– 10 new emblems for your mercenary unit. Incidentally, NARC + + and TAG + + have also been added to stores. – Guardian ECM and Beagle Active Probe are now available not only as fixed equipment: you can find them in stores and FP reward crates (including vanilla FPs), however, these are rare equipment and hard to find the above also applies to AMS + +. – 2 pieces of new unique equipment for your BattleMechs. – 4 new upgrades for Argo that will significantly increase the chances of your MechWarriors surviving when their 'Mechs are destroyed. It’s not known for certain what war machines were supposed to carry such weapons during the days of the Star League, but if you can find it, it will be worth it. An extremely powerful weapon for ranged combat, but very heavy, quite hot and practically useless in close combat however, even a single hit is enough to terrify your enemies… If they survive after that. – Greetings from MW4 and MechCommander – Rail Gun. However, you may not get it, it all depends on your choice… – 45 new BattleMechs, including 2 unique chassis, which can only be obtained once. – 12 new events, 6 of which are random, and it’s up to you whether they happen or not. Although the plot doesn’t claim to be a masterpiece of literature, I hope you enjoy it. – Lots of different notes, descriptions and references. Your enemies are for the most part well armed and prepared, so don’t relax. – Sequential campaign with a full story of 6 episodes: the very first one is taken from the vanilla Flashpoint DLC, the other 5 are completely new. It would be more reasonable to call the campaign pre-Clan content – this should give you an idea of the level of preparation of your unit for a full playthrough. To reiterate, I strongly recommend not to rush into the campaign, but to carefully prepare, and this means that you will definitely need the most trained pilots, DHS, various fancy 'Mechs from ComStar hunting, advanced basic and Lostech weapons. The campaign is meant to be late game content and will require powerful 'Mechs, ace MechWarriors, rare and scarce gear and tactical flair from you: this is NOT vanilla flashpoints, it’s significantly more difficult, but you can be sure – if you can handle it, then your suffering will pay off in full. But that's more for a campaign where you don't really care about points, since to get stuff from advanced stores will likely take traveling back and forth between them, and they aren't nearly as plentiful as BMs.The Big Deal add-on for BattleTech Extended 3025-3061 (aka BEX) is a campaign consisting of a chain of flashpoints similar to the original Heavy Metal DLC. With access to Ultras, lasers, gyros, and cockpits/LB-2Xs, you're pretty well set, and the rest can be gotten from advanced stores. That said, I do think the Davion + Canopus + Marik/Steiner combo is decent. Meaning between them and the advanced stores, it isn't that hard to get what you want regardless, and you'll get enough other things to more than make up for not getting what you want right now. Except, of course, that BMs are far too plentiful, offer everything, and carry far too much stock per store. If not for that, it would be somewhat balanced in that the House stores offer known stocks for things like weapons, while with the BM you're at the mercy of the RNG. Originally posted by Doombringer:Note that Blackmarket has better loot than the faction HQ stuff. Between that and visiting ADV stores (and regular SL ones for DHS), makes for a pretty nice play through. That gets you Ultra ACs, +3 def gyros, ++damage MLs, +++ LLs, and either cockpits or LB-Xs, all at once, all you can buy. So Lyran (or Marik) + Davion + Canopus is doable. One nice thing: you can ally with multiple factions. So if you go the ally route, you'll most likely be paying more for BM stuff. So allying with anyone besides pirates tends to make the BM a pain (if you care about that), and allying with pirates means you have very few missions you can run (note though that travel missions accessed through the navigation map bypasses the faction check). The big downside to allying is that everybody is an enemy of pirates, except the pirates, who are enemies of everyone. Things like actuators are also divvied up along leg/arm lines, but I don't recall who has what (maybe the Lyrans have arm ones?) Davion has Ultra ACs, Lyrans have LB-Xs, Kurita has PPCs (including Snubs), Marik has LRMs (and Narc) and cockpits, Liao has SRMs (including infernos), Taurans have support weapons, except smalls, and Canopus has lasers and gyros. Like wesnef said, it depends on what you want.
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