Jump to content
  • Advertisement
  • entries
    45
  • comments
    143
  • views
    52859

Battletech Beta - Eck vs Connor Walkthrough

Eck

1141 views

I wrote this nearly a year ago, but didn't get around to publishing it. Now that more info is coming out about the game, I think it's a fine time to share the epic struggle between Lazaraus and Talon.

Original Post:

It's been over a year since I posted last so let me catch up my Game Dev buddies. You already know that I landed my dream job at Harebrained Schemes working on Battletech as a Unity/C# Tools developer. The job has been amazing and my co-workers are awesome. I look forward to going into work every morning and since then I've gotten to do even more cool things:


  • Go to Gen Con and show off the super pre-alpha.
  • Talk to fans about the game.
  • Sign people's Battletech rulebooks, swag, and posters like I'm a rockstar.
  • Play table-top Battletech with oversized minis on twitch in a live-action show where damage is recorded by taking hammers, dremmels, and soldering irons to the minis. (Check out Death From Above on Hyper RPG)
  • Help work on and shape a game that was such a big part of my teen/college life.
  • Win the Ultimate Multiplayer Battletech Trophy for the first season at HBS. :D
  • Anyway, back to the post at hand... Connor is a coworker of mine and one of the main DFA stars (Talon). There's a pretty big audience for the show and interest was expressed in getting to watch Connor and I battle it out in multiplayer. I wasn't setup to record the video so instead I took screenshots of us playing so I could write up this play by play post.

    We were fighting a Battle (20 Million C-Bills) fight on Big Loch. There's an island in the center with some trees, hills, and bigger cover surrounded by a body of water. I took a Jenner, Trebuchet, Hunchback, and Kintaro. Connor took a Commando, Centurion, Kintaro, and Jagermech (LRM variant).

    Image01.jpg

    Round 2: We start out on opposite sides of the island. That beacon off in the distance marks where his units spawn. I start by moving my Trebuchet to the left and my Kintaro to the right. If he charges up the middle, he'll have to choose his facings carefully. I send my speedy Jenner up the middle to scout things out, and my Hunchback also takes the straightest route since he's the slowest unit I have.

    Image02.jpg

    Round 4: Connor was too clever to go charging up the middle. Now my Trebuchet is a bit out of position, but it can still bring its LRMs to bear through indirect fire. You can see the results by the slight damage to armor, and minor amount of stability damage on his Centurion. I probably should have taken an action shot, but I was concentrating so hard on the tactics of the match. You can also see my Kintaro is out of position all by himself. Luckily I was able to use the initiative track and that cover to keep him fresh for a round or two.

    Image03.jpg

    Round 7: There's only so much dancing around cover I can do and my Kintaro takes a pounding. I try to finish off the Commando and give the Centurion a tempting back shot. It's risky but my Kintaro's front armor is pretty wasted.

    Image04.jpg

    Round 7: My Kintaro fails to take out the commando and I'm a little worried at this point. My hunchback finally gets close enough to threaten the Jagermech next turn.

    Image05.jpg

    Still Round 7: Instead of shooting at the Centurion, I sprint my Jenner up to shoot at the Commando. It's on the edge of death now but still alive. Lucky for me Connor's Centurion missed an 85% AC/10 shot to the Kintaro's rear. He puts his back to the wall thinking he's safe...

    Image06.jpg

    Round 8: In round 7, I made sure all my units were done before Connor's. That guarantees that I get to go first in round 8. I use my Jenner to finally finish off the Commando. Even though he only had 1 leg, he still had his large laser. Not only that, he could of still meleed one of my units to knock him down or just use his activation to manipulate the initiative track. Active units are always a threat.

    Image07.jpg

    Round 8: My Kintaro somehow manages to stay alive even though it gets knocked prone. You can see here I have a pretty even spread. My right side is the least damaged so I try to offer that in future rounds. My Jenner is pretty exposed in the water, but he'll have to decide between taking a shot on my light or finish off the Kintaro.

    Image08.jpg

    Still Round 8: I didn't take a screen shot, but Connor finished off my Kintaro and I take out his fresh Centurion with my Trebuchet. It was able to move just far enough up to get a rear shot on his Centurion. There were rocks in the way but my Jenner spots for him which allows me to indirect fire for some awesome back shots. Then my Hunchback slams an AC/20 into the center torso of the Jagermech.

    Image09.jpg

    Round 9: Connor turns the Jagermech's back to my Hunchback. It was probably the right move since his front CT was gone, but the rear armor wasn't enough to save him. The AC/20 lands home in the rear CT. His Kintaro blows away my Jenner, but goes up a ton of heat to do it. He tries to use the rock as cover.

    Image10.jpg

    Round 10: After the Kintaro moves, my Hunchback climbs the hill and manages to crit the SRM ammo. He only has a medium laser left so Connor calls the match.

    It was a great fight and I barely won. When I over-committed my Kintaro early in the fight I thought Connor was going to give me my first defeat. My luck held out though and the damage clustering favored me (both giving and receiving). Connor also meant to take a pilot with Sensor Lock but misclicked during the setup.

    I didn't talk much about the pilot skills, but they play a big part. My Kintaro had a pilot that gives him evasive (normally only granted by sprinting and not firing). That's one reason he could soak so much damned fire. My Jenner had Sensor Lock which allowed him to clear evasive and grant line of sight to a unit. My Trebuchet had master tactician which let him act one initiative phase sooner and exploit the sensor locking Jenner. My hunchback had Bulwark which gives you defensive bonuses for staying still. I had to move him every turn so it never came up.

    I don't remember everything Connor had but I do remember he had Master Tactician in his Kintaro... That thing being able to act during the light phase is freaking ridiculous.

    Anyway this was the first time the mighty Talon and Lazarus clashed on the field of battle and it was glorious. I can't wait for everyone to experience the fun and excitement of a multiplayer match.

    - Eck

     


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Nick Griffith
      I'm making a 2d platformer game as a learning experience, and I need a character and some backgrounds.
      The idea is a person on the brink of death "running" through his memories. The background is his memories.
      This game will make minimal revenue, because it'll be a free mobile game.
      I'll give you more details if you respond.
      Thanks.
    • By GameDev.net
      Search GameDev.net directly from the Unity Editor with the GameDev.net Search plugin!
      Customize your search for all content on GameDev.net, only the latest, or the most relevant. Or, narrow your search to specific GameDev.net content:
      Blogs Articles Forums News Contractors Projects and more!
    • By Heretic Arts
      Hello, 
      We are an American based videogame development team that crafts games utilizing neural networks, handcrafted art, studio quality audio, and immersive storytelling to provide the player with an unforgettable experience. Our current team comprises of a Software Engineer, Designer, Producer, Audio Engineer, and a systems admin. Obviously we are missing an art staff! Now, that being said, we have outsourced our concept art for the game to an experienced artist. We are wanting talent to join us to take it the rest of the way with animation and art. If you are interested in joining the team and feel that you are ready to work along a committed team, send a sample of your work and contact information to HereticRecruitment@HereticArts.com. 
      Job Specifics: 
      General: 
      Unpaid. This is normal. We all have fulltime careers outside of the team, but if there is money to be made upon release, it will be split evenly - no questions asked.  All expenses are paid by Administrative Team (GSuite account). So no worries - We want someone to join, have fun and create with us! Expectations of meeting weekly (via internet) and taking direction from producer.  Open minded  
      Skill sets: 
      Experience in designing and creating character art.  Full adobe suite.  Maya experience preferred.  Experience with developing for the Unity Engine.  Willing to work with design team to incorporate their ideas into art.  Knowledge of game design documentation and how it pertains to art creation.  In depth sprite animation knowledge. 
    • By GameDev.net
      GameDaily.Biz spoke to Improbable about its new shortcuts to multiplayer game development for Unity and Unreal. 

      Improbable helps game developers build believable online worlds with its bespoke technology, SpatialOS. Now, that task is much easier and accessible for those building games on the technology with the recent release of the SpatialOS Game Development Kit (GDK) for Unity. With these kits, Improbable hopes that developers find it easier to create vast, dynamic and unique worlds.
      This GDK for Unity includes a 200-gamer, first-person project that allows developers to experiment and tinker with their ideas for what their vision of a multiplayer game will look like.
      GameDaily.Biz met with Improbable’s Head of Product Marketing, Paul Thomas, and Head of Comms, Daniel Nye Griffiths, to speak about the SpatialOS GDK for Unity, as well as the upcoming launch of the SpatialOS GDK for Unreal Engine.
      In its first week, the SpatialOS GDK for Unity achieved over 2,000 developer sign ups to use it. “What we're trying to do is basically make it really fast for people to build multiplayer games,” said Thomas. “It comes with all the multiplayer networking so that developers don’t have to do any multiplayer networking. It comes with feature modules to allow [easy] solutions to common multiplayer problems, like player movement and shooting. And it comes with a cool starter project where you have 200 players in a free-for-all scenario. You can obviously use the power of SpatialOS to scale that project up to more players, with NPCs, and things like that. It gives people a really good base to start building multiplayer games.”
      There are several games currently in development or early access that utilize SpatialOS. The first into Early Access was Spilt Milk Studios’ Lazarus, a space MMO where the player becomes a pilot in a universe that ends every week, complete with a map that’s twice the size of Austria. Additionally, Bossa Studios released its survival exploration game Worlds Adrift into Steam Early Access earlier this year.
      Also using SpatialOS is Scavengers from Midwinter Entertainment, a studio founded by former 343 Industries studio head and Halo 4 Creative Director, Josh Holmes; the game is heavily inspired by his Halo 5: Guardians’ multiplayer mode, Warzone. Right alongside that company, Berlin-based Klang Studios is working on Seed, a simulation MMO that, according to its developers, lets players “interact and collaborate to create a world driven by real emotion and aspiration.”
      According to Thomas, for those looking to use the SpatialOS GDK for Unity, there is no limit to  what their games can do with Improbable’s tech.
      “What we're doing is expanding the possible gameplay you can do. Traditionally, when you make a multiplayer game, you're constrained by one single server. So you can say you have a 64-player game with a handful of NPCs or you could have a world that's 3km by 3km. With Spatial, you can go beyond that, test a much broader canvas to start thinking about different gameplay.”
      “You can go for a massive online persistent MMO with 10,000 players and hundreds of thousands of NPCs, something very, very vast and big like that. But you can also have smaller experiences. For example, there's a lot of interesting space in just extending what you see in the Battle Royale genre and session-based gameplay.”
      Thomas continued: “Our partners at Automaton have a game in development called Mavericks. The interesting thing there is they have a Battle Royale with 1,000 people, but what I really find interesting is the gameplay mechanics they've put in, like footprints so you can track people. They've added a cool fire propagation mechanic so you can start a fire that  spreads across the map and changes the world. Or you can add destructible buildings and things like that.”
      “So I think even looking at smaller scale games, we add a lot of value in terms of the new gameplay you can start adding. I'm just interested to see what people do with this extra power - what they can come up with.”
      While Battle Royale games and MMOs are obvious standouts for genres that best fit with SpatialOS, Thomas introduced some other ideas of genres that could benefit from the technology.
      “I also think there's a space for very interesting MMORTSs as well,” he said. “An RTS where you have persistent systems, like telling AIs to do things and then coming back to them a week later and seeing what's happened is an interesting space.”
      “I also see interesting mobile experiences that could come up. Having these worlds where you lay down some interesting things and then come back a few weeks later to see how they've evolved and changed, and the massive player interaction. Say for example with Pokemon Go, we can actually roam around the world and battle on the streets. I can see something like that working very well. Again, these are just ideas we've had and talked to people about. It's about giving people that flexibility and the ability to explore these ideas.”
      Klang’s Seed
      Griffiths added the possibility of events in a game that will have a massive, rippling, and lasting impact on its world as something that has people excited. One example he gives is how someone on one side of the map can do something that’ll have a knock-on effect for the rest of the world in real time.
      “There's a whole bunch of different angles you can take, some of which are about much larger player numbers or a much larger map, but there are other things you can do which are taking a relatively constrained game experience, a smaller map, a smaller number of players and adding richness to the game as well.”
      In fact, this is something that Thomas refers to as a “persistent in memory database,” meaning that for every object in the game world, there’s a history. Two examples cited by Thomas: “...a player could chop down a tree and that tree stays disappeared forever. Or a player can kill a big monster that was raiding a town and that town no longer gets raided by that monster, and this changes the dynamics of the world. Worlds can have a history. That means players can have a lot more meaning in these MMO worlds.”
      “Normally in MMOs, they're kinda like roller coaster rides: you go into a dungeon, you kill the boss and that guy respawns. It all resets,” Thomas continues. “But in Spatial MMOs, you could have these persistent effects that should change the gameplay meaningfully for all the rest of the player base.”
      “The other one I think that is interesting is the level of dynamism that you could have. So because you can have so much more server-side compute, you could potentially have NPCs roaming around the world changing their mind and deciding all of a sudden, 'oh, we're going to attack this player's base' or 'we're gonna go attack this town' and they have a lot more range and emotion and intelligence to them that you'd not see in other MMOs.
      “Normally in MMOs, NPCs sit there tethered. You go near them and they come and attack you, you run away, and they go back to where they were. In a Spatial MMO, that NPC can trace you across the whole map or a group of them can decide to get together and attack someone..”

      Bossa Studios' Worlds Adrift
       

      Next week, Improbable plans to launch its SpatialOS GDK for Unreal Engine, which will have a big focus on ease of use for access to Unreal, as well as a big emphasis on porting your projects to SpatialOS.
      “One of the things we'll be trying to push is a porting guide so you'll be able to take your existing Unreal game, move it onto SpatialOS and then you can grow to expand it with new and extra gameplay,” says Thomas. “ You can bring across your existing Unreal game and it feels very, very native and similar to Unreal if you're familiar with Unreal.”
      Griffiths continued, explaining how testing these experiences includes free cloud deployments, to a certain point. “If you're developing in SpatialOS in other ways, we provide a sandbox environment so you can get your game running. When you’re happy, you can port it over and sort of experiment with it in a free sandbox environment with a small number of cores to get started.”
      Based on what we learned, Improbable’s SpatialOS GDK for Unity will give developers enhanced flexibility to produce more in depth and engaging videos games. That said, we look forward to catching up with the company in the near future to see how this exciting technology is being used in the different games that we play.
    • By LonelyStep
      PROGRESS
      Thought I'd reach out for some feedback on my little project. This is an android two-player game for top-down boxing matches. The core mechanics are all that I have accomplished thus far, later I want to add different configurations for your boxer (special effects, increased health or damage, etc) and maybe even a single player AI to practice against.

      SCREENSHOTS
      #1

      *****************************************************************

      #2
       
      FEEDBACK
      Right now the gameplay feedback I'm looking for is on the fundamental mechanics of the game.

      One area of particular concern is the window of opportunity for a player to block after their opponent has begun a punch. Currently that window is one-tenth of a second, otherwise you will be to late to counter their blow. I want it to be difficult to successfully pull off a block and have it be something that requires real attention to accomplish. I'm wondering though if it isn't too difficult right now, which may encourage mindless button mashing, which is certainly not what I want to condone.

      Another consideration is whether having three main actions (block, attack, charge) provides a good balance. My idea with having three main areas is that your two thumbs will have to leave one section uncovered at all times. This should result in hand movements that telegraph actions to the opponent.

      Aside from these, any other constructive criticism is very welcome.

      LINK
      My game can be found at the Google Play Store here:
      https://play.google.com/apps/testing/com.meatandgrain.PunchABunch

      NOTE There is a known graphics error when performing a special punch. There are no doubt other unknown errors as well.

        Thank you for your time, I hope you'll be able to find some fun in this little game!
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!