![]() This will allow skilled commanders to pick off some 'Mechs before they have a chance to act. The battle computer grants +1 initiate to all units in the lance. Money conscious commanders would be wise to look out for any pieces of 10-HQ salvage. The CP-10-HQ sells for a whopping 2.6 million C-Bills. This typically relegates the 'Mech to either a sniping or long range missile role. Also, without the ability to equip a cockpit mod the 10-HQ would be best to stay out of concentrated fire. While this may look incredibly attractive the limited tonnage of the 10-HQ makes it difficult to fully utilize. However, it loses the ballistic mount of the 10-Z in favor two additional missile hardpoints. Laser/Missile Support The 10-HQ retains all the laser hardpoints (three each arm) of the 10-Z.As a consolation, it has a high movespeed for an Assault 'Mech, a battle computer, and an advanced command module. The 10-HQ has lowest available tonnage of any assault 'Mech (33 tons) which greatly limits loadout options. Through its weaponry is fairly light for its class, it provides unmatched benefits to friendly units in the form of improved communications, coordination, and battlefield awareness. Take control of three locations to triangulate fire on an enemy installation before time runs out.The Cyclops CP-10-HQ is the ultimate command 'Mech. Target Acquisition is an exciting new mission type that challenges you to put your light and medium 'Mechs to the test. But when their forces are routed and the siblings flee in two directions you’ll need to choose which commander - and which unique salvage - you’ll pursue.Įxpand your 'Mech arsenal with the armor-chopping power of the Hatchetman, the speed and versatility of the Crab, and the battle-computer-equipped Cyclops. The Zhao twins are a thorn in the side of your employer and it’s time to terminate their command. Will you share this information with your employer or keep the ‘Mech for yourself? The routine capture of a criminal syndicate’s warehouse uncovers the resting place of an ancient BattleMech. Will you escort them to safety at the risk of your MechWarriors and their 'Mechs… even if they can't pay? The petty squabbling of political rivals takes a deadly turn when civilians are caught in the crossfire. Here's just a few examples of the many new stories and challenges you'll face as a mercenary commander in Flashpoint: ![]() In addition to narrative twists and turns, some Flashpoint stories feature consecutive deployments in which players can’t repair or heal between missions, while others feature infiltration contracts that restrict the tonnage of deployable BattleMechs.īeyond adding over 30 hours of exciting Flashpoints to BATTLETECH, this expansion comes complete with three new ‘Mechs (including the highly anticipated Hatchetman), a challenging new mission type, and a new tropical biome for the biggest and most challenging BATTLETECH experience yet. Introducing Flashpoints: high-stakes, branching short stories that link together mercenary missions, crew conversations, special events, critical choices, and rare bonus rewards to take BATTLETECH's endgame and Career-Mode gameplay to the next level.įlashpoints embroil you in the feuds and machinations of the various Great Houses of the Inner Sphere, and are designed to keep even the most hardened mercenary commanders on their toes. BATTLETECH's first-ever expansion adds new gameplay, depth, and over 30 hours of new content to your mercenary experience. ![]()
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