MechWarrior 4: Vengeance is nearing the ripe old
age of one, and while it's still the top game of its type, the prospect of adding some
fresh blood to the mix is exciting. Thus, we find ourselves looking increasingly forward
to the upcoming Black Knight expansion for the game. The tentative ship date for the title
is now just a little over a month away, and Microsoft has updated the game's web site this
week in obvious anticipation of its launch. So the time seems ripe to take a look at what
we know about the upcoming expansion pack, what we think we'll see, and whether those are
good or bad things. New Weapons
Black Knight will feature nine new weapon types, including X-Pulse Lasers, a cluster
bomb launcher, and new autocannons. Expect the cluster bomb launcher to function like a
long tom, though probably covering a noticeably larger area. Hopefully, the X-Pulse Lasers
will give a legitimate reason to actually *use* pulse lasers.
New autocannon types have been mentioned as being included, and in a screenshot
recently released by Microsoft of the black market interface, two new autocannons are
visible. These are a standard autocannon 20, and a clan ultra autocannon 20. Each weapon
consumes three weapon slots, but we don't know any other details about them. The
autocannon lines in MechWarrior 4 are currently represented in bits and pieces, so we
expect to see the standard, LB, and ultra autocannon lines expanded to have 2, 5, 10, and
20 caliber representations pretty much across the board.
Depending on what exactly is meant by a weapon "type," this still may leave
room for a surprise weapon or two. Our guess is probably not, however.
New Chassis
There will be five new mech chassis in Black Knight, all of which have been identified
at this point. Since MechWarrior battlemechs have consistently matched their Battletech
forbears in tonnage, we can guess the weight of each chassis. Beyond that, it comes down
to speculation.
Mech Name: Uller Tonnage: 30 Tech Type: Clan
The Uller is one of two light mechs included in the expansion, which is a bit
disappointing. While there were fewer light mechs than any other class, their use is
limited with the emphasis of MechWarrior 4 on combat. Hopefully, the new multiplayer game
types will increase the value of light mechs.
Expect the Uller to pack a good punch for its size. Its status as an omnimech should
give it a lot of versatility in choice of weapon, but it will lean towards a mix of beam
weapons and missiles, primarily the latter. Non-omni slots in the arms should be for beam
weapons, while those in the torso will be for missiles.
The speed of the mech will probably be more akin to the 35-ton light mechs than the
like-tonned Osiris. It may be comparatively weak in its component options, with only three
or maybe even two choices.
Mech Name: Wolfhound Tonnage: 35 Tech Type: Inner Sphere
The second light mech added to the game will likely also be an offensive-minded design.
This mech may be tooled exclusively to use beam weapons, a good choice for a light mech.
Expect it to be able to fit its biggest weapon in the right arm, with smaller lasers in
the left arm and torso. Expect it to be slower (or at least not faster) than the
other light mechs.
Wolfhound variants will probably show less variety than those of most other chassis.
Mech Name: Ryoken Tonnage: 55 Tech Type: Clan
The Ryoken is a welcome addition, as the 55 ton weight class currently is not represented
by a clan mech. One of the strategic weaknesses of MechWarrior 4 is that certain weight
classes contain a plethora of battlemechs, while other classes are left out entirely.
Battletech allows for mechs to be included at five-ton intervals. MechWarrior 4, for
example, has Clan battlemechs in the 35, 45, 60, 65, 70, 75, 90, and 100 ton weight
classes, with two present at 70 tons (the Thor and the Nova Cat). Of the nine Clan mechs
in the game, five are grouped within fifteen tons of one another.
The Ryoken's biggest competition will be the vulture, a Clan mech just five tons
heavier. The Ryoken should be faster (this could be a major selling point of the design),
though the weapons slot arrangement could be remarkably similar. The Ryoken will almost
certainly have fewer (the Vulture is well endowed in that arena), probably 13 or 14. It is
also very likely that the placement of the slots will mimic that of the vulture, with the
beam slots in the arms and missile slots in the torso. The mechs' appearance makes it
unlikely that the bevy of slots in the torsos will be anything but missile, but if the arm
slots turn out to be omnis, the resultant versatility will help distance it from the
Vulture.
Don't expect the Ryoken to have the Vulture's 360 degree torso turning ability, but it
may have more component choices available.
Mech Name: Black Knight Tonnage: 75 Tech Type: Inner Sphere
The looks of this mech have been altered noticeably since its original BattleTech
schematic, which is a good thing (though it does look reminiscent of a transformer now).
Expect a laser-heavy design, with slots located mostly in the arms. In components, expect
a Beagle Active Probe for certain. Since it is being billed as a commander's mech, look
for four component options total.
The Black Knight is a curious choice for inclusion, in that it is only five tons off of
the Awesome, another inner sphere design, and looks to have a very similar configuration.
The two mechs should be close in speed, and both look to be almost exclusively beam
weapon-based. The Black Knight could have as many as fourteen or fifteen weapons slots,
same or better speed, and almost certainly better component choices than its beleagured
bigger brother. The Awesome has always been a poor design, but it could be completely
outmoded by the Black Knight. Weapons slots on the latter could be grouped to prevent
usage of PPCs (the Awesome's specialty) and instead encourage medium and large lasers,
making it an Inner Sphere counterpart to the Clan Nova Cat.
Mech Name: Sunder Tonnage: 90 Tech Type: Inner Sphere
Of all the new mechs, we find this one to be the most intriguing. This is the newest of
the designs; all of the others except for the black knight have been in the game system
since the introduction of the clans, and even the Knight was introduced six years before
the Sunder. Most importantly, though, is that the Sunder was introduced as one of the
first Inner Sphere omnimechs. Might we see omni slots on an Inner Sphere design?
The Sunder's 90 ton weight puts it near the top of the mountain. The Inner Sphere
desperately needed another assault mech; the Awesome is weak, the Mauler is utterly
outclassed by the Mad Cat MkII, which shares its weight class, and the Atlas, while a
competitive design, suffers constraints on its weapon allocation not shared by the other
100-ton mech, the Clan Daishi. The Sunder has a real chance to outpace the Atlas as the
top Inner Sphere assault mech, and will hopefully at least give the Mad Cat MkII and the
Daishi some competition. Our only complaint here is that it would have been nice to have
seen a mech introduced at either 85 or 95 tons, since both classes are without
representation in the game, and the Sunder makes three battlemechs at 90 tons.
Expect the Sunder to keep the bulk of its weapons in its arms. The right arm should
have four to six beam slots. The left arm will probably be capable of carrying one big
gun, our first guess being ballistic. We're guessing upwards of eighteen weapons slots on
this monster, so there could be a large number on the torsos. The torsos will definitely
have the ability to support at least a few small-to-mid size lasers, and probably will
have a few missile racks as well. As mentioned above, we'd *like* to think an omni slot or
two could squeeze its way in.
The speed of the Sunder should fall in line with that of the other assault mechs.
New Single Player
The campaign of Black Knight promises to be superior to the original MechWarrior 4
campaign. For one, the Black Knight single player campaign is not completely linear. The
twenty missions included in it may be played with some variation in order (though how much
variation is uncertain), with the results of one mission influencing the resources of the
enemy in another. Some missions may even be playable more than once; we assume this would
be similar to re-visiting an area earlier conquered but then retaken by the enemy.
An economic aspect is also introduced in Black Knight, and this should have a
significant impact on the single player game. No longer is your equipment limited solely
to what you can salvage from battle - instead, you can buy and sell on the black market.
You have an agent who works for you; if there's something you want, tell the agent and
give him the resources to purchase it. He'll try to find it and purchase it with what you
give. Of course, the seller might think your offer to be insufficient, in which case your
agent will return with a request for more to barter.
As far as the storyline, the player's character is an ex-Davion lance commander who has
risen to second in command of the mercenary Black Knight Legion. Part of the campaign will
take place on Kentares IV, after Ian Dresari, the protagonist from MechWarrior 4, has
resumed control. Apparently, Black Knight follows the second ending of MechWarrior 4,
wherein Ian's sister Johanna is killed, engineer Karl defects, and Ian is left ruling the
world instead of Johanna.
The game also adds six vehicles: "the Nightwind, Stiletto bomber, Mobile Orbiter
Defense Laser (MODL), and the Demolisher II, Quad Panzer and Myrmidon tanks." We
assume that these will only be present in single player.
We assume that the Nightwind is an LRM-equipped helicopter. The Stiletto, as
stated, is a bomber, and may take a good deal more punishment to bring down than a
helicopter. The MODL sounds more like a target than a direct threat to 'mechs (perhaps it
needs to be destroyed in one mission to enable air support in another). The Demolisher II
will, we expect, be a large vehicle sporting heavy autocannon, something a 'mech should
not take lightly. We have no specific guesses about the other two tanks, but BattleTech
rules tend to favor ballistic weapons in tanks.
New Multiplayer
Five new multiplayer modes will be included in Black Knight: Absolute Attrition,
Goliaths, Clan vs. Inner Sphere, Mech Strongholds, and Siege Assault.
Goliaths pits a group of player-controlled small mechs against a group of assault mech
bots that increase in numbers. According to a published interview, the player mechs are
35-tons, but hopefully other light mechs will also be permitted.
Clan vs. Inner Sphere is a welcome concept since the game needs a way to differentiate
the Inner Sphere mechs from their more powerful Clan counterparts in multiplayer.
Mech Strongholds and Siege Assault both involve bases that must be attacked and
defended. Turrets will be present to assist in defense. Our guess would be that
Strongholds leaves each team with the task of defending its base while destroying that of
the opposing team, while Siege Assault places one team squarely in the defensive role, and
the other in the offensive.
This is pure speculation, but our thoughts on Absolute Attrition are that it will award
points solely for damage dealt and not for kills. We also suspect that it could be a
"last man standing" sort of thing, with all mechs respawning only after one
survivor remains.
Goliaths sounds mostly like it will be good for a change of pace, and Clan vs. Inner
Sphere probably won't gain too much popularity (except from those who like a challenge or
the role of the underdog) unless it has a good system in place to encourage players to
take the role of the Inner Sphere. The other three types, however, all sound like they
could be quite popular in the multiplayer circuit. Considering that only Attrition and
Capture the Flag of the original multiplayer types are very popular, two or three good new
multiplayer game types will inject a tremendous amount of life into the game.
Also, the addition of new multiplayer maps will give the game a boost. The eight that
have been released from Microsoft since the Launch of MechWarrior 4 have helped extend
replayability, and those included with the expansion should deviate further from the norm.
Overall, Black Knight promises to add a significant amount of gameplay to Mechwarrior
4. Even if it is only moderately successful in living up to what it promises, it should be
a worthy investment for any MechWarrior fan. Look for a review on HappyGamers.com as soon
as it hits store shelves.
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