![]() The further it moves, the harder it hits, which could give fast-moving light mechs a real leg up when things get hairy. The new weapons include a Mortar, the first area-of-effect weapon in the game, and the COIL Beam, with an energy output that increases based on the distance traveled by the attacking mech before firing. The eighth and final mech is unknown for now, but it's a brand-new design created exclusively for Battletech and it promises to be a beast: The trailer indicates that it's a 90-ton unit, putting it squarely in the middle of the massive Assault class. RFL-3N Rifleman (60 tons, and now I'm excited-the Rifleman was my first main mech when I got into Battletech).Given that, I think it's safe to say that these are the new units we can look forward to: You can edit the file "SimGameConstants.The new fighting machines aren't listed in the announcement, but a list of eight mechs appears on a readout in the trailer and that's probably not a coincidence. :)Ĭan you add a way to instantly make changes to a mech, instead of having to wait for a month or two? Reduce or eliminate the mech work time. ![]() Thank you, ever so, for your efforts on this table. Note: The scripts use the CE command assert and will not load if it is incompatible with the running game version. The table contains a script with the following features: Here is my contribution for "BatlleTech" version 5.6.5.
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