![]() And the Crab is a speedy ‘Mech able to position itself to chip away at a larger ‘Mech's weakpoints. The Cyclops brings with it a boost for your entire squad (or "lance", in game terms), allowing your whole team to take actions faster in the turn cycle. The Hatchetman, as the name might suggest, is well-suited for close combat situations with its massive axe-like arm. The new units (the Crab, Cyclops, and Hatchetman ‘Mechs) each bring something new and unique to the battlefield. This alone is a healthy addition that's great for fans looking to enjoy more time as a MechWarrior in the space frontier.Īs much as the Flashpoints in BattleTech: Flashpoint add to the base game, the content doesn't end there. These mini-campaigns adds lots of action to the basic experience while also boosting players' options in Career Mode. ![]() Flashpoints are like smaller story campaigns that chain missions together based on player decisions, usually awarding some specific benefit at the cost of another. While it does add three new ‘Mechs to the mix and a brand-new tropical world ripe for battle, the expansion tosses in a solid 30+ extra hours of gameplay while giving fans of the story something that was lacking before: choice. BattleTech: Flashpoint does a lot more than just add a couple of extra units and missions and call it a day. They’ve got big paydays, but they’re also risky.This expansion to the popular strategy game adds more content, more gameplay, and more action to keep mech pilots blasting robots for hours. In particular, they benefit the end-game, giving you something to do with your battle-hardened mechs instead of the same old challenges. The gauntletFlashpoint missions also appear in the regular campaign, so if you’re playing for the first time, or you don’t want to have to start fresh, you can still take them on. So you get the benefit of the story and their fleeting but welcome characters, but you still get to feel like you’re charting your own course, not tied down by obligations to deposed monarchs. You’re leading a bunch of mercenaries-nobody tells you when you have to go to work. But since they’re self-contained and optional, there’s never any pressure to do them. ![]() ![]() If you get the expansion, too, it pairs well with the flashpoint missions.Alongside the standard gigs where you’re just doing random odd jobs for pirates and noble houses, you’ll encounter special missions-sometimes bastard-hard-that come with all the conversation, plot and occasional choices that you might instead expect from the campaign. And without the story missions to work towards, you’re free to build your mercenary company the way you want, rather than just making a lance that’s tough enough to tackle the next part of the campaign.Since the campaign doles out free mechs, big chunks of cash and gives you a clear path to follow, the career mode feels more appropriate for a second playthrough. It’s BattleTech, but without the restrictions. The titular flashpoint missions and a new career mode (which everyone gets as part of a free update) loosen the reins.Career mode removes the story and the pressures that come with it, letting you go where you want and take on whatever missions tickle your fancy. You’ve got debts, responsibilities and allegiances all tied to the plot. With or without the expansion, you can flit around space, picking missions from a list of jobs-depending on your reputation and ability-while hiring new crew and building a whole host of mechanical monsters, but the story stops short of letting you be a proper free-wheeling mercenary. ![]()
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