Now that the holidays are over, we turn our sights to the future where we have a lot to look forward to in the BattleTech world. Chief among them is the hotly anticipated release of MechWarrior 5: Mercenaries, which hits digital store shelves on September 10th.
We’re less than 9 months away from release, which means it’s time to get that hype train moving. And what better way to get it rolling than with a brand new game-play trailer?
This trailer initially released through IGN a few weeks ago, but then Piranha Games put it up on the MW5 YouTube channel after they got their exclusive clicks in. We here at Sarna would be jealous, but we don’t even have a YouTube channel to provide our own exclusive video links (but that does sound appealing–hit me up PGI, let’s talk).
Anyway, what we see here is a quantum leap forward in graphics. Finally, we see some real weather on these planets in the form of rain and fog. Fog of war becomes quite literal in this clip, with players relying on instruments and laser beams to see where the enemy is located. It looks really good, although frame rate still seems to be a bit of a problem. Maybe that’s just an issue with whatever software was used to record the footage.
In addition to the reminder that MW5’s development continues with steady progress, Russ Bullock himself (he’s the president of PGI, don’t ya know) posted his own video to let the BattleTech community know that pre-orders are now available.
Called the “Community Edition”, these pre-orders all come with a variety of goodies for both the impending MW5 as well as PGI’s other game, MechWarrior Online. In fact, the rewards for MechWarrior Online seem to be even greater than the rewards for MW5. Purchasing the top-tier “Ultimate Community Edition” gives MWO players 30,000 MC, 90 days of premium time, a free Marauder II, and a ton of C-Bills and experience points.
That’s an in-game value of stuff in MWO way more than the $119.99 you spend pre-ordering MechWarrior 5.
For MechWarrior 5, each tier comes with various incentives to pre-order, such as exclusive in-game skins, digital downloads like desktops and soundtracks, and access to the beta test and the official MechWarrior 5 Discord server.
So1ahma provided a handy chart that breaks down the rewards over on Reddit, which also includes the approximate cash value too (kudos to you, So1ahma).
Personally, I think it’s a little weird that pre-ordering one game actually gives you way more goodies for a completely different game that is only partially related. It’s also a problem for those who really want to pre-order MechWarrior 5 but don’t even play MechWarrior Online–all those digital goodies are just going to waste.
Another year, another Mech_Con has come and gone. Sadly, yours truly was unable to attend this year’s convention due to financial constraints (and because I couldn’t find a couch to sleep on in Vancouver), but that doesn’t mean we won’t talk about all the latest and greatest announcements that came out of the biggest BattleTech-only convention of the year.
This year’s convention was a 2-day affair, which means instead of trying to jam 24-hours of BattleTech awesomeness into a single 12-hour period (which went well into the wee hours of the morning if I recall correctly), the organizers have spread the announcements over both Saturday and Sunday. As the first day is all about MechWarrior Online and MechWarrior 5: Mercenaries, we’ll be talking about those first.
MechWarrior 5 Release Date Announced
Last summer, MechWarrior 5’s December 2018 release date was pushed back to be sometime in 2019. Now, we have a specific date in 2019 when we can expect to see the first single-player MechWarrior experience in nearly two decades.
MechWarrior 5: Mercenaries drops on September 10th, 2019.
Along with the announcement at this year’s Mech_Con, developers Piranha Games dropped a brand new trailer to give everyone a taste of how it will feel to be a mercenary commander.
The trailer very much reminds me of Mechwarrior 2: Mercenaries, and I suspect that’s very much by design. First, you see your female commander ride her Victor into battle against a Hunchback and a King Crab. Being out-gunned nearly two to one obviously doesn’t go well for the Victor, who blows up before even being properly introduced.
Next it switches to the player, who starts off in a Cicada. This again reminds me of MechWarrior 2: Mercs as my first ride after performing the Commando-required training missions was always the Cicada.
Of course, I was very young at the time and didn’t understand that the Cicada was a terrible ‘Mech. It went fast, had a few lasers, and weighed more than anything else on the field, and that was good enough for me.
After the Cicada, the player seems to upgrade to the GriffinGRF-1S, then follows that up with a Dragon, a Thunderbolt, and finally a Stalker. The clear implication is you build up your mercenary company from battlefield salvage as you go along, much like the old MechWarrior: Mercenaries games did.
Some of the big takeaways here are the sound effects, which seem vastly improved over last year’s trailer, as well as the graphics and environmental effects, which are also improved.
Of course, this is just a trailer and not necessarily indicative of gameplay. That’s why we also have a 20-minute gameplay demo that also shows how far MechWarrior 5 has come since last year.
This gameplay demo comes courtesy of Giuseppe over at Twinfinite, who was lucky enough to sit in one of the 4 “pods” that PGI set up for Mech_Con. Each pod had a full Thrustmaster joystick setup and was tied together to test MechWarrior 5’s co-op capability, which is sure to be a game-changer for the series.
The demo starts off which each pilot walking along a dropship gantry to pick which ‘Mech they’ll pilot. Giuseppe hops aboard a Thunderbolt, which is a fantastic choice if I do say so myself. I’ve gotta say, the dropship’s Mechbay is a very impressive addition to the MechWarrior franchise and really gives you a sense of scale for the ‘Mechs you’ll be piloting.
As soon as the game starts, you can see a drastic improvement in graphics from last year’s game. Last year, things looked very drab, dull, and plain. This year, the colors seem more vibrant and there’s a much greater emphasis on textures and greenery to make the terrain come alive.
Admittedly, it does seem that framerate issues remain, so optimization will be a big deal. But PGI has 10 months to figure that out, which should be plenty of time. If last year’s game was a playable alpha build, this year seems much closer to a playable beta build.
Of particular note was the voice acting, which seems to take a page out of BattleTech’s book and casts some memorable voice actors to belt out some lines when beginning a mission.
The music seems adequate if not particularly outstanding, but that’s also subject to change in a year, and I’m sure you can always replace the tunes with MechWarrior 2 covers if you prefer.
Along with the 20-minute demo, we also got a sweet piece of box art for the game. Although it seems highly unlikely anyone will actually buy this game in stores, you still gotta have something to put on a web page to advertise your game, and once again, the talented Alex Iglesias hits it out of the park with this terrifying image of a rampaging King Crab.
Since when did the King Crab become the poster child of the MechWarrior franchise? It seems all the marketing material is going King Crab over Atlas these days.
MechWarrior Online Reveals Brand New ‘Mech – The Corsair
Just like last year’s introduction of the Sun Spider, PGI is bringing yet another brand new ‘Mech to the world of BattleTech.
It’s called the Corsair, and Catalyst Game Labs’ Randall Bills has once again given the new ‘Mech his blessing with another fantastic short story describing its origin. I highly recommend going over to the MechWarrior Online websiteto give the Corsair a quick read-through, or you can get the Cole’s Notes version on our very own Wiki here.
The Corsair is described as a classic “FrankenMech” made from the bits and pieces that periphery bandits and pirate groups can salvage from whatever is available. According to the ‘Mechs description on the PGI website, all of these pirate FrankenMechs are cobbled together from various heavy and assault ‘Mechs and given the blanket designation of “Corsair.” This would mean that Corsairs don’t have any particular weight or loadout and can be made of pretty much anything.
And the Corsair’svisuals certainly confirm its hodge-podge nature. Its chest looks like the blade of a bulldozer, its right shoulder seems to come from a Thunderbolt, while the legs are only vague symmetrical without having any symmetry to their armor plating. Your guess is as good as mine as to where those arms came from.
However, when the Corsair is introduced to MechWarrior Online later in March, it’ll come with a set of standard loadouts and designations much like every other Inner Sphere ‘Mech. This sort of belies the Corsair’s FrankenMech nature by making every version come with the same tonnage (95-tons) and one of 5 weapon loadouts, but it’s likely that a variable weight ‘Mech would require a drastic overhaul of MechWarrior Online’s base code.
With MechWarrior 5: Mercenaries only 10 months away, there’s no way PGI would pour that kind of manpower just to make one ‘Mech a little more flavorful. If we’re lucky, we’ll see some true Corsair-style ‘Mechs in MW5.
The COR-5R sort of looks like if an Orionhad sex with a Thunderbolt and then ran headlong into a bulldozer. An AC/10, LRM-15, SRM-6, 3 Medium Lasers, and one Large Laser is surprisingly competent for a pre-Clans era Inner Sphere ‘Mech. It looks like there are enough hardpoints to allow for quite some variation too.
As with any MechWarrior Online ‘Mech, the Corsair’s true performance will all come down to its quirks, but we won’t know about those until closer to the ‘Mech’s ship date on March 19th.
MechWarrior Online Announces Huge Holiday Bonus
Last year, if you played MechWarrior Online on December 27th, you got two free hero ‘Mechs (the Sun Spider and the Roughneck) along with a ton of in-game cash and free loot. This year, they’re doing the same thing by giving away the hero variant Corsair as well as the upcoming Warhammer IIC.
A lot of people have fond memories of the Warhammer IIC as the best damned 80-ton assault ‘Mech you could use in MechWarrior 2. Those same gamers are hoping it will be the best damned 80-ton assault ‘Mech in MechWarrior Online. You’ll be able to find out for sure on December 27th if you play just a single game. You don’t even have to win–you just have to play.
Along with the ‘Mechs, you get 6,000,000 C-Bills in spending money (which should be enough to customize one of the two ‘Mechs), 1,250 MC (which is game equivalent of real-world money), and 7-days of Premium Time to encourage you to play a little longer than one game.
And that’ll do for today! Join us next time as we cover the MechWarrior Online World Championship Finals, announcements from Harebrained Schemes and Catalyst Game Labs, and maybe even peek at a few of the posted photos over on Twitter.
It’s that time of year again, ‘Mech fans! The MechWarrior Online World Championship is just around the corner. The three final teams have crushed all others to become the best three teams in the world, and we sit down with MWO shoutcasters BanditB17 and mdmzero0 to get their take on this year’s tournament.
Harmony Gold’s lawsuit against BattleTech and it’s various creators looks to finally be over. And this time, just maybe, it’s over for good.
Piranha Games President Russ Bullock took to the MechWarrior Online forums to make an official announcement on the settlement between PGI and Harmony Gold. He was necessarily brief with his words as the exact details of the settlement were not disclosed. However, he was able to offer this approved wording:
“Harmony Gold and Piranha Games are delighted to announce that they have ended their dispute. Piranha Games will continue to use the “classic” BattleTech designs and Harmony Gold and Piranha Games look forward to continuing to serve their respective fans and customers.”
Standard disclaimer: I’m no lawyer, but this seems like a win. It essentially means that Piranha Games can continue to use the Unseen ‘Mech designs currently in MechWarrior Online, and likely can put a few into the upcoming MechWarrior 5: Mercenaries as well.
Thanks to the kind folks over at the BattleTech subreddit, we also have a copy of the court documents for people to verify with more legally-trained eyes.
courtesy of Mecha Talk
Note the use of “dismissal with prejudice” in the court docs. This means that whatever terms were agreed upon for the settlement, Harmony Gold cannot bring the same case before the courts again. In order to sue PGI they’d have to convince a judge that the new case isn’t the same as the old one, which would probably be a very tough thing to do after all this litigation.
And even if Harmony Gold convinced a judge that there’s a new case to argue, they’d still be right back where we last left them before the settlement: with PGI arguing that Harmony Gold doesn’t even own the copyrights and can’t sue as a result.
That’s not to say that a new lawsuit isn’t impossible. We don’t know the terms of the settlement, so whatever deal they worked out might only be for the current generation of games. A new game, say BattleTech 2 or MechWarrior 6, might not be protected by this settlement (if Unseen designs are used) and be subject to another lawsuit.
Another big deal is that this settlement drops the claims against everyone, including Catalyst Game Labs. We no longer have to worry about HG shutting down the tabletop side of things just because of a dispute in the virtual world of video games.
Now, there’s a lot of debate over on the official BattleTech forums about what suddenly brought this case to a settlement when PGI seemed like they were all-in on their arguments against Harmony Gold. Maybe HG managed to get that letter rogatory from Big West authorizing them to defend copyrights that they owned? Or maybe there was something even bigger hidden in HG’s arsenal that we might never know about.
All we can say for sure is that this looks to be the end of the road for this current spat of legal issues for now, and maybe, hopefully, forever.
Harmony Gold and Piranha Games have settled according to recently filed court documents.
Unlike last time when Harebrained Schemes had their case with HG dismissed two months ago, we’re going to keep our champagne bottles firmly corked and the confetti safely ensconced in whatever container confetti is normally ensconced in (I don’t actually know anything about confetti–is it a tin? A can?).
“Plaintiff Harmony Gold U.S.A., Inc. (‘Harmony Gold’) and Defendant Piranha Games Inc. (‘Piranha’) have agreed to a settlement in principle of this case,” the document reads, “but need time to prepare the written settlement documents.”
The motion goes on to state that if things fall apart then the case will proceed as it had previously.
As for what that settlement might entail, that we don’t know. And we may never know–legal settlements are often subject to non-disclosure agreements that will prevent us from ever knowing for sure if Harmony Gold will rear their ugly heads to rain on our parade.
BUT, and I say this as a non-lawyer with absolutely no background to draw from (sorry, our resident lawyer is on vacation and wasn’t able to comment as of the time of this writing), it seems likely that PGI paid off Harmony Gold with a stipulation that they cannot come after them for their upcoming game, MechWarrior 5: Mercenaries.
Unless the settlement details get disclosed the only way to tell is to wait and see what ‘Mechs Piranha Games opts to put in their upcoming single-player MechWarrior game. If there’s no Marauders, Warhammers, or Riflemen, then we’ll have our answer.
The MechWarrior Online World Championship tournament has just been announced with a surprise twist.
Stock ‘Mechs. That’s right: rather than taking out the highly customized, tuned, and optimal loadouts that all these pro-MechWarriors are used to, they’ll be confined to using the as-stock weapons, ammo, and armor that you can find on any of the old TRO’s.
PGI announced their latest iteration of the MechWarrior Online World Championship tournament on Twitter, with CEO Russ Bullock writing that the team “wanted to do something different” when it came to this year’s competition. That difference evidently being to lock everyone into using the configuration that most ‘Mechs came in as they were originally purchased.
I say “most” since that’s not the only restriction. The tournament has been limited to Inner Sphere-only technology circa 3039, with PGI providing a list of eligible ‘Mechs and variants on their MWOWC rules page.
courtesy of mechwarrior.com
Teams are comprised of 8 players, just as last year, with no team being able to field more than three ‘Mechs in any given weight class. Also, no duplicate chassis are allowed, so if someone takes a Wolfhound then nobody else on that team will be able to. Quirks, skill points, and consumables will all be as normal.
The stock-class restriction was quick to draw both criticism and praise from the MechWarrior Online community. Many professional players lamented the fact that stock-class ‘Mechs are perhaps even less balanced than the current metagame present at the highest levels of competitive play. Most competitive builds are mission-focused to bring down opposing ‘Mechs, but stock builds are made for the larger BattleTech lore, which often pits ‘Mechs against other opponents such as infantry, tanks, and AeroSpace Fighters. Those sub-optimal chassis are likely to be overlooked entirely as competitive teams scramble to find the best anti-’Mech chassis available.
To be honest, with how stock mechs are now, there will be such clear imbalances that you won't see anything but the same mechs. Regardless of map, regardless of opponent, and regardless of players. Stock mechs are simply not balanced. They were designed for tabletop.
However, stock-class tournaments aren’t entirely new to MechWarrior Online, with many beer-league teams playing in such casual tournaments throughout the year. Those MechWarriors may be encouraged to give the competitive scene a try with these new rules and restrictions.
@russ_bullock don't tell anyone cuz it'll hurt my street cred, but i am okay with your new rules for WC this year.
But while the unrestricted MWO strives for balance among all ‘Mechs (with varying levels of success), stock ‘Mechs were never designed to be equal. There will be clear winners and losers in the list that PGI has provided. For example, I think it highly unlikely that the stock Locust will see any amount of play. The stock version has virtually no armor, and without the benefit of 3050s-era weight-saving technology to give it a larger engine, it runs too slow to dodge any shots.
There’s also some clear winners on the list. The Wolfhound was already a favorite among pro-players, and the stock loadout of four Medium Lasers and one Large Laser is essentially a viable laser-vomit build even unmodified. It will certainly be much slower than we’re used to seeing on the competitive stage, and it will run vastly hotter thanks to single heat sinks, but as a light ‘Mech, it seems like the best of the bunch.
Other laser-vomit builds, such as the Crab, the Grasshopper, and Black Knight are also likely to be popular as they’ll allow for pinpoint damage without needing to worry about ammunition. Another possible ‘Mech to watch out for is the Archer. Without AMS or ECM to provide protection, LRM-boats such as the Archer could spell a quick death for any light ‘Mechs caught out of position, especially since those light ‘Mechs will be moving far slower due to a lack of XL engines.
As for assault ‘Mechs, the King Crab is likely to be popular, but with only two tons of ammunition split between either torso, each powerful AC/20 will only have 7 shots to connect with. Professional players are good, but even the pros might not be able to make 7 shots work in the long run.
courtesy of mechwarrior.com
As for why PGI decided to go with stock ‘Mechs, it seems likely to do with the upcoming release of their latest game, MechWarrior 5: Mercenaries. Much like Harebrained’s BattleTech, MW5 is set to take place before the Clan Invasion around the year 3025. By showing off competitive players in ‘Mechs that will likely be found in MW5, PGI turns the tournament into a publicity stunt for their game’s release.
The tournament begins on June 21st, which gives competitive teams a few weeks to look over the approved ‘Mechs and see what might work in an 8v8 competition.
This will surely be a MechWarrior Online World Championship unlike any other. We’re certain to see some new faces and maybe even some new strategies thanks to this restriction.
Or it might turn out to be a boring fight between Wolfhounds, Grasshoppers, and Crabs. We won’t know for sure until later in June.
There’s been a lot of speculation on the Harmony Gold v. BattleTech lawsuit, and I’m sorry to say some of that speculation may have come from this very publication. Previous articles from yours truly may have made it seem like the ongoing lawsuit is on its last legs and that we were all moments away from our triumphant victory.
That may have been more wishful thinking on my part, as it turns out. But, rather than me preface every article with the now-standard “I’m not a lawyer, but”, we’ve reached out to an ACTUAL lawyer to get his professional two cents.
Let me introduce you all to Robert Spendlove, an intellectual property lawyer and partner at the law firm of Laubscher, Spendlove & Laubscher. In his own words, Robert “has worked extensively in the gaming and toy industry, for and against such companies as Nintendo, Zuru, Disney, Turbine, and Sony.”
But more importantly, Robert is also a huge BattleTech nerd with over thirty years of losing countless hours to various iterations of the franchise on either tabletop or personal computer. This guy knows two things: BattleTech and IP law, and he’s also pretty damned good at explaining the two.
So good, in fact, that he wrote a big long essay on the current state of the lawsuit that I just couldn’t bear to slice and condense. Thus, to correct my own mistakes and give us all a unique insight into what’s going on, I present to you Robert’s take. Enjoy!Continue reading →
It’s going to be a fantastic week for BattleTech video games.
The day we’ve all been waiting for is finally almost here. Steam codes have been sent to all Kickstarter backers, pre-orders are available for pre-loading, and on Tuesday, April 24th, we finally get our hands on the finished product, hot off the digital presses from Hairbrained Schemes.
We’ve had our paws on the multiplayer beta for some weeks now (and did a write-up on the experience a while ago), but this will be the first time we get our hands on the single-player campaign (unless you were one of the lucky few influencers that got an early download to show off on Twitch). As a connoisseur of Harebrained’s Shadowrun series of games, I have high hopes that the single-player experience lives up to the high bar set by their previous turn-based RPGs.
And while we of the BattleTech faithful are obviously hyped for BattleTech‘s arrival, we’re not the only ones. As of the time of this writing, BattleTech is number two on Steam’s top sellers list, beating out such juggernauts as PlayerUnknown’s Battlegrounds and Far Cry 5. That’s high praise even for a game developed by giants in the industry, let alone a small developer like Harebrained.
We’ll have a preliminary review of the game up in the coming weeks after I’ve gotten a chance to play through a few hours of the campaign.
courtesy of MechWarrior Online
In other news, MechWarrior Online has released their latest update that brings Solaris 7 to their online shooter. As the name suggests, rather than 12v12 company-level brawls, or 8v8 strategic fights in the case of faction play, Solaris 7 pits MechWarriors in single combat.
The game changes drastically when you only have a single opponent. Suddenly you no longer need to consider bringing enough ammunition to last you an entire protracted battle. Rather, the goal is to pump out as much damage as possible as quickly as possible to bring your opponent down before he can do the same to you. This opens up a completely new meta in ‘Mech designs, and folks are already throwing up some creative new builds on the various online forums.
On top of that, Duncan Fisher‘s announcing brings a level of immersion that was previously missing to the game, and the MechWarrior Online developers PGI are giving away a free ‘Mech just for logging in: the UZL-3P Uziel!
There’s still time to get the rewards for pre-ordering BattleTech, and MechWarrior Online is still free to play so you can download that and start playing right now. There’s never been a better time to be a BattleTech gamer.
Good evening BattleTech fans! While we’re on the eve of BattleTech’s long-awaited release, we have some news on the lawsuit front for the ongoing legal battle between Harebrained Schemes, PGI, and Harmony Gold.
When we last left our intrepid heroes they were asking the judge for summary judgment against HG to find in favor of the defendants (that’s us) without needing to go into a lengthy trial. It turns out that PGI found the results of an earlier trial that proved Harmony Gold didn’t even have the rights to the Unseen ‘Mechs they were suing over in the first place. Those designs were in fact owned by another company called Big West.
What happened next was Harmony Gold decided to amend their complaint and remove some of the specific language from their suit against PGI and Harebrained Schemes. This was in order to buy time and stave off a summary judgment against them, which was seeming very likely due to the shaky legal ground HG suddenly found themselves on.
Not to be deterred, PGI refiled their motion for summary judgment with mostly the same language as before after HG amended their complaint. I’m no lawyer, but according to Reddit user GoodTry3067 (and with kudos for explaining all the legalese) we could be in for a long wait while the judge decides on the request for judgment Like, to the tune of 6 months.
I know, I know, that’s a bummer, but chin up! It’s looking like we might finally see the last of the much-reviled Harmony Gold.
But not so fast. In a last-ditch effort, Harmony Gold is throwing the legal equivalent of a long-bomb, 600 yard play (is that what they’re called? I know less about sports than I do about law) by requesting a letter of rogatory–essentially a letter from litigators in Japan asking them to confirm HG’s ownership of the Unseen copyrights.
They’re not likely to get it for a two reasons: A) Japanese companies rarely, if ever, come to the defense of American companies, let alone idiotic ones like HG who litigate themselves into a corner, and B) any litigator sending a letter to the judge opining that HG owns the copyrights would be lying since they do not.
How I imagine this all went down (courtesy of associated press)
Rightly smelling blood, PGI filed a motion to deny HG’s request for a letter rogatory from Japan on the completely reasonable grounds that they should have sent this request way back during the discovery process and not on the eve of trial. They also assert, probably correctly, that HG is just trying to delay a trial and waste the court’s time.
“Piranha opposes the motion for several reasons, but principally because the issue of who owns the copyrights asserted in this case has already been decided by three courts,” wrote PGI in their request for dismissal. “In light of those court rulings, the only apparent reason for Harmony Gold’s motion is to create confusion and cause delay.”
Ouch. There’s no word yet on when the judge will rule on PGI’s motion, which was filed on April 2, but here’s hoping the judge finally loses their cool and tosses Harmony Gold on their collective asses.
Before I end this update, I have a special request. It looks like Harmony Gold may finally get what’s coming to them, and on that day we’re going to need some appropriately smarmy art commemorating the occasion. If you or someone you know might be artistically inclined and can produce an image of Harmony Gold getting either crushed, blasted, or otherwise destroyed by a BattleMech–any ‘Mech, even one of the Unseen–then please send it on over so we can showcase it on what will hopefully be the best news update Sarna has ever posted.
My friends, I bring tidings of great joy. MechWarrior Online is finally getting a ‘Mech that has been ignored for far too long given it’s illustrious and storied history. Finally, loyal ‘Mech fans will be able to pilot perhaps the greatest ‘Mech to ever grace the pages of BattleTech.
A rare sight in the Inner Sphere for centuries, the Flea had a troubled childhood. Initially known as the Trooper, it was developed by the Free Worlds League in 2475. The initial prototypes were so heavily flawed, however, that it took twenty-five years of additional development before the prototype could even be considered by the League’s Ministry of Defence, and even then it’s rumored to have required some hefty bribes before they agreed to take on the Trooper as their dedicated reconnaissance ‘Mech.
The design was rechristened the Flea in order to distance it from its troubled development. The Flea proved high maneuverable and effective against infantry and lightly armored targets, but utterly incapable of engaging ‘Mechs more heavily armed than itself. Excessive losses deterred the League from ordering replacements, and it wasn’t until Wolf’s Dragoons arrived did the Inner Sphere see the Flea in action again.
With the Dragoons using the Flea to great effect, the little ‘Mech gained a notoriety that eventually climbed to fame. It eventually became such a desired design that the Capellan Confederation’sMaskirovka raided a League factory for the ‘Mech’s schematics. Fleas began popping up in Capellan militias and then in planetary armies across the Inner Sphere.
Despite its obvious capabilities, the Flea suffered from several flaws. The FLE-17, by far the most common variant, was considered too slow after the arrival of the clans and technology allowed for XL engines to become the new standard in light ‘Mechs. Its armor was, likewise, insufficient for all but the lightest of combat duty.
courtesy of confracto.com
But largest of all was how most variants of the Flea lacked jump jets, preventing a ‘Mech named after a famously jumping creature from actually jumping at all.
The Flea was originally intended to be included in the first batch of ‘Mechs released with MechWarrior Online but was sidelined for reasons that were never explained. In all likelihood, the game’s developers were concerned with what such a small and maneuverable chassis would do for the overall competitiveness of light ‘Mechs.
That doesn’t explain why the Locust was eventually introduced before the Flea, but that’s neither here nor there.
The point is, the Flea is finally set to arrive, and I for one am very glad for it. It’s been a very long time coming.