With all the additions integrated into existing parts of the game it can feel a bit underwhelming. The new urban environments, mechs and missions are welcome additions, but after Flashpoint added such a huge new mechanic it’s disappointing to not see something similarly big here. Urban Warfare is of the same high standard that the game has had since launch but ultimately it doesn’t feel as significant an expansion. It does add new Flashpoint content into the mix, the loosely connected mission series’ that have their own plot elements, but it can’t help but feel a lot more lightweight than the previous expansion. Unfortunately, that’s as far as the scope goes with this expansion. Especially as there is a new mission type added to the pool which sees you attempting to destroy a base quickly as it pumps out enemy units in waves. These additions provide a boost to the amount of combat variety as well as mission diversity in the game in both post-campaign and career modes. The new Raven 1X Mech combines these systems making it a strategic addition to an urban lance whereas the Javelin brings some melee-range grunt to the table. The ECM (Electronic CounterMeasure) module obscures friendly units from targeting, deterring indirect fire as a bonus whilst the Active Probe is the counter to it and can reveal otherwise hidden units. Paired with the new environments you also get some new toys to play with, new electronic warfare modules have arrived making the streets more deadly. To go along with the destruction, the line of sight rules have also been updated to better take into account the environment, meaning that cover could just be a temporary reprieve or potentially dangerous as certain buildings when destroyed can interfere with targeting. Everything is destructible, so that safe spot you’ve taken on a tower could leave you preparing for a fall. The streets aren’t just for show however, the new urban areas offer up a different style of fight than has been the norm until now. From cars, lamps and signs littering the streets waiting to be crushed to the neon lit buildings themselves, it certainly looks the part. And like the rest of the environments in the game, they look great. Urban Warfare’s unique selling point is the addition of all new urban environments to stomp, shoot and punch your enemies in. The second of Harebrained Schemes’ three planned expansions to the well-received strategic stomping simulator, BattleTech, is here and as the name suggests brings with it more in the way of urban engagements. And lastly, there are a couple of new mechs being added in the DLC: one light mech and one medium, both with their own specialties.īATTLETECH Urban Warfare is out now on Steam.// Reviews // 14th Jun 2019 - 4 years ago // By Simon Brown BattleTech: Urban Warfare Review The goal is to destroy the enemy's base before being overrun by constant enemy reinforcements. Urban Warfare also includes a new encounter type called 'Attack and Defend'. Buildings can also be shot down to cause damage to nearby mechs and the piles of rubble used for additional cover. Now with tall buildings for cover, it will require some different strategies to be effective. Until now, basically all the maps have been natural landscapes with hills and trees for cover. Urban Warfare switches things up by introducing a new urban area landscape to the game. This mechanic should really shine in the environments from the Urban Warfare paid DLC that is also dropping today. With stray shots, shots that miss mechs have a chance to cause damage to buildings or other mechs close by. In addition to bug fixes, the 1.6 update includes: an expanded Star Map, more difficulty options for encounters, and stray shots. Thankfully, they have been working hard to improve that state of the game and I think it's in a pretty good place right now, especially after all the bug fixes from the 1.6 update. It had quite a few bugs at launch and the Linux released was delayed for the better part of year. Harebrained Schemes' turn-based mech combat game BATTLETECH got off to a rough start.
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