
On the other hand you might be hopelessly outmatched in a battle, but if you can score a single objective before retreating then you'll earn a good-faith failure and partial payment. You might win a battle but lose the arms of one of your best mechs, incurring expensive and lengthy repairs-and potentially a journey to find and replace their rare SRM 6++, a special variant with slightly buffed stability damage. When one of your pilots comes under sustained fire you must consider ejecting them, or risk losing them forever.īattleTech is a far denser game than XCOM, however, and as such the consequences of both success and failure are more interesting. As in XCOM, this strategic layer grants additional significance to each battle you fight.
#Battletech mech upgrade#
Your primary objective is not simply to win battles: it's to pay the bills, build up your roster of mechwarriors and battlemechs, and upgrade the ship that carries you from planet to planet. In the singleplayer campaign, you take the role of a mercenary commander dragged into a war between great houses on the fringe of human civilisation.

The vital thing is that the targeting indicator is always right, regardless of what your eyes might otherwise be telling you, but this aspect of the tactical game could certainly use a bit more polish. The line-of-sight indicator might tell you that you've got an unobstructed shot at an opponent on the other side of a big rock, and in the jankiest edge-cases this'll result in you firing accurately through level geometry. Cancelling out of a planned move or attack is unintuitive, and what a given mech can see and shoot at doesn't always align perfectly with the battlefield. There's plenty of detail to dig into, too-while initially you might see a red signature on the long-range scanners and not know what to do about it, with more experience you'll learn to pay attention to the tonnage of the incoming foe, weigh this against your understanding of the various mech types, and plan accordingly. BattleTech has no undo function for a turn gone awry, so it's vital to know exactly where your mechs will end up after a move, what they'll be able to see, and who can see them-the UI achieves this.


The UI has so much information to impart that it can initially seem a little overwhelming, but with time and greater fluency I came to appreciate how much it manages to express with relatively few elements.
