unchanged[[/note]] and nerfing missile damage (although missiles remain ''incredibly'' good in the view of many; see the YMMV page for more details).

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** While the game mostly keeps to a fairly strict conversion from ''TabletopGame/{{Battletech}}'' rules (most TT damage/hitpoint stats have been exactly multiplied by 5), 5, while most heat figures have been multiplied by 3), it has slightly buffed long-range direct combat (due to the bigger maps) by increasing the damage on low-calibre autocannons compared to their tabletop baseline[[note]]an AC/2 now hits like an AC/5, AC/5s now hit like an "AC/9", AC/10s like an ''AC/12'', and AC/20s, mercifully, remain unchanged[[/note]] and nerfing missile damage (although missiles remain ''incredibly'' good in the view of many; see the YMMV page for more details).
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* ArbitraryMissionRestriction: Contracts occasionally slap you with tonnage restrictions that force you to stay either below or above a certain limit. The more restrictive ones are for individual 'Mech tonnage, others allow you more freedom of choice by capping your combined lance tonnage instead. Flashpoints in particular are infamous for doing this on a fairly regular basis, and virtually all of these contracts have you ''seriously'' outgunned as a consequence. We're talking stuff like "your four 50-tons 'Mechs against twice your number in the 75-tons range" here. Have fun.

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* ArbitraryMissionRestriction: Contracts occasionally slap you with tonnage restrictions that force you to stay either below or above a certain limit. The more restrictive ones are for individual 'Mech tonnage, others allow you more freedom of choice by capping your combined lance tonnage instead. Sometimes, you'll get both, such as "No single 'Mech over 75 tons and the total drop weight must be no more than 240 tons". Flashpoints in particular are infamous for doing this on a fairly regular basis, and virtually all of these contracts have you ''seriously'' outgunned as a consequence. We're talking stuff like "your four 50-tons 'Mechs against twice your number in the 75-tons range" here. Have fun.



** In the final battle of the ''Heavy Metal'' DLC's mini-campaign, [[spoiler:Natasha Kernesky and the Bounty Hunter]] are both immune to headshots, keeping you from being able to eliminate them with a lucky (or called) shot. Or breaking canon by killing them.

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** In the final battle of the ''Heavy Metal'' DLC's mini-campaign, [[spoiler:Natasha Kernesky Kerenesky and the Bounty Hunter]] are both immune to headshots, keeping you from being able to eliminate them with a lucky (or called) shot. Or breaking canon by killing them.



** Numerous 'Mechs have stock loadouts that cover a wide range of situations on the battlefield, enabling them to act no matter the circumstances while failing to do anything that more specialized 'Mechs couldn't do better. The Shadow Hawk for instance is specifically noted to be such an all-rounder by Yang. It slots several different weapons (an AC/5, a medium laser, an LRM-5 and an SRM-2) that makes it able to fire at practically any range and condition, but its AlphaStrike damage is atrocious because of its lack of weapon overlap. It also has average armour, and pretty average mobility from its four jump jets. The Orion, Highlander and Atlas are basically the same, only a weight class or two heavier and appropriately more powerful, though much less mobile on average.

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** Numerous 'Mechs have stock loadouts that cover a wide range of situations on the battlefield, enabling them to act no matter the circumstances while failing to do anything that more specialized 'Mechs couldn't do better. The Shadow Hawk for instance is specifically noted to be such an all-rounder by Yang. It slots several different weapons (an AC/5, a medium laser, an LRM-5 and an SRM-2) that makes it able to fire at practically any range and condition, but its AlphaStrike damage is atrocious because of its lack of weapon overlap. It also has average armour, and pretty average mobility from its four three jump jets. The Orion, Highlander and Atlas are basically the same, only a weight class or two heavier and appropriately more powerful, though much less mobile on average.

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