![]() ![]() All of my armor is nearly stripped off at this point. Crit damage all over that Hatchetman - some from my charge, and some from the subsequent fall he took - including a couple of engine hits, but nothing to actually disable it. His return fire takes my other arm, through the side torso and into my internal CT. Damn - I am basically a center torso with legs and a damaged gyro (everything seriously damaged at this point). Now it basically comes down to winning the initiative to have any prayer of pulling this out. I wish I could recall all of the specific details, but in this last turn my gyro was destroyed and I am lying there on the ground in a cloud of smoke as my opponent falls over -lands on his right side doing more internal damage to his right torso: Crit -AC/10 ammo. Battle is over, and there are no mechs left standing. Technically a mech is not considered destroyed when the Gyro is gone, and since the Hatchetman is now a molten pile of slagged and pitted metal, my team is declared the winner. For the uninitiated, the Wolf’s Dragoons are a notorious band of what can only be described as True Neutral mercenaries who having fought for House Marik, Davion, Liao, Steiner, and Kurita - they are equal opportunity for those who have the C-Bills.Of course there is virtually nothing left to salvage on either side, but it was a fight to behold. If you are a lore dork like me, you’ve likely already seen where this is going, and I’m happy to say you’re right. Similarly, the two new Flashpoint missions will appear in a new game or a continued game, requiring no special starting point to kick off.Įarlier I mentioned the Wolf’s Dragoons. If you are starting fresh, you’ll encounter them throughout your adventures. If you’ve beaten the game and continue to roam the universe, you’ll run into lances with the new mech mixed in. The Heavy Metal DLC, like the previous two, integrates tightly with a new campaign, or into your existing one. Across the board, the mechs and weapons fold in nicely with those already present. In theory this is best used on light mechs as they’ll be able to move furthest, but it can also be used on medium mechs that can handle a little dustup and still move a moderate distance, such as the new Rifleman. While not an official lore weapon, it appears to charge itself through the internal workings of the mech’s fusion engine, charging additional energy the further your mech travels. The most interesting weapon, however, is the COIL Beam. Inferno missiles are for those who like to shut down mechs with a rain of fire. Ultra Autocannons come in the usual 1, 5, 10, and 20 variants, conveying a longer range and faster fire rates than its standard cousin. The LB-X is a shotgun-like ballistic weapon that is absolutely brutal at medium to close range. Farming them from enemies is slow going, but they occasionally appear in stores, and most of them are very worth the search. These advantages combine to create new engagement opportunities for even the most seasoned Mechwarrior.īeyond the titular heavy metal there are eight new weapons to equip on your lance. The Rifleman has a rangefinder suite that, when combined with long range weapons, reduces attack penalties and let’s them see further. The Assassin lives up to its name by ignoring evasion bonuses the enemy racks up through movement. Meanwhile, the Archer has a pair of LRM-20s stock, as well as a module to tighten the spread of your missile salvo, causing extra damage to stability when they land. Since there are no infantry in the game, it loses some of its luster, but the support weapons onboard get a bit of a buff. By way of example, the Vulcan has a close quarters combat (CQC) focus, with a bonus to melee attacks. The mechs in Heavy Metal come with specializations that can be real tide turners in battle. You brought the wrong tonnage to the fight. I could describe them, but I really want to focus on the Bull Shark. All of these are pen-and-paper known (if not rare) mechs that we’ve seen in other games (both tabletop and videogames) over the last three and a half decades. ![]() The seven mechs you’ll now encounter as part of any normal outings are the 20 ton Flea, 40 ton Vulcan, 40 ton Assassin, 45 ton Phoenix Hawk, 60 ton Rifleman, 70 ton Archer, and a 100 ton Annihilator. With 35 years of legacy to build on, it’s time to get up close and personal with some of the best classic mechs and weaponry to ever hit the Periphery.īefore we get to the fresh campaign content, there are eight mechs added to the roster with Heavy Metal - seven you’ve seen before, and one built entirely for this expansion. Call it, Heavy Metal! Rounding out the final DLC for Harebrained Scheme’s giant stompy mech tactical game, Battletech, we finally get our hands on some of the mech designs we’ve been clamoring for since the game launched in November of last year.
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