I hadn't thought of that, but you're absolutely right. An honest to God Aerotech sim would be unbelievably fun, if done right. I do get it to a certain extent, but flyers in this game seem almost pointless as they're not much faster than the mechs. They'd be completely useless except as cannon fodder. Well, all but the goofy "must shoot only these parts" boss aircraft things that just feel gamey as all get out. Even the vehicles feel silly. I can see the hovercrafts being a bit squishy, but then they should also be fast, agile, and hard as heck to hit. Tanks should be a bit ponderous, but still able to shrug off a lot of damage. Instead, the vehicles all act like a herd of turtles, just absurdly zerging at you like mindless sheep and turned to goo the instant you can get a clean line on them. I don't know, maybe it's just me. But they just don't feel like they have much of a point.
All the aircraft in the Parana games are slowed down, Aerotechs should be just as fast if not faster than modern jet fighters but with SSTO and void combat capability. There is a whole video game series there that has been left on the table since the birth of Battletech. Just another example of how the people holding he IP's these days have very little understanding of them or idea what to do with them.
the LRMs werent even touching the Gazelle. they were just harmlessly exploding like 10+ meters away from the hull... basically you were just wasting your ammo firing them....
Earth Siege is it's own universe, the Metaltech universe if I recall correctly and 100% should get bright back. Heavy Gear would be another great western Mech IP to bring back as well.
I was actually thinking recently about making an Aerotech inspired game prototype in UE, however I was going to go a little more in the Ace Combat\Project Wingman style gameplay over a proper sim
Talking about Aerotech, kinda, about flight sims. Have you seen the Nuclear option? It's somewhere between arcades and sims like DCS and it's really good.
To your comment about an Aerotech based game, trust me, you don't want that. They did a similar thing with the Star Trek IP back in the day where you played as one of the in universe fighters. It was nothing but protection missions where you were constantly trying to save the Excelsior from ships it should have had no issues with in the first place. It was stupid and hella boring after the 3rd mission. Launch from the shuttle bay, shoot everything that moves, while keeping Excelsior alive, and repeat ad infinitum.
No I do want that, The problem you describe is one of game design which sadly is a problem that the Star Trek IP has had a lot off, very poor game design cashing in on the IP. There is nothing stopping someone designing a good game from the same concept. The Battletech IP is complex enough that from an Aerotech standpoint any kind of game ranging from somthing like Ace Combat/Project Wingman all the way to somthing complex like DCS could be made, it's just an issue of design and developer competence. Actually very much like MechWarrior here itself, we have this, but we could have had a much better Mechwarrior game with much better mission design should we have had a more competent developer with better game design. It's not the IP that is holding the Mechwarrior series back from what it could and should be here.
@@MagzGTV I get you. I loved both MechWarrior and MechAssault, and I think that if you went Aerotech, that MechAssault style would be a better fit than MechWarrior but, I don't know if good writing would help at all. Even most of the missions here are pretty rinse and repeat.
It's not just writing, It's mission design which includes map design, mission concept and objective layouts. I have always maintained that part of the reason MechWarrior 3 is the best MechWarrior is because Microprose as a sim developer at the time approached the mission design like they where building a modern military sim. Objectives where placed in places you would expect objectives of that type to be, and in a manner that was logical to Mech style conflict. Enemy units where not just waves of spawns but where layed out like you would expect for a mission of the type. For example, Attack a enemy firebase and you'll find light recon patrols on the outskirts with heavier defensive forces closer to the base that will move towards any contacts located by the recon patrols. Intercept a convoy and you'll find a mix of light to medium mechs able to keep pace with our overtake the convoy if needed flanking the convoy in escort. . . etc etc. The reason why all of Parana's Mechwarriors feel so rinse and repeated is they use a spawn area trigger system. Player enters X zone on map=Spawn Y patrol at Z location. When Y patrol destroyed repeat with next sequence spawn. Nothing is layed out with any logical considerations and none of the enemy units act as if they are actually completing an objective of there own.
How can one tell that game devs are spreading the content a bit thin? 'Mini' boss that has a health bar so inflated that it needs a decimal place just for player to see any progress!
Yeah...the whole game is pretty shitty IMO, however i was surprised that it's not an MVP (like all the other PGI products), but it borders on being MVP. Lot's of wasted potential, but at least it serves as a good shitpost on Smoked Kitties
Not only was this mission boring, but it was f-ing annoying, mostly because some of the turrets on the gazelle could only be hit from certain angles and it constantly pops flares that make LRMs useless. It was a very arcade-y pile of bullshit. The mech and vehicle adds were nothing more than a momentary distraction that your star and the allied forces mostly deal with on their own. Really nothing else to say about it. On the upside, this was the last of the "big stupid flying boss fight" missions.
No better way to enjoy Thanksgiving than watching Magz shooting down a Piranha flying turkey.
Keep up the momentum.
Blue one Blue, Blue on Blue....
I hadn't thought of that, but you're absolutely right. An honest to God Aerotech sim would be unbelievably fun, if done right. I do get it to a certain extent, but flyers in this game seem almost pointless as they're not much faster than the mechs. They'd be completely useless except as cannon fodder. Well, all but the goofy "must shoot only these parts" boss aircraft things that just feel gamey as all get out. Even the vehicles feel silly. I can see the hovercrafts being a bit squishy, but then they should also be fast, agile, and hard as heck to hit. Tanks should be a bit ponderous, but still able to shrug off a lot of damage. Instead, the vehicles all act like a herd of turtles, just absurdly zerging at you like mindless sheep and turned to goo the instant you can get a clean line on them. I don't know, maybe it's just me. But they just don't feel like they have much of a point.
All the aircraft in the Parana games are slowed down, Aerotechs should be just as fast if not faster than modern jet fighters but with SSTO and void combat capability. There is a whole video game series there that has been left on the table since the birth of Battletech. Just another example of how the people holding he IP's these days have very little understanding of them or idea what to do with them.
This and armor core 6. Are fun
Boss = Bobby smelly pants :D Alot of Rinse and Repeat.
the LRMs werent even touching the Gazelle. they were just harmlessly exploding like 10+ meters away from the hull... basically you were just wasting your ammo firing them....
i want to see Earth Siege get put into the battle tech lore and i miss that game
Earth Siege is it's own universe, the Metaltech universe if I recall correctly and 100% should get bright back. Heavy Gear would be another great western Mech IP to bring back as well.
@@MagzGTV E 'G story could work with the ComStar story during the dark age
I was actually thinking recently about making an Aerotech inspired game prototype in UE, however I was going to go a little more in the Ace Combat\Project Wingman style gameplay over a proper sim
That would work, I'd play that.
Talking about Aerotech, kinda, about flight sims. Have you seen the Nuclear option? It's somewhere between arcades and sims like DCS and it's really good.
Yes, I own it and I have played it, It's good fun and yes I'll have it on the channel sometime soon.
To your comment about an Aerotech based game, trust me, you don't want that. They did a similar thing with the Star Trek IP back in the day where you played as one of the in universe fighters. It was nothing but protection missions where you were constantly trying to save the Excelsior from ships it should have had no issues with in the first place. It was stupid and hella boring after the 3rd mission. Launch from the shuttle bay, shoot everything that moves, while keeping Excelsior alive, and repeat ad infinitum.
No I do want that, The problem you describe is one of game design which sadly is a problem that the Star Trek IP has had a lot off, very poor game design cashing in on the IP. There is nothing stopping someone designing a good game from the same concept. The Battletech IP is complex enough that from an Aerotech standpoint any kind of game ranging from somthing like Ace Combat/Project Wingman all the way to somthing complex like DCS could be made, it's just an issue of design and developer competence.
Actually very much like MechWarrior here itself, we have this, but we could have had a much better Mechwarrior game with much better mission design should we have had a more competent developer with better game design. It's not the IP that is holding the Mechwarrior series back from what it could and should be here.
@@MagzGTV I get you. I loved both MechWarrior and MechAssault, and I think that if you went Aerotech, that MechAssault style would be a better fit than MechWarrior but, I don't know if good writing would help at all. Even most of the missions here are pretty rinse and repeat.
It's not just writing, It's mission design which includes map design, mission concept and objective layouts. I have always maintained that part of the reason MechWarrior 3 is the best MechWarrior is because Microprose as a sim developer at the time approached the mission design like they where building a modern military sim. Objectives where placed in places you would expect objectives of that type to be, and in a manner that was logical to Mech style conflict. Enemy units where not just waves of spawns but where layed out like you would expect for a mission of the type. For example, Attack a enemy firebase and you'll find light recon patrols on the outskirts with heavier defensive forces closer to the base that will move towards any contacts located by the recon patrols. Intercept a convoy and you'll find a mix of light to medium mechs able to keep pace with our overtake the convoy if needed flanking the convoy in escort. . . etc etc.
The reason why all of Parana's Mechwarriors feel so rinse and repeated is they use a spawn area trigger system. Player enters X zone on map=Spawn Y patrol at Z location. When Y patrol destroyed repeat with next sequence spawn. Nothing is layed out with any logical considerations and none of the enemy units act as if they are actually completing an objective of there own.
How can one tell that game devs are spreading the content a bit thin? 'Mini' boss that has a health bar so inflated that it needs a decimal place just for player to see any progress!
Yeah...the whole game is pretty shitty IMO, however i was surprised that it's not an MVP (like all the other PGI products), but it borders on being MVP. Lot's of wasted potential, but at least it serves as a good shitpost on Smoked Kitties
Not only was this mission boring, but it was f-ing annoying, mostly because some of the turrets on the gazelle could only be hit from certain angles and it constantly pops flares that make LRMs useless. It was a very arcade-y pile of bullshit. The mech and vehicle adds were nothing more than a momentary distraction that your star and the allied forces mostly deal with on their own. Really nothing else to say about it. On the upside, this was the last of the "big stupid flying boss fight" missions.