![]() NEW BIOMETake the fight to all-new lush, tropical environments - but watch out for the spore clouds (or use them to your advantage!) Take control of three locations to triangulate fire on an enemy installation before time runs out. NEW ENCOUNTERTarget Acquisition is an exciting new mission type that challenges you to put your light and medium 'Mechs to the test. NEW BATTLEMECHSExpand your 'Mech arsenal with the armor-chopping power of the Hatchetman, the speed and versatility of the Crab, and the battle-computer-equipped Cyclops. But when their forces are routed and the siblings flee in two directions you’ll need to choose which commander - and which unique salvage - you’ll pursue. The Zhao twins are a thorn in the side of your employer and it’s time to terminate their command. ![]() Will you share this information with your employer or keep the ‘Mech for yourself? The routine capture of a criminal syndicate’s warehouse uncovers the resting place of an ancient BattleMech. Will you escort them to safety at the risk of your MechWarriors and their 'Mechs… even if they can't pay? The petty squabbling of political rivals takes a deadly turn when civilians are caught in the crossfire. FLASHPOINTSHere's just a few examples of the many new stories and challenges you'll face as a mercenary commander in Flashpoint: In addition to narrative twists and turns, some Flashpoint stories feature consecutive deployments in which players can’t repair or heal between missions, while others feature infiltration contracts that restrict the tonnage of deployable BattleMechs.īeyond adding over 30 hours of exciting Flashpoints to BATTLETECH, this expansion comes complete with three new ‘Mechs (including the highly anticipated Hatchetman), a challenging new mission type, and a new tropical biome for the biggest and most challenging BATTLETECH experience yet. Introducing Flashpoints: high-stakes, branching short stories that link together mercenary missions, crew conversations, special events, critical choices, and rare bonus rewards to take BATTLETECH's endgame and Career-Mode gameplay to the next level.įlashpoints embroil you in the feuds and machinations of the various Great Houses of the Inner Sphere, and are designed to keep even the most hardened mercenary commanders on their toes. 4 rounds is just enough to kill 4 mechs with this loadout and evac.BATTLETECH's first-ever expansion adds new gameplay, depth, and over 30 hours of new content to your mercenary experience. When the last lance lands it should be a simple 4v4 and your BK should be in a good place to hit someone from the back. Once you're ready capture the point in a single round do so, move on towards the extraction point and take out any remaining mechs. AN slowly work your way to the first capture point while sniping anyone getting close to the BK. KC and HL work your way to the capture point in the lake behind the buildings soaking in damage. When JJ brace until you get near the capture point unless you find targets of opportunity. I was able to do this with 2 rounds to spare. BK Sprints 1st round and JJ rest of the rounds until you capture the point. ![]() Capturing any points will draw concentrated fire and bring one additional lance. yet.ĭO NOT CAPTURE THE POINTS until 1) all your mechs can do it in the same round and 2) you have destroyed most if not all the opposing force. Don't ask why I don't use A or B instead of C and D. All mechs have comm system ++ or better for CT kill shots. ![]() ![]() All my weapons are ++ or better except for the Gauss. KC has AC/20, LB 20-X, SRM4 and SRM6, AN has 3 Gauss and 2 LBX2. BK has 8x ML and 2x SL, HL has 3 ML, 3MG, LB 2-X, 2x SRM6, and AC/20. I completed it with no internal damage.īlack Knight (BK), Highlander (HL), King Crab (KC), and Annihilator (AN). Cleared it the 3rd time with some strategy. I lost one MW the first two times I played it. ![]()
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