Very exciting. Really like the small / med mech usage late game and UI / performance changes. Most the other stuff looks amazing too.
SRM's are no fucking joke. I'd hate to see that thing coming my way. Staying in the middle of the lane would be a bitch. Of course, then again, it'd prolly overheat once you fired everything and then be easy pickings. I'd prolly drop off one of those AC20 AMMO packs and put a heat sink there.
My version of girl posters on the wall when I was a teen. Total nerd nostalgia, full on.
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What it needs is to go more campaign-y style contracts- its not just a single mission and youre done, its a single goal but you have to prep the ground with light and medium mech missions to make the final goal mission easier or possible at all. That lets you run a full company but the other 2 lances are busy doing the prep work more or less simultaneously so you can only show up for the main objective with 1 lance as it is currently. Forinstance mission 1 is light lances doing recon or creating distractions to tie up scattered enemy forces- If you fail to recon (fail an objective of several required for the mission, or have fewer than 4 mechs operational at the end) then you have less info for the medium and heavy attacks (You lose the handy "the objective is precisely here" markers and have to wander around to find it all while timed events are happening, and you maybe get 1-2 extra lances of light vehicles showing up because theyre not being kept busy. Mission 2 is mediums striking at the ability of the enemy to reinforce against the main attaack- They get to strike the local militia base, or blow defended bridges, or interdict responding forces etc. Ignoring the mission or failing some objectives or losing too many mechs means extra enemies during the main strike in the form of more enemy mechs or heavy armor. And the combo of just ignoring both prep missions should add major difficulty to the final mission. You can also double up on one or both types of prep missions so there are either 2 light or 2 medium missions or 1 each and a combo mission before the assault mission, with only the survivors available for the second mission and limited or no repair between the two. So lose a light in the first mission and you only have 3 available for the second one, or maybe you better have a spare in your ship. For the combo missions it might be pick 4 out of the survivors of the light and medium missions without repairs/reloads, or somesuch.TBH I really don't see how they can incentivize small/med mech usage without it being stupid and arbitrary. Mechcommander 2 tried it for a couple missions and it didn't do much, the mission with minefields that wouldn't be set off by light mechs I just took big mechs, avoided the minefields, and powered through the enemy fortifications the direct way.
Light and Medium mechs simply aren't suited for the kind of conflict featured in the various Battletech computer games. In a much larger scale battle or in a more in-depth military campaign smaller mechs would have a place, but in game you're conducting a surgical strike after all the kind of tasks that a smaller mech would do have already been done and you want to bring as much firepower to bear as you can, especially since you can only bring 4 mechs to a mission.