It's also the lost technologies too, much like the warhammer40k universe, both IP's have lost the gems of older (and superior) technologies. Like I feel a single scout with a laser designator, and modern irl missile barrage would cream most mechs. It's not the mooost realistic take, but this is a setting where the weapons themselves are so oddly placed and balanced. Like I feel a single scout with a laser designator, and modern irl missile barrage would cream most mechs.īut mechs are like star wars blasters. Now it's deploy your mechs on Intel, hoping the enemy mechs are in just as bad conditions as yours.Īnd that's a rough idea of why mechs. Gone are the days where warships played 4d chess in space. Then keep in mind post Starleague you have a bunch of petty assholes intentionally smacking the shit out of each other's R&D and production. So when everyone plays by the rules, things are all about mechs, ground units, and close air support. Some guys wanna push into a city? Park urban mechs in alleys and sweep the legs. Enemy AA an issue? Get a fast brawler to go ruin its day. Aerospace bugging ya, buy some AA variant. Things became an arms race to build mechs that fit roles. You now had the first mech, a 100 ton boi if memory serves. Naturally ground units being tanks meant they had heavier armor then air, but also screwed by their own issues.Įnter Mackie. This meant after space combat was done, you had to land and take things using aerospace fighters and ground forces. So everyone (ok almost everyone) agreed to stop nukes and not shamelessly destroying colonies/civilian stuff. Things progressed to the point of absolute atrocities. It became a game of show up, take space, nuke all ground resistance as well as civvies. You sent a battlegroup that on its own can't hold a colony from aggressive reactions for long. It was all about space supremacy, but delays in travels and communications combined to be a huge give and take. There is a tex talks video that kinda sums this up.
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