![]() Rather than straight-up multiplaying the overall pace of moving, shooting and misc. ![]() It's great news that the recent, hefty 1.1 patch added much-needed combat speed controls, but I didn't entirely get on with the implementation. It's not at all necessary, but it is very helpful in terms of prioritising targets and pursuing the higher goal of Kill The Meat, Save The Metal. This mod, simply put, makes enemy health visible - first to save you the initial guesswork, and then to keep track more easily on a busy field. And one of the main obstacles there is that you don't know how much health said pilot will have or has left (you can generally take a decent guess whether it's 3, 4 or 5 depending on how far through the campaign you are, then it's on you to keep track on how many hitpoints you've already whittled away). One of the main concepts there is killing a mech's pilot, rather than trashing the whole hunka hunka burning metal. ![]() The meta-game of BattleTech is trying to collect every type of mech available, which involves a very particular, and very satisfying, way of playing the game. The mods themselves all contain individual instructions you'll need to have a gander at, and many of them can be further customised yourself if you so please. Some of these mods simply require popping a file into the BattleTech install folder, while others require installing either or both the BattleTech Mod Loader (BTML) and ModTek first - instructions for BTML are here and ModTek here. Thanks to the below mods - just a few selected highlights from the growing mass of 'em - it's almost a brand new game. I found myself a little directionless after beating the main missions, but wanted a good excuse to start over without repeating myself. For the time being, most aesthetic overhauls are ruled out - a great shame, as I'd love to see more diversity of planet and to field a few more luridly hot pink mechs - but digging into the files that control the rules, flow, camera and even the structure of the campaign and missions is not. Though we're denied the ease of clicking a 'subscribe' icon in the Steam Workshop, that ol'Nexus is littered with smart and ridiculous remixes of BattleTech's ten-storey war songs. To further show it off – while also giving a little hope to the idea that someone might recreate Freelancer in Unity one day – Why485 did recreate his own Freelancer-style level to show it all off.Turn-based giant mech argy-bargy BattleTech doesn't officially support mods, but it doesn't officially not support mods either. To put this in context, a demo has been released that creates a placeholder space where you can fly around to test out the controls for yourself. As long as you hold the mouse to the left of the screen, the ship will continually turn left because the “go to point” is perpetually to the ship’s left. The camera being stuck behind the ship is why it appears to work like a virtual joystick. ![]() Instead of using the mouse as direct joystick-like input, the mouse cursor is used to project a point somewhere off in the distance, and the ship then automatically turns toward that point. Rather than the player actually controlling the ship directly, their input determines a point ahead of the ship which the ship then flies towards, more like a guided autopilot system: Firstly, rather than treating the mouse like a virtual joystick, Freelancer uses a model that you might have seen from War Thunder. Over at GitHub, Freelancer modder Why485 has tried to recreate Freelancer‘s various nuances.
0 Comments
Leave a Reply. |