
Heavy units become the bread and butter of your army, as they are able to take on multiple enemies at the same time, and given the fact that the game always overwhelms you with enemies favored by superior tactical positioning, behind cover and oftentimes unflankable, you'll lose your light units without managing to do any damage.įurthermore, cover seemingly only works from one direction. Games have been tackling these problems for years, with stuff like patrol orders, passive or aggressive engagement rules, and so on and so forth, and I know I can't expect an indie studio to equal the efforts of AAA teams, but Mechs & Mercs: Black Talons doesn't even have waypoints. Light and medium units die too fast to be able to provide any value on the field of battle, and the fact that many times you can't even order a swift assault team to flank the enemy in order to gain crossfire bonuses because they just sit around returning fire, in spite of you clicking for them to move, further detracts from the experience. Why your enemy would leave the safety of cover when guarding narrow passageways is beyond me, especially since you don't have any devices such as grenades or other means of disruption, but that's the way the game plays. You can't really order your troops to do anything, you can't distract opponents other than luring them out of their cover, which many times is a winning strategy, as the game stacks the odds against you as much as it can in order to provide at least some engagement. It would have been very satisfying if it were a slower-paced experience like Company of Heroes, but sadly, the mechanics are too stripped-down to warrant more engagement. It lacks both the actual tactic gameplay of turn-based games and the moment-to-moment excitement of something like Starcraft 2. Most of the time, you will fortify yourself behind cover and endure relentless suicidal assaults from infinite enemies, switching between units when you get damaged, and waiting to get experience points and for your wounded units to buy reinforcements at dropship pads.

The strategic aspect is missing from actual missions, where you simply capture some resource generators that slowly give you points to spend on refilling your ranks and getting new troops at special drop pads, being more about patience than having an actual plan.

That means that all the tactical potential goes right out the window from the start, because without special orders such as going prone to gain avoidance, spotting to increase accuracy, suppression fire, and many, many other examples that would have enriched the experience, you're basically stuck sending your units for frontal attacks and crossing your fingers. “There aren't any complex orders you can issue to your troops, aside from "walk to this point and maybe shoot things that are in your line of sight." ” In practice, the limited game engine makes anything but heavy units subpar. Theoretically, each of the classes drives gameplay complexity up, affording you new avenues to showcase your tactical mastery. In addition to this, your mercs also have classes, belonging either to assault, support, tactical or engineering units. There are light, medium and heavy units, differentiated mainly through health and movement speed. You can control a variety of infantry units, each of which is comprised of four to six members.


You are in charge of the Black Talons company, a fierce mercenary outfit with a craving for cold, hard cash and bloody murder.
