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- #Battletech urban warfare ran out of hotspots mods#
- #Battletech urban warfare ran out of hotspots series#
The Shadow Hawk, Hunchback, and Centurion are all better choices for getting an AC/20 into lethal position. Run into range and start alternating guns and fists. Also the lack of JJ robbed it of many backstrikes.ĪC/20 and two SL might be better, especially if you can find some of those zero mass arm mods. I had some fun with it carrying an AC/20 and ML but that isn't a good build-it ran out of ammo too fast, even with 2 tons. There just aren't any good options for loading it out. All in all the 55 tonners tend to be more useful.
#Battletech urban warfare ran out of hotspots mods#
With a couple of arm mods it can punch pretty hard, but it is limited by only having two support hard points. I've got a Shadow Hawk I can fall back to, but since the AI seem to enjoy focusing down the closest target I might play the Dragon for a bit longer just to sit out there and be distracting.Ībout the nicest thing you can say about a Dragon is that at least it wasn't a QuickDraw. My memories of fighting against the Dragon when I got the scrap was definitely that it struggled to be threatening and I mostly ignored it until most of the other guns were out of combat already. I think I appreciate having a more complex assessment of quality than just "bigger is better" but it is rough when the big new mech is a poor performer. You are better off with the 55-ton Shadow Hawk, Griffin, or Wolverine and waiting for the 65-75 tonners. But all the entry-tonnage mechs to any class save the Awesome are generally terrible. It has a place in tabletop where cover is less prolific or realtime where speed matters.
#Battletech urban warfare ran out of hotspots series#
What emerges is a view of augmented reality not just as a process of layering computer-generated input over the real environment, but as a series of spatial negotiations performed by the player.Given all expansions and v1.9, the Dragon is one of the worst mechs of the game. The result is a holistic understanding of a select type of mobile augmented reality games. The fluidity of the roles is re-examined via the direct observation of research participants, who expressed their experience in interviews post-play. Four mobile augmented reality games are analysed as a series of elements, focusing on boundary maintenance, prescription of roles, and the integration of the everyday. Case studies of a selection of mobile augmented reality games are analysed utilising mixed methodologies to create a triangulation of data. Such metaphors are re-evaluated as conceptual tools for the analysis of mobile augmented reality, arguing for a conceptualisation of mobile augmented reality games as multi-spatial layers. The result is a construction of a spatial dualism, where play is conducted either inside or outside of a fixed boundary. Similarly, an over emphasis on the boundary that separates play from everyday reality sidetracks player agency in negotiating and establishing such contractual boundaries. Over-emphasis on the technical aspects of mobile augmented reality leads to conceptualisations of it as primarily a “see through” screen – allowing for easy adoption of the screen-as-a-window metaphor. This thesis re-evaluates the spatial metaphors used to understand augmented reality as a multi-layered spatial experience that directly engages the player.
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Engaging with mobile augmented reality games both theoretically and empirically, this thesis extends scholarship and implications of future design. This thesis examines the spatial experiences associated with mobile augmented reality games conceptualising augmented reality as a process of spatial layering. Instead, researchers and designers have focused on the technical aspects of augmented reality, which has created a spatial dualism where augmented realty is conceptualised within a binary of the real or the virtual. These experiences have been under theorised. The adoption of augmented reality in game design has resulted in the creation of playful experiences that explicitly link the game world to everyday reality. Augmented reality technology involves the layering of dynamic, context-aware computer-generated input over the user’s field of vision.
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