Miscellaneous
- To-hit bonuses given out on a tiered level based upon overall resolve. 50 resolve is +1 to-hit, 75 resolve is +2 to-hit, and 100 resolve is +3 to-hit.
- Pilot cannot manually eject until their panic has increased at least one level or until their mech has suffered 50% damage.
- Evasion Pips will not always degraded when shot at. Keeping evasion pips is tied to a pilot's piloting skill.
- The enemy lances at higher skulls will have their equipment automatically upgraded. You may not see the exact equipment on a mech in your salvage due to this behavior.
Mission Control
- Additional allied and enemy lances may spawn at the start of a mission.
- Drop points are randomized on the map. On very rare occasions this may strand your starting lance or the enemy lance. In this situation we recommend using the Restart Mission button in the options.
- Random drops can also lead to "Hot Drops." These are drops where you start already engaged with the enemy. In this situation, the player will start in guarded mode with maximum evasion present.
Triggered Abilities
- Can no longer use Called Shot after performing a jump. Tactics 10 will unlock this ability.
- Sensor lock can be a free action if a pilot becomes Master Tactician.
- Vigilance will not provide an initiative bonus for the following turn. This is unlocked via the Tactics tree.
- Precision Strike will not lower the target's initiative by default. This is unlocked via the Tactics tree.
Electronic Warfare.
- ECM is implemented as in the base game except it gives a -4 to-hit malus against direct-fire attacks instead of just missile attacks.
- ECM can be countered by containing a mech within an opposing mech's sensor range. This sensor range can be seen as a faint green circle around a mech when selected.
- BAP has had its range doubled.
Panic System
- Enemies, allies, and your own Mechwarriors may automatically eject during combat. This happens if things start to go wrong for them.
- More information found here: https://www.nexusmods.com/battletech/mods/137
Overheat Changes
- The longer a mech spends overheated, the greater its risk of causing different forms of damage to itself.
- Shutdown Chance: 8.3%, 27.8%, 58.3%, 83.3%.
- Ammo Explosion Chance: 0%, 8.3%, 27.8%, 58.3%
- Internal Damage Chance: 27.8%, 58.3%, 83.3%, 100%
- To-Hit Penalty: -1, -2, -3, -4
- Movement Reduction: 10%, 20%, 30%, 40%
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