
I was given the choice to do another job for no extra pay, go after him and force the issue, or just cut my losses and call it quits. Going with the known means it’s going to be a hard fight, while waiting could mean some of the opposition will spread out and be easier to pick off… or they might get reinforced, and the skirmish would be even harder.Īnother flashpoint had my contractor skip out on payment after he set me up on a wild goose chase. For example, one offered me the chance to go up against a moderately superior force or risk waiting to see if conditions changed. The flashpoints also feature a few branching paths that will influence mission structure. The risk of failing these missions can be high, but the payouts are generally amazing with a ton of C-Bills, Assault Mechs, or highly-cherished Star League Lostech. While these flashpoints don’t allow for pit stops, they did let me swap mechs between each stage, so having a healthy stable of ready-to-go death machines and pilots to operate them is a must. These mini-campaigns are a series of interconnected missions contracted out by the larger houses, usually having to be carried out in rapid succession so that there’s no downtime between them to repair and refit.

The biggest addition are the flashpoints themselves. While all of these additions are good ways to expand the post-game content, it falls a bit short of feeling like a full expansion. (Dan Weissenberger’s full review of the core campaign can be found here.) Flashpoint brings a new environment to fight in, a small complement of new mechs, a new mission style, and the eponymous “Flashpoint” missions that are bite-sized chunks of story peppered throughout the Inner Sphere. WTF My urge to have a King Crab mech lead a lance of Crab mechs.īattletech: Flashpoint is the first of a triptych of expansions for Harebrained Schemes’ excellent mech combat game.
Battletech flashpoint succession Patch#
LOW Feels more like a bulky patch than an expansion.

HIGH The choices offered in the Flashpoints.
