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Battletechgear.com will launch this month or the next one.
Excellent! Top of the page too for everyone to see! Let's hope we'll have overwhelming responses to it.
Battletechgear.com will launch this month or the next one.
Atlas Resin Sculpture
$180.00 Ends: December 19, 2016
17 / 500 Minimum Order Quantity
At almost 10” tall, this highly detailed, massive, limited-edition, resin statue of the Atlas `Mech will dominate your desk or shelf. Customize this monster to be your own! Select which Noble House emblem you want on the shoulders of the ultimate statue of the king of the battlefield.
Projected Ship Month June 2017
Each month we offer a small selection of super cool stuff. For each item we will set a collective minimum order quantity and only manufacture what exactly you collectively order –this means that every item is a Limited Edition and will never be produced again.
Think of it kind of like crowdfunding–until we have enough committed orders, we won’t make the item, and then we’ll only manufacture what is ordered. That way, we don’t “waste” one of our limited offerings on something only a few of you want or make a ton of stuff that sits in a warehouse gathering dust.
So come back each month to see the new offerings – and grab yourself some cool gear!
Getting a glimpse of the new melee mechanic (something mech games have rarely done well), the lighting improvements, and the general level of overall polish, I can say that fans and backers will be incredibly impressed with the next milestone / demo from the team. It wasn’t quite at a state where I could capture it for you, so you’ll have to take my word for it for now.
After a year of development, the game looks to be shaping up nicely. The team showed me a behind-the-scenes looks at their upcoming milestone build and there are some very cool new features to be excited about. While we still don’t have a solid release date for Battletech, there is every indication that the team are just as much of fans as we are. We expected good things — they delivered
When we started working on melee, I proposed a single overarching goal: once youre close enough to punch someone, punching should usually be the right thing to do (or at the very least, it shouldnt ever be the wrong thing to do). There are a few reasons for this, mostly having to do with the speed and intensity of battles. When battles get in close, its not all that much fun to spin in circles around each other, trying to get a good back-shot but otherwise standing mostly in one place. I wanted the final stage of a battle, when Mechs are in spitting distance of each other, to be brutal and decisive. Once youre that close, the fights about to be over one way or another.
One of the first decisions we had to make was: how many different melee attacks are there? On one hand, offering a wide variety of options makes the experience more involved; when you choose to kick and your results clearly reflect your choice, it feels like your decisions mattered. But on the other hand, the risk of offering a variety of choices is that some of those choices are always sub-optimal, and thus act as a trap, encouraging less-experienced players to make the wrong choice.
The third element that we considered is how melee looks. In an abstract system, we can just declare that a Mech punches, kicks, shoulder-checks, or whatever seems appropriate. Even if its an Atlas punching a Commando, we can basically imagine how that would work. But in our game, weve committed to animating every single attack so that it looks like something that could hit and do damage. That means the Atlas has to kick a Commando; its punch will swing wildly over the Commandos head.
Bringing these three concerns together -- complexity, head shots, and visual consistency -- we decided to collapse all melee actions down to just one, Engage. When you engage, we look at your relative size, your relative position above or below the target, whether you have arms suitable for punching, whether those arms are intact or blown off, and so forth. Then we pick an attack that best fits what you have available.
To ensure this isnt unfair to some Mechs, we also collapsed all the consequences of the attacks into one outcome. This means that, in terms of effect, a punch and a kick are the same thing, a shoulder check is the same as a punch, and so forth. Some Mechs are still more powerful in melee than others due to both tonnage and design; the Atlas is always going to wreak more melee destruction than the Catapult. But every Mech can melee, regardless of their build.
The system works like this: every Mech has an engagement range at which it can move up and take a swing at an enemy. If youre within the engagement range of a target when you start your action, that target gets a gold box around it to show that you can punch it. Then, as your entire action for the round, you move up and swing (or kick, or shoulder-check, or stomp).
Were still up to our eyeballs in work (gotta end the year strong) so to keep things focused weve put together a list of all the stuff we can remember doing since GenCon 16.
Remember last update when I said this was gonna happen fast? Well guess what? BattleTechGear.com is LIVE! As in, right freaking now!
P.S. A Holiday Gift From MechWarrior Online
In addition to being fantastic hosts at MechCon a couple weeks ago, our friends at Piranha have sent along a little MWO holiday gift for everyone. Enjoy!
Fuckin' GORGEOUS.
My intro to Battletech was through MechWarrior, MechCommander, and MechAssault rather than the tabletop game proper, so melee isn't a huge part of how I think about the property. Still, I really like that they laid out the mechanical reasoning behind the melee system, and it all sounds great. Looking forward to seeing an Atlas shove its foot through a Commando.
Wouldn't a Commando just evaporate?
Wouldn't a Commando just evaporate?
Those minimum order numbers for the merch are really high. Like stupidly high.
is a highly sought-after commodity in nerd crowds.
Reminder: the deadline for the crowdfunded merchandise is coming up in 9 days: http://www.battletechgear.com/
Unfortunately, the first round of BattleTech Gear items are not projected to meet their Minimum Order Quantities before January 15th. If that is where we end up, we wont be manufacturing them. We appreciate that many people were excited enough to pre-order the items in the first wave and will be disappointed that we are not making those items.
We, too, are disappointed, but this is what the crowd-funding system was designed to do: make sure that we only produce things that have enough orders to make the manufacturers MOQ, cover our product development costs and overhead, and hopefully make some money.
But were pleased to let you know that reinforcements are on the way! Were working on more product concepts with lower MOQs to present for consideration. We are also looking into offering a slightly smaller version of the Atlas with a lower price and lower MOQ for a future wave. We hope to have new products ready and posted on the BattleTech Gear website in the next week or two and will, of course, post here on the Forums when theyre live.
While were disappointed that the Atlas Resin Statue didnt work out, reinforcements are on the way! We are currently working on more BattleTech Gear concepts for your consideration, many with lower MOQs! We hope to have them ready and posted on the BattleTech Gear website in the next week or two and well reach out to let you know when theyre ready.
In the upcoming months we are exploring offering a slightly smaller version of the Atlas with a lower price and lower MOQ. We will email you when that product is available for pre-order and hope that youll consider it.
This is sad and not surprising to hear.Battletechgear.com did not meet its goal for any of their products (surprise, surprise!)
I still think it was out of touch to launch the campaign during Christmas season, before people got paychecks, with such a short deadline (3-4 weeks), and with such an insane high minimum order amount.
This is sad and not surprising to hear.
There was nothing there that I wanted. Where's the simple short sleeved T-shirts? Where are some collectible little mechs? I'd kill for a ~$50or less CPLT-K2. The Atlas is a snooze, and was way too expensive.
Does anybody here caught up on the new Battletech stuff other than this game or MWO?
I'm not sure I understand the question. You mean what is new in Battletech as an IP? Well, as far as I know
- PGI announced Mechwarrior 5: Mercenaries during MechCon in December. Release in 2018, but that's a bit early I think considering the engine switch
- Oh yeah, Mechcon took place with a world championship for MW:O. You can check out the Twitch stream where they had Jordan, Mitch, Russ, and Randall Bills up on stage to talk about Battletech history and stuff.
- Catalyst Game Labs opened their own webshop
- They've been re-releasing a lot of the classic novels under the Battletech: Legends moniker in e-pub format.
- CGL is also bringing the universe further in the post-Dark Age with an upcoming ilClan book that people are supposedly hyping
- HBS got the merchandise license from Topps so they'll look into producing Battletech stuff (not miniatures though, they don't want to compete with IWL)
Otherwise that's it. Microsoft is still doing nothing with the old games (ie not putting them on GOG or Steam).
(Gigantic Update from HBS. See the whole thing here: https://www.kickstarter.com/project...etech/posts/1768032?ref=backer_project_update)
Project Update 34: Melee! Melee! Melee!
Thank you for information. I heard about the Battletech: Legends from a few people outside of GAF.
I'm sorry is my question is worded strangely too. I should've been more clearer about my question.
no need to apologize at all, I was just unsure.
You can check out Catalyst Game Labs on tumblr or the official forums if you want to be updated.
In general, I think there's a bit of a resurgence for Battletech. The license situation is still incredibly tough, but CGL, HBS, and PGI are managing despite everything. With MW5: Mercs, Battletech by HBS, more merchandise, and CGL doing their thing, I'm really, really stoked about the future.
You can expect PGI to make a Clans game and the same with HBS (provided the games are successful enough)
Have one planned actually... But i've been waiting for some solid news about IlClan before committing. Perhaps once BattleMech Manual gets released since even IlClan news might take awhile.I feel like we might need a Battletech OT for all of this stuff.
That seems fair.I was never going to wait for IlClan release, just been hoping for additional news beyond "2017" (something that's only semi-official, strictly speaking). Would motivate me to write... (And not just a BT OT but some mech articles, i tend to write in short bursts.)
I was never going to wait for IlClan release, just been hoping for additional news beyond "2017" (something that's only semi-official, strictly speaking). Would motivate me to write... (And not just a BT OT but some mech articles, i tend to write in short bursts.)