Walkthrough - Guide for Mech Commander 2
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MECHCOMMANDER 2 WALKTHROUGH by Briareos Kerensky ([email protected], briareos_CWE), ver 1.2, 28/09/2001 Table of Contents 1-Update History 2-History Briefing 3-Houses Briefing 4-Weapons/Equipment Briefing 5-'Mechs Briefing 6-MechWarriors Briefing 7-Support Units 8-Vehicles Briefing 9-Turrets and Infantry Briefing 10-General Tactics 11-Multiplayer Tactics 12-How to costumize a 'Mech 13-How to balance your team 14-Walkthrough 15-FAQ Section (if you are looking for Minelayer infos, see this section! NdB) 16-Credits and misc **************** 1-UPDATE HISTORY **************** 28/09/2001-version 1.2. Corrected a stupid error in the first release date. First two missions. 'Mech datas completed. Added descriptions to weapons, 'Mechs and vehicles. First two missions. Some other updates. 25/09/2000-version 1.0. First sections available. ****************** 2-HISTORY BRIEFING ****************** Before the Inner Sphere known the atrocities of the Succession Wars, General Alexandr Kerensky, leader of the Star League army, left the know space to seek a place where men and women could live without racial or ideological hatreds. After hundres of years from its departure, the Inner Sphere, now divided between fighting Lords, gradually degenerated due to continue wars that these Lords unleashed to take control of the whole Inner Sphere. In 3049 this endless war seemed to its end, however, the Clans, the descendants of Kerensy returned to the Inner Sphere with one intention: conquer it. The Battle of Tukayyid, in 3052, momentarly stopped the Clans, but now, in 3060 the truce broguht by that battle was ending, so the Inner Sphere laucnhed a massive attack against of of the most ferocious and bloodlust Clans, the Clan Smoke Jaguar: led by Prince Ian Victor of the Federated Commonwealth the spherian task force, composed by troops from all the Inner Sphere, annihilated the Clan. But at their return in the Inner Spere Ian Davion found a totally different scenario... ***************** 3-HOUSES BRIEFING ***************** HOUSE DAVION: ruler of the Federated Commonwealth, led by Archon Prince Victor Ian Steiner-Davion, also the commander of Task Force Serpent, which annihilated Clan Smoke Jaguar. The Federated Commonwealth born in 3028, when the rulers of the Federated Suns and the Lyran Commonwealth married. However, during the fight against Clan Smoke Jaguar Katrina Steiner, sister of Victor, took control of the Lyran part of the Commonwealth, declared it independent and formed the Lyran Alliance. As Victor returned from Clan space, he took a large portion of salvaged 'Mechs HOUSE STEINER: ruler of the Lyran Alliance, former part of the Federated Commonwealth, led by Archon Princess Katrina (born Katherine, she renamed herself after the creation of the Alliance)Steiner-Davion. During the Clan invasion the Lyran part of the Commonwealth was under attack by Jade Falcon Clan, and most Commonwealth units were sent to protect it; however, after the separation of the two parts, the troops loyal to Victor returned in Federated space. House Steiner 'Mechs are configured for close-range assault; Steiner commanders often deploy heavy and assault-class 'Mechs. HOUSE LIAO: ruler of the Capellan Confederation and part of the St.Ives Compact, led by Sun Tzu Liao. House Liao was well known for its previous leaders and their strange (if not mad) behaviors toward their territory. The creation of the Federated Commonwealth deprived the Confederation by most of its industrial worlds, and until Sun Tuz rise to leader the Capellan Confederation was the least-powerful realm of the Inner Sphere, both militarly and economically. However Sun Tzu is not mad as his parents, and showed great skills in the political arena and as a military commander: he reconquered part of the St.Ives Compact (the Compact declared itself independent and built a strong friendship with the Federated Commonwealth)and other territories lost to other houses. Their 'Mechs are primary fast and agile light and medium 'Mechs with ECM suites and specialized in reconaissance missions; Liao heavy 'Mechs tend to be somewhat faster than other 'Mechs, but they still pack a punch. CLANS: the Clans are the creation of Alexandr and Nicholas (Alexandr's son) Kerensky. There were 20 different Clans, but now only 14 Clans exists; two were absorbed by other Clans, one was annihilated by Clan Wolf, Clan Smoke Jaguar was annihilated by Inner Sphere troops, Clan Nova Cat left their homeworlds to become one with the Inner Sphere after the Jaguar annihilation. Not enough, part of Clan Wolf travelled to Arc-Royal (Lyran space)after the Refusal War (MW2 anyone?) and now CLan Wolf is divided into two factions. Currently, there are two lines of though within the Clans: the Wardens think they have to protect the Inner Sphere from outside and the Crusaders want to conquer it. Only the Jade Falcons, the Crusader part of the Wolves and the Ghost Bears conquered worlds in the Inner Sphere; other Clans (Hell's Horses have a small zone in the Wolf spherian territory as the Wolves lend that part) have no access to Inner Sphere goods if not by commerce. Clans are not present in this game as a "real" present force, only their 'Mechs (and weapons) are present ;_; (I want an other game where you can play as a Clanner! A Clan Wolf Clanner!) BANDITS: there are several bandits in the Inner Sphere, fighting for their independence from the other Houses. They do not have too much 'Mechs, and most 'Mechs they have are light ones; they heavily rely on vehicles. **************************** 4-WEAPONS/EQUIPMENT BRIEFING **************************** ----------------------- --SHORT RANGE WEAPONS-- ----------------------- Short Range weapons are effective from 0 to 60 meters and are the only category that can fire within 0/30 meters. Any 'Mech should carry at least two of these weapons: like the first MechCommander, battle ranges decrease quickly, and long-range-only 'Mechs will find themselves overwhelmed. Type: CLAN HEAVY LASER Technology: Clan Sub-Type: energy Damage: 5 Rate Of Fire: 2.0 Heat: 7 Cost: 4700 Criticals Occupied: 1*1 BattleTech Equivalent: Clan Light/Medium Heavy Laser Awesome firepower for such a small weapon, but greatly offset by the large amount of heat generated. Type: CLAN PULSE LASER Technology: Clan Sub-type: energy Damage: 2 Rate Of Fire: 4.0 Heat: 4 Cost: 2400 Criticals Occupied: 1*1 BattleTech Equivalent: Clan Light/Medium Pulse Laser Pulse Lasers fires more constantly than standard lasers, effectively increasing the amount of damage that 'Mech can inflict; only slighlty hotter than standar lasers. Type: CLAN STREAK SRM PACK Technology: Clan Sub-type: missile Damage: 2 Rate Of Fire: 3.2 Heat: 2 Ammo: 73 Cost: 2200 Criticals Occupied: 1*1 BattleTech Equivalent: Clan Streak SRM 2 SRMs do not have the range of LRMs, but they cause more damage. This Clan variant has more salvos than the Inner Spere variant and has a slightly higher rate of fire. Type: CLAN ULTRA HEAVY AC Technology: Clan Sub-type: balistic Damage: 12 Rate Of Fire: 2.7 Heat: 8 Ammo: 61 Cost: 14200 Criticals Occupied: 2*4 BattleTech Equivalent: Clan Ultra AC/20 Awesome firepower at close ranges. This weapon has the third highest damage value of the game. The Clan version holds more ammo than the IS version. Type: FLAMER ARRAY Technology: both Sub-type: energy Damage: 3 Rate Of Fire: 1.7 Heat: 7 Cost: 1800 Criticals Occupied: 1*1 BattleTech Equivalent: Inner Sphere or Clan Flamer A cluster of flamers grouped together. Lasers are more effective, though it's better than the Machine Gun Array. However, it's cheap. Type: HEAVY AC Technology: Inner Sphere Sub-type: balistic Damage: 12 Rate Of Fire: 1.7 Heat: 7 Ammo: 38 Cost: 7100 Criticals Occupied: 2*4 BattleTech Equivalent: Inner Sphere AC/20 The Ultra Heavy AC is derived from this weapon. All standard ACs are slower than Ultra ACs, but costs less. They also hold less ammmo. Type: LASER Technology: Inner Sphere Sub-type: energy Damage: 2 Rate Of Fire: 2.4 Heat: 3 Cost: 1700 Criticals Occupied: 1*1 BattleTech Equivalent: Inner Sphere Light/Medium Laser Basic short-range weapon. Each 'Mech should always carry two of them. Type: MACHINE GUN ARRAY Technology: Inner Sphere Sub-type: balistic Damage: 1 Rate Of Fire: 4.0 Heat: 0 Cost: 900 Criticals Occupied: 1*1 BattleTech Equivalent: Inner Sphere of Clan Machine Gun Like the Flamer Array, the Machine Gun Array is composed by a group of machine guns. They even cost less that the Flamer Array, but are less effective as a Machine Gun Array has a lower rate of fire and damge value. Type: PULSE LASER Technology: Inner Sphere Sub-type: energy Damage: 2 Rate Of Fire: 3.5 Heat: 4 Cost: 2000 Criticals Occupied: 1*1 BattleTech Equivalent: Inner Sphere Light/Medium Pulse Laser More effective than the standard Laser, but also more expensive. Type: STREAK SRM PACK Technology: Inner Sphere Sub-type: missile Damage: 2 Rate Of Fire: 3.0 Heat: 2 Ammo: 68 Cost: 2000 Criticals Occupied: 1*1 BattleTech Equivalent: Inner Sphere Streak SRM 2 This Inner Sphere variant of the Streak SRM Pack holds less ammunition but fires more frequently and creates less heat. Type: ULTRA HEAVY AC Technology: Inner Sphere Sub-type: balistic Damage: 12 Rate Of Fire: 2.4 Heat: 8 Ammo: 54 Cost: 11800 Criticals Occupied: 2*4 BattleTech Equivalent: Inner Sphere Ultra AC/20 Inner Sphere equivalent of the Clan Ultra Heavy AC. It has less ammo but fires slightly faster. ------------------------ --MEDIUM RANGE WEAPONS-- ------------------------ Medium Weapons are effective from 31 to 121 meters; most non-advanced Inner Sphere weapons (Large Lasers, Medium ACs, PPCs) belongs to this category, like most Clan ER variants of short range weapons. Type: CLAN ER LASER Technology: Clan Sub-type: energy Damage: 2 Rate Of Fire: 3.0 Heat: 5 Cost: 4500 Criticals Occupied: 1*1 BattleTech Equivalent: Clan ER Medium Laser The Clans took the basic Laser and upgreded it to a Medium-Range weapon. As Clan 'Mechs have devastating long-range weapons are usually regarded as close-defense weapons, but it might be safer to mount at least one Streak SRM Pack or an other light close-range weapon. Type: CLAN LARGE HEAVY LASER Technology: Clan Sub-type: energy Damage: 9 Rate Of Fire: 1.8 Heat: 18 Cost: 15000 Criticals Occupied: 1*2 BattleTech Equivalent: Clan Large Heavy Laser Bigger version of the Heavy Laser: more range and more damage, but it generates an incredible amount of heat; it might substitute Heavy and Medium ACs in extended missions. Type: CLAN LARGE PULSE LASER Technology: Clan Sub-type: energy Damage: 2 Rate Of Fire: 6.2 Heat: 10 Cost: 6000 Criticals Occupied: 1*2 BattleTech Equivalent: Clan Large Pulse Laser The ultimate Medium-Range weapon: low damage compensated by an high rate of fire and bearable heat. Type: CLAN ULTRA MEDIUM AC Technology: Clan Sub-type: balistic Damage: 6 Rate Of Fire: 2.8 Heat: 3 Ammo: 64 Cost: 10200 Criticals Occupied: 2*3 BattleTech Equivalent: Clan Ultra AC/10 A long-range version of the Ultra Heavy AC, but with less damage potential. Holds more ammo too. Type: ER LASER Technology: Inner Sphere Sub-type: energy Damage: 2 Rate Of Fire: 2.4 Heat: 5 Cost: 3000 Criticals Occupied: 1*1 BattleTech Equivalent: Inner Sphere ER Medium Laser The Inner Sphere equivalent of the Clan ER Medium Laser. Type: LARGE LASER Technology: Inner Sphere Sub-type: energy Damage: 4 Rate Of Fire: 2.0 Heat: 8 Cost: 3800 Criticals Occupied: 1*2 BattleTech Equivalent: Inner Sphere Large Laser The main weapon of non-upgraded units, the Large Laser packs quite a punch at decent range. It is relatively cheap and has a good heat value for such weapon. Type: LARGE PULSE LASER Technology: Inner Sphere Sub-type: energy Damage: 2 Rate Of Fire: 5.6 Heat: 10 Cost: 5000 Criticals Occupied: 1*2 BattleTech Equivalent: Inner Sphere Large Pulse Laser Pulse version of the above weapon. Less damage, but with an higher rate of fire. More expensive and heat sink-taxing, but really efficent. Type: MEDIUM AC Technology: Inner Sphere Sub-type: balistic Damage: 6 Rate Of Fire: 1.8 Heat: 2 Ammo: 39 Cost: 5300 Criticals Occupied: 2*3 BattleTech Equivalent: Inner Sphere AC/10 Balistic version of the Large Laser. Higher damage value but ammo dependent. Type: PPC Technology: Inner Sphere Sub-type: energy Damage: 7 Rate Of Fire: 1.5 Heat: 10 Cost: 5700 Criticals Occupied: 1*3 BattleTech Equivalent: Inner Sphere PPC The PPC, what a wonderful weapon. Expensive and relatively rare, but really effective. Type: THUNDERBOLT MISSILE Technology: Inner Sphere Sub-type: missile Damage: 13 Rate Of Fire: 1.7 Heat: 8 Ammo: 30 Cost: 16400 Criticals Occupied: 2*4 BattleTech Equivalent: Thunderbolt 15 One of the most destructive weapons in the game, the Thunderbolt is a single missile with awesome firepower. Bulky and expensive, but powerful. Type: ULTRA MEDIUM AC Technology: Inner Sphere Sub-type: balistic Damage: 6 Rate Of Fire: 2.5 Heat: 4 Ammo: 56 Cost: 8000 Criticals Occupied: 2*3 BattleTech Equivalent: Inner Sphere Ultra AC/10 A faster (speaking about Rate Of Fore) version of the Medium AC. Carries more ammo, but creates more heat. ---------------------- --LONG RANGE WEAPONS-- ---------------------- Long range weapons include LRMs, ER weapons and Light ACs and can fire up to 180, but cannot aim anything under 61 meters. Heavy and Assault 'Mechs, of both technologies, carry at least one of these weapons, usually powerful, not just Ligh ACs. Type: CLAN ER LARGE LASER Technology: Clan Sub-type: energy Damage: 4 Rate Of Fire: 2.5 Heat: 12 Cost: 7700 Criticals Occupied: 1*2 BattleTech Equivalent: Clan ER Large Laser Cheaper version (in all fields) of the Clan ER PPC. Still highly recomended, however. Type: CLAN ER PPC Technology: Clan Sub-type: energy Damage: 7 Rate Of Fire: 2.2 Heat: 15 Cost: 14900 Criticals Occupied: 1*3 BattleTech Equivalent: Clan ER PPC The ultimate weapon, though the Clan Gauss Rifle can be a good equivalent. High heat values compensated by it limited bulkiness, long range and high damage value. Type: CLAN GAUSS RIFLE Technology: Clan Sub-type: balistic Damage: 10 Rate Of Fire: 1.6 Heat:1 Ammo: 36 Cost: 18500 Criticals Occupied: 2*4 BattleTech Equivalent: Clan Gauss Rifle The only weapon that can be considered equal to the PPC. Its low heat values and high damage values are compensated by its bulkiness and its balistic nature. Type: CLAN LRM RACK Technology: Clan Sub-type: missile Damage: 3 Rate Of Fire: 2.1 Heat: 4 Ammo: 47 Cost: 4500 Criticals Occupied: 1*1 BattleTech Equivalent: Clan LRM 5 Holds more rounds than the Inner Sphere variant and has the same damage value, but it has a lower Rate Of Fire and produces more heat. Type: CLAN ULTRA LIGHT AC Technology: Clan Sub-type: balistic Damage: 2 Rate Of Fire: 5.6 Ammo: 125 Heat: 1 Cost: 7500 Criticals Occupied: 2*2 BattleTech Equivalent: Clan Ultra AC/2 or /5 Small caliber AC with excellent range capabilities. Optimum for light 'Mechs designed for fast raid actions. Type: ER LARGE LASER Technology: Inner Sphere Sub-type: energy Damage: 4 Rate Of Fire: 2.0 Heat: 12 Cost: 5300 Criticals Occupied: 1*2 BattleTech Equivalent: Inner Sphere ER Large Laser Cheaper than the Clan counterpart. Lower Rate Of Fire Type: ER PPC Technology: Inner Sphere Sub-type: energy Damage: 7 Rate Of Fire: 1.5 Heat: 15 Cost: 8000 Criticals Occupied: 1*3 BattleTech Equivalent: Inner Sphere ER PPC Inner Sphere version of the Clan ER PPC; cheaper, but has a lower Rate Of Fire Type: GAUSS RIFLE Technology: Inner Sphere Sub-type: balistic Damage: 10 Rate Of Fire: 1.4 Heat: 1 Ammo: 32 Cost: 15300 Criticals Occupied: 2*4 BattleTech Equivalent: Inner Sphere Gauss Rifle Holds less ammo and has a lower Rate Of Fire than the Clan version. Type: LIGHT AC Technology: Inner Sphere Sub-type: balistic Damage: 2 Rate Of Fire: 3.3 Heat: 1 Ammo: 75 Cost: 3500 Criticals Occupied: 2*2 BattleTech Equivalent: Inner Sphere AC/2 or /5 Inner Sphere version of the Clan Light Ultra AC. Lower Rate Of Fire and holds less ammo. Type: LIGHT GAUSS RIFLE Technology: Inner Sphere Sub-type: balistic Damage: 6 Rate Of Fire: 1.5 Heat: 1 Ammo: 34 Cost: 7200 Criticals Occupied: 2*3 BattleTech Equivalent: Inner Sphere Light Gauss Rifle Less bulky than the Gauss Rifle, holds more ammunition (though they produce less damage and are always less than the Clan version) and has an higher Rate Of Fire. Type: LONG TOM CANNON Technology: Inner Sphere Sub-type: balistic Damage: 15 Rate Of Fire: 1.4 Heat: 20 Ammo: 50 Cost: 29300 Criticals Occupied: 2*5 BattleTech Equivalent: Long Tom Cannon, snub-nosed variant (Level 3) The most destructive weapon in the game; the Long Tom allocates 15 Damage Points to the target and the impact between the shell and the target creates a small explosion that can hit nearby unit. Bulky and expensive; to be used with intelligence. Type: LRM RACK Technology: Inner Sphere Sub-type: missile Damage: 3 Rate Of Fire: 1.1 Heat: 2 Ammo: 24 Cost: 1700 Criticals Occupied: 1*1 BattleTech Equivalent: Inner Sphere LRM 5 Holds less ammo and fire less frequently than the Clan counterpart, but generates less heat. Type: SWARM LRM RACK Technology: Inner Sphere Sub-type: missile Damage: 3 Rate Of Fire: 1.1 Heat: 2 Ammo: 24 Cost: 2600 Criticals Occupied: 1*1 BattleTech Equivalent: Inner Sphere LRM 5 with Swarm munitions Identical to the standard LRM Rack, but it carries Swarm missiles, useful to destroy units in tight formations. Type: ULTRA LIGHT AC Technology: Inner Sphere Sub-type: balistic Damage: 2 Rate Of Fire: 4.5 Heat: 1 Ammo: 102 Cost: 5500 Criticals Occupied: 2*2 BattleTech Equivalent: Inner Sphere Ultra AC/2 or /5 Inner Sphere version of the Clan Ultra AC. ------------- --EQUIPMENT-- ------------- Heat Sinks, ECM suites, armor variants and everything else that do not allocate damage are listed here. Type: HEAT SINK Heat: 0 Cost: 2000 Criticals Occupied: 1*1 Effect: increases Heat Capacity by 4 points. Type: ARMOR Heat: 0 Cost: 3000 Criticals Occupied: 1*1. Effect: adds 32 armor points Type: JUMP JETS Heat: 7 Cost: 6000 Criticals Occupied: all special Jump Jet Criticals. Effect: gives the ability to jump to carrying 'Mech Type: Mk I ECM SUITE Heat: 0 Cost: 0 Criticals Occupied: none; only compatible 'Mechs can use ECM suites and cannot remove them. Effect: jams enemy sensors, by reducing by half their range. Type: SENSORS - BASIC Heat: 0 Cost: 0 Criticals Occupied: none; all 'Mechs come equipped with these Sensors Effect: standard Sensor suites; cannot detect units out of LOS and have no appreciable effect. Type: SENSORS - INTERMEDIATE Heat: 0 Cost: 0 Criticals Occupied: none; only compatible 'Mechs can use Sensors and cannot remove them. Effect: sensor suite with improved capabilities. Can detect units outside LOS but cannot detect what kind of contact is shown. Type: SENSORS - ADVANCED Heat: 0 Cost: 0 Criticals Occupied: none; only compatible 'Mechs can use Sensors and cannot remove them Effect: sensors with great range, that passes even before the range of the Intermediate Sensor Suite. Pilots with Sensor skill and this suite can determine the type of contact they detect. ***************** 5-'MECHS BRIEFING ***************** There are two kinds of technology. In the 'Mech area, Clan 'Mechs tend to have te same or even more amounts of armor at the same or even less weight than Inner Sphere 'Mechs and, in general, deadlier. As Clan weapons, Clan 'Mechs have to be salvaged from the battlefield. Not enough, Clan 'Mechs are modular (not all, only front-line 'Mechs; modular 'Mechs are referred as OmniMechs-this doesn't mean too much in the game -unfortunately- but background infos are always welcome, right? ;), meaning that they can switch weapon loads without being reprogrammed; the Inner Sphere posseses this technology but due to OmniMechs' high costs only few models are in service. ----------------------- --INNER SPHERE 'MECHS-- ----------------------- Model: ANUBIS Primary user: House Liao Weight: 30 tons Armor: light, 80 Internal Structure: 64 Total Protection Value: 144 Maximum Speed: 130 km/h Weapons: 1 Large Laser 4 LRM Racks Special Equipment: Jump Jets (125 meters) Sensor - Intermediate Jump Capacity: yes Heat Generated: 19 Heat Capacity: 22 Short Range Damage: 0 Medium Range Damage: 4 Long Range Damage: 12 Base Armor Value: 96 Base Heat Capacity: 26 Cost: 41600 Critical Space: 2*3 A small 'Mech dedicated to fire support. It is also agile and ideal for scouting missions thanks to its Jump Jets and Sensors, but leaves little space for modifications, which will mostly include energy weapons or small caliber ACs. Model: FIRE ANT Primary user: Bandits Weight: 30 tons Armor: very light, 80 Internal Structure: 32 Total Protection Value: 112 Maximum Speed: 97 km/h Weapons: 3 Flamer Arrays 3 Machine Gun Arrays Special Equipment: none Jump Capacity: no Heat Generated: 21 Heat Capacity: 22 Short Range Damage: 12 Medium Range Damage: 0 Long Range Damage: 0 Base Armor Value: 80 Base Heat Capacity: 22 Cost: 24600 Critical Space: 3*2 Agile and powerful at close range, but poorly armed. The Fire Ant is not suited for reconaissance as it lacks Jump Jets and Sensor support. Can support small-caliber ACs and medium to heavy lasers. Model: RAZORBACK Primary user: House Steiner Weight: 30 tons Armor: very light, 112 Internal Structure: 32 Total Protection Value: 144 Maximum Speed: 97 km/h Weapons: 2 Streak SRMs 3 Machine Gun Arrays 1 Large Laser Special Equipment: Jump Jets (125 meters) 1 Armor Sensor - Intermediate Jump Capacity: yes Heat Generated: 19 Heat Capacity: 22 Short Range Damage: 7 Medium Range Damage: 4 Long Range Damage: 0 Base Armor Value: 80 Base Heat Capacity: 22 Cost: 41750 Critical Space: 4*2 The first 'Mech you'll command with both Jump Jets and Sensors, and still packs quite a punch thanks to its close range weapons and the single Large Laser. The primary version of the Razorback is a good 'Mech, it doesn't really need alterations, thoughs excahanging Machine Guns for other Streak SRMs plus heat sinks may increase short-range firepower. Model: URBANMECH Primary user: Bandits Weight: 30 tons Armor: very light, 80 Internal Structure: 64 Total Protection Value: 144 Maximum Speed: 54 km/h Weapons: 2 Lasers 1 Medium AC Special Equipment: Jump Jets (125 meters) Jump Capacity: yes Heat Generated: 15 Heat Capacity: 22 Short Range Damage: 4 Medium Range Damage: 6 Long Range Damage: 0 Base Armor Value: 80 Base Heat Capacity: 22 Cost: 33700 Critical Space: 2*4 An other 30 ton 'Mech, this time totally unsuited for reconaissance due to its lack of Sensors, though it supports Jump Jets. The Urbanmech was built for firepower, so it supports a Medium AC; this weapon might be limited by its ammo supplies but it does more damage than other medium-range weapons like the IS Large Laser. The UrbanMech is relatively difficult to costumize: LRM or SRM carriers can be a good choice if combined with additional armor platings, though the 'Mech will lose most of its value. A PPC or ER PPC will be the best, though it might be a waste mounting such a weapon on this 'Mech. Model: HOLLANDER Primary user: House Steiner Weight: 35 tons Armor: very light, 96 Internal Structure: 64 Total Protection Value: 160 Maximum Speed: 86 km/h Weapons: 1 Gauss Rifle Special Equipment: none Jump Capacity: no Heat Generated: 1 Heat Capacity: 22 Short Range Damage: 0 Medium Range Damage: 0 Long Range Damage: 10 Base Armor Value: 96 Base Heat Capacity: 22 Cost: 36300 Critical Space: 2*4 One of the few 'Mechs that passed the BT->MC2 conversion intact, the Hollander was designed around the massive Gauss Rifle. Fast, but not jump capable, the Hollander is commonly used as a long range fire support 'Mech on relatively flat terrains. PPCs or Large Laser plus some medium or close range weapons for self defense can be a good modification, though wùyou will eventually lose some firepower. Ultra Heavy ACs IMO are not good for this 'Mech because it has a very limited space available and low base armor. Model: WOLFHOUND Primary user: House Davion Weight: 35 tons Armor: very light, 112 Internal Structure: 64 Total Protection Value: 176 Maximum Speed: 97 km/h Weapons: 3 Lasers 3 Machine Gun Arrays 1 ER Large Laser Special Equipment: Jump Jets (125 meters) 1 Armor Jump Capacity: yes Heat Generated: 28 Heat Capacity: 28 Short Range Damage: 9 Medium Range Damage: 0 Long Range Damage: 4 Base Armor Value: 80 Base Heat Capacity: 28 Cost: 46850 Critical Space: 3*3 A light 'Mech built for firepower rather than reconaissance. The Wolfhound can easily destroy the other light 'Mechs at any range (well, except for the Hollander at long rane) and support heavier 'Mechs in combat. The Wolfhound is also jump capable, and its lack of Sensor capability is not a great drawback for a 'Mech intended for combat rather intelligence gathering. Model: RAVEN Primary user: House Liao Weight: 35 tons Armor: light, 96 Internal Structure: 64 Total Protection Value: 160 Maximum Speed: 97 km/h Weapons: 3 Streak SRM Packs 3 ER Lasers Special Equipment: Sensors - Advanced Mk I ECM Suite Jump Capacity: no Heat Generated: 21 Heat Capacity: 24 Short Range Damage: 6 Medium Range Damage: 6 Long Range Damage: 0 Base Armor Value: 96 Base Heat Capacity: 24 Cost: 37500 Critical Space: 3*2 If the Wolfhound was designed for combat, the Raven is clearly designed for reconaissance, with its advanced sensors and ECM suite. Its moderatley high speed is not increased by jump jets and its armor is low, but the Raven is not designed for combat, though it will be able to defend itself against other light 'Mechs in close comabt. Model: SHA YU Primary user: House Liao Weight: 40 tons Armor: light, 112 Internal Structure: 64 Total Protection Value: 176 Maximum Speed: 119 km/h Weapons: 1 Pulse Laser 1 Medium AC 1 Large Laser Special Equipment: Jump Jets (125 meters) Sensor - Intermediate Jump Capacity: yes Heat Generated: 21 Heat Capacity: 28 Short Range Damage: 2 Medium Range Damage: 10 Long Range Damage: 0 Base Armor Value: 112 Base Heat Capacity: 28 Cost: 46850 Critical Space: 3*3 Originally, the Sha Yu was designed to carry the new Stealth Armor, but in MC2 there's no such kind of weapon, so designers gave him Sensors and jump Jets. The Sha Yu is a fast and agile 'Mech, with good armor protection and awesome firepower at close ranges. Modifications can include ER Large Lasers in place of its medium range weapons and one othr Pulse Laser. Model: ENFIELD Primary user: House Davion Weight: 50 tons Armor: very light, 176 Internal Structure: 64 Total Protection Value: 240 Maximum Speed: 65 km/h Weapons: 2 Lasers 1 Ultra Medium AC 1 Large Pulse Laser Special Equipment: 2 Armors Jump Capacity: no Heat Generated: 20 Heat Capacity: 30 Short Range Damage: 4 Medium Range Damage: 8 Long Range Damage: 0 Base Armor Value: 112 Base Heat Capacity: 30 Cost: 50400 Critical Space: 4*3 The first of the three 'Mechs belonging to the 50 tons weight class, suited for medium range attacks, but still able to defend itself at short ranges. Not a big 'Mech, however, as it doesn't support Jump Jets, thing that the other 'Mechs do, though its basic armor protection is good. Model: HUNCHBACK Primary user: House Steiner Weight: 50 tons Armor: very light, 144 Internal Structure: 96 Total Protection Value: 240 Maximum Speed: 65 km/h Weapons: 1 Heavy AC 2 Lasers Special Equipment: Jump Jets (125 meters) 2 Armors Jump Capacity: yes Heat Generated: 20 Heat Capacity: 24 Short Range Damage: 16 Medium Range Damage: 0 Long Range Damage: 0 Base Armor Value: 80 Base Heat Capacity: 24 Cost: 46750 Critical Space: 3*4 The Hunchback is clearly a close range fighter, armed only with three weapons, but these weapons have a devastating effect on every enemy that dares to close with a fully operational Hunchback. Has with the Hollander, the Hunchback can easily accept most balistic weapons with ease; Gauss Rifles and Thunderbolts can be a good choice for customizations. Model: STARSLAYER Primary user: House Liao Weight: 50 tons Armor: light, 176 Internal Structure: 64 Total Protection Value: 240 Maximum Speed: 86 km/h Weapons: 3 Lasers 3 Streak SRM Packs 2 Large Lasers Special Equipment: Jump Jets (125 meters) 2 Armors Jump Capacity: yes Heat Generated: 38 Heat Capacity: 42 Short Range Damage: 12 Medium Range Damage: 8 Long Range Damage: 0 Base Armor Value: 112 Base Heat Capacity: 42 Cost: 64450 Critical Space: 4*3 The third 'Mech of the 50 ton group, and probably the best, though it still doesn't have standard long-range weapons. The Starslayer main weapons are its lasers, that can hit at short and medium ranges. The Starslayer basic chassis allows you to use ER Large Lasers or a single ER PPC plus LRMs in place of the Large Lasers. Jump Jets can also be removed to make room for more heat-intesive weapons, thoug this will lower the 'Mech usefulness. Model: BUSHWACKER Primary user: House Steiner Weight: 55 tons Armor: light, 144 Internal Structure: 128 Total Protection Value: 272 Maximum Speed: 86 km/h Weapons: 3 Machine Gun Arrays 1 Medium AC 1 PPC 3 LRM Racks Special Equipment: 1 Armor Jump Capacity: no Heat Generated: 18 Heat Capacity: 27 Short Range Damage: 3 Medium Range Damage: 11 Long Range Damage: 9 Base Armor Value: 112 Base Heat Capacity: 27 Cost: 56550 Critical Space: 4*3 I really do not understand why the Bushwacker is so used in videogames as the main Inner Sphere medium 'Mech (give me a Centurion!). However, stupid questions aside, the Bushwacker is a good fighter especially at medium range thanks to its PPC and Medium AC, but also capable of some long-range firepower thanks to its LRM Racks. Two of my favoutite alternate configurations consist in dropping the Medium ACs for an additional PPC or dropping the Medium AC and the PPC for a Large Laser and additional LRM Racks. Model: MEN SHEN Primary user: House Liao Weight: 55 tons Armor: very light, 176 Internal Structure: 96 Total Protection Value: 272 Maximum Speed: 97 km/h Weapons: 4 Pulse Lasers 5 LRM Racks Special Equipment: 3 Armors Sensors - Advanced Mk I ECM Suite Jump Capacity: no Heat Generated: 26 Heat Capacity: 29 Short Range Damage: 8 Medium Range Damage: 0 Long Range Damage: 15 Base Armor Value: 80 Base Heat Capacity: 29 Cost: 56550 Critical Space: 6*2 An other scout 'Mech, always from House Liao, but this time beloning to the medium-weight class. Fast, agile, with Sensors and ECM suite but really difficultto costumized with anything different from Large or smaller Lasers or missile launchers due to its chassis. Model: CATAPULT Primary user: House Liao Weight: 65 tons Armor: very light, 176 Internal Structure: 96 Total Protection Value: 272 Maximum Speed: 65 km/h Weapons: 3 Lasers 10 LRM Racks Special Equipment: Jump Jets (125 meters) 3 Armors Jump Capacity: yes Heat Generated: 36 Heat Capacity: 40 Short Range Damage: 6 Medium Range Damage: 0 Long Range Damage: 30 Base Armor Value: 80 Base Heat Capacity: 40 Cost: 71350 Critical Space: 4*4 The Inner Sphere version of the Mad Dog, and probably the grandparent of the Clan 'Mech, the Catapult is pure long-range fire-support 'Mech, but agile has a close range 'Mech thanks to its Jump Jets. Twin Large Lasers or PPCs or a single Gauss Rifle will increase the 'Mech firepower but will lower its usefulness in sieges. Model: JAGERMECH Primary user: House Davion Weight: 65 tons Armor: medium, 130 Internal Structure: 160 Total Protection Value: 290 Maximum Speed: 65 km/h Weapons: 4 Ultra Light ACs Special Equipment: Jump Jets (125 meters) Jump Capacity: yes Heat Generated: 11 Heat Capacity: 27 Short Range Damage: 0 Medium Range Damage: 0 Long Range Damage: 8 Base Armor Value: 130 Base Heat Capacity: 27 Cost: 61000 Critical Space: 4*4 An other long-range fire-support 'Mech, this time armed with four fast firing, small caliber Ultra ACs, but no close or medium range weapons. The Jagermech has the same chassis of the Catapult, but instead of heat sinks it offers major basic armor protection, and both have Jump Jets. Model: SHOOTIST Primary user: House Steiner Weight: 70 tons Armor: medium, 226 Internal Structure: 64 Total Protection Value: 290 Maximum Speed: 65 km/h Weapons: 1 Heavy AC 3 Lasers 2 Machine Gun Arrays 1 Large Lasers Special Equipment: 3 Armors Jump Capacity: no Heat Generated: 24 Heat Capacity: 30 Short Range Damage: 20 Medium Range Damage: 4 Long Range Damage: 0 Base Armor Value: 130 Base Heat Capacity: 30 Cost: 63550 Critical Space: 3*6 The Shootists' was designed in the Star League period and survived to modern days in the Comstar army. Desgined for rude close-range firepower the Shootist is not well suited for long-range battles as it completely lacks those weapons, but has enough armor to close with the enemy. The Shootist basic chassis makes it well suited for balistic weapons. Model: LAO HU Primary user: House Liao Weight: 75 tons Armor: medium, 194 Internal Structure: 96 Total Protection Value: 290 Maximum Speed: 86 km/h Weapons: 1 Ultra Heavy AC 2 Streak SRM Packs 2 Large Pulse Lasers Special Equipment: Jump Jets (125 meters) 2 Armors Jump Capacity: yes Heat Generated: 39 Heat Capacity: 60 Short Range Damage: 16 Medium Range Damage: 4 Long Range Damage: 0 Base Armor Value: 130 Base Heat Capacity: 60 Cost: 84300 Critical Space: 5*4 The Lao Hu has been designed to quickly close with the enemy and destroy it at close ranges thanks to its massive Ultra Heavy AC and Streak SRM Packs. The Lao Hu is also capable of dealing some medium-range damage but totally ineffective against long range 'Mechs. Gauss Rifles and other bulky long-range weapons will fit really good into the Lao Hu chassis in place of the Heavy AC. Model: ZEUS Primary user: House Steiner Weight: 80 tons Armor: medium, 194 Internal Structure: 64 Total Protection Value: 258 Maximum Speed: 65 km/h Weapons: 3 Pulse Lasers 2 PPCs 2 Large Lasers 5 LRM Racks Special Equipment: 2 Armors Jump Capacity: no Heat Generated: 58 Heat Capacity: 72 Short Range Damage: 6 Medium Range Damage: 24 Long Range Damage: 15 Base Armor Value: 130 Base Heat Capacity: 72 Cost: 87500 Critical Space: 5*4 An impressive assault 'Mech. Its reactor allows the Zeus to reach a respectable speed for an assault 'Mech but it doesn't support neither jump jets nor sensors suites, which is not so bad for a pure assault 'Mech. Extremely destructive at long and medium ranges and capable of defending itself at close ranges; excellent heat capacity and armor protection. You can use the Zeus' heat dissipation rates to mount twin ER PPCs in place of the standard Particle Cannons or even install four PPCs, two standard range and two ER versions, sacrificing LRM Racks or Pulse Lasers. Model: CYCLOPS Primary user: House Liao Weight: 90 tons Armor: medium, 272 Internal Structure: 32 Total Protection Value: 304 Maximum Speed: 65 km/h Weapons: 2 Streak SRM Packs 2 ER Lasers 1 Gauss Rifle 4 LRM Racks Special Equipment: 4 Armors Sensors- Advanced Jump Capacity: no Heat Generated: 23 Heat Capacity: 29 Short Range Damage: 6 Medium Range Damage: 4 Long Range Damage: 22 Base Armor Value: 144 Base Heat Capacity: 29 Cost: 80100 Critical Space: 4*5 Impressive 'Mech the Cyclops. It is able to deal significat damage especially at long range and it is able to detect enemies thanks to its advanced Sensor suite, making it ideal for solo mission. Unfortunately most of the Cyclops weapons are ammunition-dependant, and this might limits its usefulness in prolonged combats. In place of the Gauss Rifle you can install an ER PPC or twin ER Large Lasers, though this will oblige you to install extra heat sinks or unistall the ER Lasers. Model: HIGHLANDER Primary user: House Steiner Weight: 90 tons Armor: medium, 276 Internal Structure: 96 Total Protection Value: 372 Maximum Speed: 54 km/h Weapons: 3 Streak SRM Packs 3 Lasers 2 Machine Gun Arrays 1 Guass Rifle 5 LRM Racks Special Equipment: Jump Jets (125 meters) 4 Armors Jump Capacity: yes Heat Generated: 33 Heat Capacity: 37 Short Range Damage: 14 Medium Range Damage: 0 Long Range Damage: 25 Base Armor Value: 148 Base Heat Capacity: 37 Cost: 100950 Critical Space: 5*5 Similar to the Cyclops for the weaponry, but extremely different role. The Highlander is a pure assault 'Mech, with Jump Jets, good basic armor protection and excellent heat dissipation. The Highlander is extremel distructive at long and close ranges but totally ineffective at medium ranges. IMO, the Highlander is already effective with this configuration and does not need any upgrade. Model: ATLAS Primary user: House Steiner Weight: 100 tons Armor: very light, 304 Internal Structure: 304 Total Protection Value: 432 Maximum Speed: 54 km/h Weapons: 1 Heavy AC 4 Streak SRM Racks 3 Machine Gun Array 4 ER Lasers 4 LRM Racks Special Equipment: 7 Armors Jump Capacity: no Heat Generated: 43 Heat Capacity: 43 Short Range Damage: 23 Medium Range Damage: 8 Long Range Damage: 12 Base Armor Value: 80 Base Heat Capacity: 43 Cost: 106600 Critical Space: 6*5 An excellent clos and long range 'Mech that can say its own at medium range. This firepower reduced overall speed and prohibited the Atlas to mount Jump Jets or Sensors suite, but the Atlas is clearly a fighting machine. It chassis is the larger in the game, with excellent heat dissipation capabilities but with only a very small amount of basic armor that will force you to include additional armor platings for most variants, though a long-range fire-support 'Mech may sacrifice them for more LRMs or additional weapons, though this is extremely discouraged as the Atlas chassis is expensive and losing one for few lucky Critical hits would be a shame. --------------- --CLAN 'MECHS-- --------------- Model: KIT FOX (ULLER) Primary user: Clan Jade Falcon (House Davion) Weight: 30 tons Armor: light, 96 Internal Structure: 32 Total Protection Value: 128 Maximum Speed: 97 km/h Weapons: 1 Clan Pulse Laser 1 Clan Streak SRM Pack 1 Clan Ultra Light AC 1 Clan ER Large Laser Special Equipment: Sensor - Intermediate Jump Capacity: no Heat Generated: 19 Heat Capacity: 22 Short Range Damage: 4 Medium Range Damage: 0 Long Range Damage: 6 Base Armor Value: 80 Base Heat Capacity: 22 Cost: 41300 Critical Space: 4*2 Probably my favourite light Clan OmniMech. In MechCommander 2 the Kit Fox is an excellent all around 'Mech capable of scout mission thanks to its speed and Sensor Suite (noticeable that the Kit Fox is the only Clan 'Mech carrying sensors) and still capable of deliver serious damage at long and close ranges. Drawbacks? It is a light 'Mech, so it has limited Critical space and armor protection and it is not compatible with jump jets. IMO the Kit Fox is already a good 'Mech, though replacing the Ultra AC with some medium-range weapons might be a good modification. Model: COUGAR Primary user: Clan Jade Falcon (House Davion) Weight: 35 tons Armor: light, 96 Internal Structure: 64 Total Protection Value: 160 Maximum Speed: 86 km/h Weapons: 2 Clan Large Pulse Lasers 4 Clan LRM Racks Special Equipment: none Jump Capacity: no Heat Generated: 36 Heat Capacity: 36 Short Range Damage: 0 Medium Range Damage: 4 Long Range Damage: 12 Base Armor Value: 96 Base Heat Capacity: 36 Cost: 56000 Critical Space: 4*2 Small long range 'Mech that, in groups, can substitute the Mad Dog. Totally inefficent at close range and barely effective at medium range. Model: SHADOW CAT Primary user: Clan Smoke Jaguar (House Davion) Weight: 45 tons Armor: light, 112 Internal Structure: 96 Total Protection Value: 208 Maximum Speed: 97 km/h Weapons: 2 Clan ER Lasers 1 Clan Gauss Rifle Special Equipment: Jump Jets (125 meters) Jump Capacity: yes Heat Generated: 18 Heat Capacity: 24 Short Range Damage: 0 Medium Range Damage: 4 Long Range Damage: 10 Base Armor Value: 112 Base Heat Capacity: 24 Cost: 6300 Critical Space: 2*5 Fast medium 'Mech with lot of long range firepower thanks to it s Gauss Rifle. Totally inefficent at close range and barely capable of defending itself at medium ranges. Replacing the Gauss Rifle with an ER PPC or an ER Large Laser will somewhat reduce firepower but will elimiante the needing of munitions. Model: STORMCROW (RYOKEN) Primary user: Clan Smoke Jaguar (House Davion) Weight: 55 tons Armor: light, 208 Internal Structure: 32 Total Protection Value: 240 Maximum Speed: 97 km/h Weapons: 2 Clan Streak SRM Packs 2 Clan Large Pulse Laser 2 Clan ER Laser 2 Clan LRM Racks Special Equipment: 3 Armors 2 Heat Sinks Jump Capacity: no Heat Generated: 42 Heat Capacity: 46 Short Range Damage: 4 Medium Range Damage: 14 Long Range Damage: 6 Base Armor Value: 112 Base Heat Capacity: 38 Cost: 84400 Critical Space: 5*3 The Storm Crow, a medium 'Mech surprisingly agile (however not jump capable) and powerful, and still capable of firing all of its weapons without overheating. Excellent at medium range thanks to its Large Pulse Lasers and capable of indirect fire at long ranges. Good armor protection at excellent heat dissipation capabilities. Using ER Large Lasers in place of the Pulse Lasers might transform the 'Mech into an excellent ranged fighter. Model: MAD DOG (VULTURE) Primary user: Clan Ghost Bear(House Davion) Weight: 60 tons Armor: medium, 162 Internal Structure: 128 Total Protection Value: 290 Maximum Speed: 86 km/h Weapons: 2 Clan Pulse Lasers 2 Machine Gun Arrays 2 Clan Large Pulse Lasers 6 Clan LRM Racks Special Equipment: 1 Armor Jump Capacity: no Heat Generated: 52 Heat Capacity: 52 Short Range Damage: 6 Medium Range Damage: 4 Long Range Damage: 18 Base Armor Value: 130 Base Heat Capacity: 52 Cost: 88350 Critical Space: 3*5 Long range, fire support 'Mech, but still capable of defending itself at close range, though it will be destroyed by brawlers like the Hunchback (if they escape the missile fire, however). Well suited for eneryg weapons. Model: SUMMONER (THOR) Primary user: Clan Jade Falcon (House Davion) Weight: 70 tons Armor: medium, 194 Internal Structure: 96 Total Protection Value: 290 Maximum Speed: 86 km/h Weapons: 1 Clan Ultra Heavy AC 3 Clan Streak SRM Packs 3 Clan ER Lasers 1 Clan ER PPC Special Equipment: Jump Jets (125 meters) Jump Capacity: yes Heat Generated: 46 Heat Capacity: 46 Short Range Damage: 18 Medium Range Damage: 6 Long Range Damage: 7 Base Armor Value: 130 Base Heat Capacity: 46 Cost: 100700 Critical Space: 3*6 One of the few jump capable Clan 'Mechs and the only heavy or assault 'Mech capable of this. It is a good 'Mech at any range, especially at close ranges thanks to its Ultra AC that can easily trouble heavier 'Mechs. As usual for Clan 'Mechs the basic armor and heat values are above the average. Model: TIMBER WOLF (MAD CAT) Primary user: Clan Wolf (House Davion) Weight: 75 tons Armor: medium, 226 Internal Structure: 96 Total Protection Value: 322 Maximum Speed: 86 km/h Weapons: 4 Machine Gun Arrays 2 Clan ER Lasers 2 Clan ER PPCs 4 Clan LRM Racks Special Equipment: 3 Armors Jump Capacity: no Heat Generated: 61 Heat Capacity: 61 Short Range Damage: 4 Medium Range Damage: 4 Long Range Damage: 38 Cost: 121650 Critical Space: 5*4 I think that there will no MW/MC game without a Timber Wolf. It is the main heavy 'Mech of Clan Wolf, and it prefectly describes the superior technology of the Clans. Excellent at long range and with some capabilities at shorter ranges. It has an excellent armor protection and it's a shame that it is not jump capable. Replacing the Machine Gun Arrays with normal Lasers or Flamers plus the adeguate amount of heat sinks is suggested, though Streak SRM Packs will still be a good addition to close range firepower with less need of additional heat sinks. Model: BLOOD ASP Primary user: Clan Star Adder(House Davion) Weight: 90 tons Armor: heavy, 240 Internal Structure: Total Protection Value: 368 Maximum Speed: 65 km/h Weapons: 2 Clan Heavy Lasers 3 Clan Streak SRM Racks 2 Clan Heavy Large Lasers 2 Gauss Rifles Special Equipment: none Jump Capacity: no Heat Generated: 58 Heat Capacity: 64 Short Range Damage: 16 Medium Range Damage: 18 Long Range Damage: 20 Base Armor Value: 240 Base Heat Capacity: 64 Cost: 132250 Critical Space: 5*5 The Blood Asp. Aaaah, the Blood Asp; the most powerful 'Mech in the game, thanks to its 90 tons of pure Clan technology, it is also the cover 'Mech of the game. Good at any range but especially at medium range thanks to its Heavy Lasers. Its chassis is very roomy and has a good base armor and heat values. A Bloos Asp can easily support 4 Clan ER PPCs plus four Lasers and additional armor platings. With such a configuration a PPC Specialist is a must and can spearhead assault to most enemy positions. If supported by adeguate intelligence this Blood Asp can destroy anything with few salvos. *********************** 6-MECHWARRIORS BRIEFING *********************** Name: FLASH Initial Rank: green Initial Gunnery Skill: 45 Initial Piloting Skill: 54 Initial Special Skills: none From: op1m1 Name: HACSAW Initial Rank: green Initial Gunnery Skill: 48 Initial Piloting Skill: 49 Initial Special Skills: none From: op1m1 Name: LONGSHOT Initial Rank: green Initial Gunnery Skill: 55 Initial Piloting Skill: 39 Initial Special Skills: none From: op1m1 Name: MEAT Initial Rank: regular Initial Gunnery Skill: 56 Initial Piloting Skill: 47 Initial Special Skills: Medium AC From: op1m1 (I got him during the mission) Name: TWITCH Initial Rank: regular Initial Gunnery Skill: 54 Initial Piloting Skill: 47 Initial Special Skills: Laser From: op1m1 (I got him during the mission) Name: PALERIDER Initial Rank: regular Initial Gunnery Skill: 51 Initial Piloting Skill: 51 Initial Special Skills: Sensor From: op1m2 Name: WORM Initial Rank: regular Initial Gunnery Skill: 50 Initial Piloting Skill: 53 Initial Special Skills: Sensor From: op1m2 Name: PSYCHO Initial Rank: green Initial Gunnery Skill: 54 Initial Piloting Skill: 40 Initial Special Skills: none From: op1m2 Name: HAMMER Initial Rank: green Initial Gunnery Skill: 53 Initial Piloting Skill: 41 Initial Special Skills: none From: op1m2 Name: CHOPPER Initial Rank: green Initial Gunnery Skill: 51 Initial Piloting Skill: 45 Initial Special Skills: none From: op1m2 Name: DAGGER Initial Rank: green Initial Gunnery Skill: 50 Initial Piloting Skill: 48 Initial Special Skills: none From: op1m2 Name: GREEN Initial Rank: green Initial Gunnery Skill: 49 Initial Piloting Skill: 50 Initial Special Skills: none From: op1m2 Name: SHADOW Initial Rank: green Initial Gunnery Skill: 49 Initial Piloting Skill: 48 Initial Special Skills: none From: op1m2 Name: CREEP Initial Rank: green Initial Gunnery Skill: 46 Initial Piloting Skill: 52 Initial Special Skills: none From: op1m2 Name: JINX Initial Rank: green Initial Gunnery Skill: 44 Initial Piloting Skill: 55 Initial Special Skills: none From: op1m2 Name: Initial Rank: Initial Gunnery Skill: Initial Piloting Skill: Initial Special Skills: From: *************** 7-SUPPORT UNITS *************** Support Units are ordere through the Support Palette, and even if they survive a mission, you won't have them at the start of the next. If you want to know how the Minelayer is used, read the appropriate section. AIRSTRIKE Executed by: Shilone Bomber RP Cost: 7000 Effect: after having selected the zone a maker will be shown, indicating how many seconds remains before the attack; after the countdown is finished a Shilone will saturate the small zone with its bombs. It is one of the only two Support Attacks that can be issued everywhere on the map, regardless of LOS. FIXED ARTILLERY Executed by: Planelifter plane (well, at least I think it is MC2 Planelifter version) RP Cost: 8000 Effect: a Planlifter will deploy a fixed Long Tom gun. Note that this is not like the first MC artillery, this Long Tom is equal to the Long Tom Cannon you can use on 'Mechs, though it is fixed. SENSOR PROBE Executed by: probe RP Cost: 2000 Effect: like the Air Strike you do not need direct line of sight for placing a Sensor Probe. The probe will provide sensor coverage roughly equal to a Advanced Sensor suite, but not forever. Graudally the Probe range will decrease, about 5 meters every 2/3 seconds. REPAIR TRUCK Executed by: Planelifter plane RP Cost: 6000 Effect: a Planelifter will deploy a fully operational Repair Truck. SCOUT 'COPTER Executed by: Planelifter plane RP Cost: 2000 Effect: a Planelifter will deploy a Scout 'Copter on the battlefield. It will become a comandable unit. MINELAYER Executed by: Planelifter plane RP Cost: 4000 Effect: drops a Minelayer on the battlefield. SALVAGE CRAFT Executed by: Karnov UR RP Cost: 10000 Effect: the Karnov will hover over (¬_¬...) a destroyed 'Mech (its reactor must be intact; 'Mechs without a working reactor cannot be salvaged) and will deploy a MechWarrior. The 'Mech will then become active, though the Karnov will NOT repair its armor or replenish its ammo bins. Note that even if the 'Mechs you salvaged exceed the Weight Limit of the mission you'll have to purchase them at the end of the mission. Unexploded and unsalvaged 'Mechs will NOT be available for any kind of salvage, however. CANCEL Executed by: you RP Cost: none Effect: restores your normal cursor. ******************* 8-VEHICLES BRIEFING ******************* Little note about the Movement Type voice: hovercrafts can travel on water and terrain, while tracked and wheeled vehicles only on land. Tracked vehicles tend to be a little faster on rough terrains and wheeled more maneuverable. VTOLs (Vertical Take Off Landig) and airplanes can travel wherever they want, with no terrain restrcition. VTLOs can hover due to their construction (they are helicpoters or special planes like the existing V-22 Osprey). Model: AERO SPOTTER Weight: 20 tons Movement Type: tracked Armor: medium, 170 Maximum Speed: 54 km/h Weapons: 1 Large Laser The old MechCommander Aero Spotter. What does it do? It calls Shilone attacks, how delightful. And in MC2 it has a Large Laser, too. Seek and destroy. Model: APC Weight: 15 tons Movement Type: wheeled Armor: very light, 50 Maximum Speed: 86 km/h Weapons: none Though unarmed the APC carries infantry men. Model: ARMORED CAR Weight: 5 tons Movement Type: wheeled Armor: very light, 20 Maximum Speed: 65 km/h Weapons: 1 Machine Gun Array Nothing more than a Jeep with a Machine Gun. Model: ATTACK 'COPTER Weight: 35 tons Movement Type: VTOL Armor: very light, 77 Maximum Speed: 86 km/h Weapons: 1 Medium AC It might not be as powerful as the Heavy 'Copter, but this VTOl is still a dangerous opponent, especially for light 'Mechs. Model: CENTIPEDE Weight: 15 tons Movement Type: hovercraft Armor: very light, 35 Maximum Speed: 97 km/h Weapons: 1 Large Laser The cheapest and smallest hovercraft you'll encounter in the game. Take it out with long range weapons, though it won't be a great threat even at medium and close ranges. Model: DRILLSON Weight: 50 tons Movement Type: hovercraft Armor: light, 108 Maximum Speed: 65 km/h Weapons: 8 Streak SRM Packs A moderately fast and well armored hovercraft with a tremendous punch at close range. Model: HARASSER Weight: 20 tons Movement Type: hovercraft Armor: very light, 33 Maximum Speed: 86 km/h Weapons: 2 Streak SRM Packs Lighter, faster but less powerful version of the Drillson. As the previous vehicle, it should be took out from long range. Model: HEAVY 'COPTER Weight: 50 tons Movement Type: VTOL Armor: medium, 135 Maximum Speed: 65 km/h Weapons: 4 Streak SRM Packs 2 Pulse Lasers Here's the only 50 tons VTOL existing in the whole BT universe (note: in BattleTech VTOLs over 30 tons do not exists). Maybe not so fast, but well armored and has some serious medium and short range damage capabilities. Model: HETZER Weight: 40 tons Movement Type: wheeled Armor: very light, 50 Maximum Speed: 54 km/h Weapons: 1 Heavy AC Ooooh, the Hetzer...in Battletech is a very useless vehicle, but here has some usefulness...do not close with it, pick it out with long range weapons. Model: HUNTER Weight: 25 tons Movement Type: tracked Armor: very light, 38 Maximum Speed: 86 km/h Weapons: 3 LRM Racks Faster and more armored than the LRM Carrier, but it may be less dangerous as it carries only 3 LRM Racks. Closing with Hunters with heavy and Assault 'Mechs might be difficult due to the Hunter's high top speed. Model: JEEP Weight: 5 tons Movement Type: wheeled Armor: very light, 10 Maximum Speed: 65 km/h Weapons: none Destroy these vehicles only if they are going to call reinforcments or when they are too much to walk on the terrain. Model: LRM CARRIER Weight: 50 tons Movement Type: wheeled Armor: very light, 32 Maximum Speed: 54 km/h Weapons: 5 LRM Racks Slow and lightly armored the LRM Carrier is designed to provide cheap but powerful long range support to any kind of unit. Dangerous, especially when sieging bases or in defense positions behind an heavy wall. Model: MINELAYER Weight: 30 tons Movement Type: tracked Armor: heavy, 225 Maximum Speed: 54 km/h Weapons: mines The Minelayer wou'll get wehn ordered. Not so slow and heavily armored. Model: PARTISAN Weight: 80 tons Movement Type: tracked Armor: medium, 137 Maximum Speed: 54 km/h Weapons: 4 Light ACs The Partisan should be the BT equivalent of the ZSU-23-4, a dedicated anti-aircraft tank. In fact, the upgraded 3058 version is powerful against aircrafts and 'Mechs. However, this version is armed only with 4 Light ACs and it doesn't pose a real threat to anything weighting more than 40 tons, especially if you close with the tank. Model: SCIMITAR Weight: 25 tons Movement Type: hovercraft Armor: very light, 45 Maximum Speed: 86 km/h Weapons: 2 Flamer Arrays Take it out at long range; lightly armored but decently fast. Model: SCOUT 'COPTER Weight: 5 tons Movement Type: VTOL Armor: very light, 40 Maximum Speed: 119 km/h Weapons: 1 Machine Gun Array A small VTOL use for reconaissance. Fast and lightly armored and armed. Model: STORM Weight: 60 tons Movement Type: tracked Armor: light, 111 Maximum Speed: 54 km/h Weapons: 2 PPCs A smaller version of the Shreck PPC Carrier. This tank is armed with twin PPC, is decently armored and is reasonabily fast. A threat even for medium 'Mechs. Take it out at long range with missiles, coverign behind a wall. Model: SWARM LRM CARRIER Weight: 50 tons Movement Type: wheeled Armor: very light, 32 Maximum Speed: 54 km/h Weapons: 5 Swarm LRM Racks An LRM Carrier armed with Swarm munitions. Can be more deadly than its cousin, however. Model: TROOP CARRIER Weight: 25 tons Movement Type: tracked Armor: very light, 65 Maximum Speed: 54 km/h Weapons: none Heavier and more armored version of the APC. This vehicle can carry standard infantrymen and Powered Armors. Model: VEDETTE Weight: 50 tons Movement Type: tracked Armor: very light, 54 Maximum Speed: 65 km/h Weapons: 1 Light AC A long range, direct-fire support vehicle. You can take out a Vedette by rushing into close range or with heavy long range weapons if you are commanding medium to assault 'Mechs. Model: SHILONE BOMBER Weight: 10 tons Movement Type: airplane Armor: very light, 15 tons Maximum Speed: 54 km/h Weapons: bombs Shilone bombers are used when you issue an Air Strike attack from the Support Palette. Virtually immune to decetion, it is not so fast and lightly armored. Model: CARGO TRUCK Weight: 25 tons Movement Type: wheeled Armor: very light, 15 Maximum Speed: 54 km/h Weapons: none A truck with a container. Not armed and lightly armored. Model: FUEL TRUCK Weight: 20 tons Movement Type: wheeled Armor: very light, 20 Maximum Speed: 54 km/h Weapons: none Just like the Cargo Truck, only that it carries volatile fuel that explodes when the vehicle is destroyed, generating a small explosion. Model: REPAIR TRUCK Weight: 20 tons Movement Type: tracked Armor: very light, 65 Maximum Speed: 54 km/h Weapons: none I do not know why the MFBs in MW3 had such a success, but, here they are again...an heavy truck that will repair your armor and replenish the ammo bins, but will NOT replace lost limbs. Model: RESOURCE TRUCK Weight: 20 tons Movement Type: wheeled Armor: very light, 20 Maximum Speed: 54 km/h Weapons: none Like the Fuel and the Cargo Truck, only that this truck can be captured, and when it is captured it will give you some RPs. ******************************* 9-TURRETS AND INFANTRY BRIEFING ******************************* Model: AC TURRET Type: fixed turret Structure Points: 25 Weapons: 2 Medium ACs Similar to the Large Pulse Laser turret, though it packs more punch. Model: GAUSS TURRET Type: fixed turret Structure Points: 25 Weapons: 1 Gauss Rifle Exceptional at long ranges, but can be easily destroyed by rushing light 'Mechs. Model: LARGE PULSE LASER TURRET Type: fixed turret Structure Points: 25 Weapons: 3 Large Pulse Lasers Take them away with long range weapons: the Pulse Lasers have an high rate of fire and any 'Mech trying to close with it will suffer severe damage before destroying the turret. Model: LONG TOM TURRET Type: fixed turret Structure Points: 30 Weapons: 1 Long Tom Cannon Deadly. Usually positioned near high-value targets. The Log Tom produces a small explosion that can damage units near the target. Model: LRM TURRET Type: fixed turret Structure Points: 25 Weapons: 4 LRM Racks They are armed with LRMs, so they can fire over heavy walls. Very dangerous, especially when you are commanding light 'Mechs. Try to close with them ASAP. Model: SRM TURRET Type: fixed turret Structure Points: 25 Weapons: 3 Streak SRM Packs The most common turret; it can be easily destroyed by long and medium range weapons. Pop Up turrets may pose a threat. Model: INFANTRY MAN Type: conventional infantry Armor: very light, 18 Maximum Speed: 17 km/h Weapons: 1 Machine Gun Single, unarmored man. It wear only a light protection suit, but it is little and can still allocate damage to 'Mechs or vehicles if they engage in groups. Take them away with long range weapons. Model: POWERED ARMOR Type: armored infantry Armor: very light, 20 Maximum Speed: 34 km/h Weapons: 1 Laser 1 Streak SRM Pack Single man wearing a battlearmor. It is jump capable, small as a man and packs quite a punch. Mya pose threat to light 'Mechs. ****************** 10-GENERAL TACTICS ****************** The first thing to say is the difference between C-Bills and Resource Points (RPs). You accumulate C-Bills by succesfully complete a mission and are used to buy things BEFORE the mission begins (the so-called Logistic Phase) and the C-Bills you won't spend will remain for the next mission. Resource Points (or RPs) are collected directly on the battlefield by capturing Resource Bunkers or Resource Trucks; these points can be used to call Support Units (see the appropriate section) and if you do not spend them during the mission, you won't have them for the next mission. Note that your employer will always pay you all repairs and ammo reloads (BTW, these repairs would have been dne with C-Bills). To capture weapons you have to capture Weapon Buildings or to salvage 'Mechs. A 'Mech can be salvaged only if its reactor does not explode. If the reactor explodes it damages all units nearby, so always keep your 'Mechs away from fallen 'Mechs (usually, a 'Mech explodes within 30 seconds from its destructions). ********************** 11-MULTIPLAYER TACTICS ********************** I hope that the game won't result too unstable to play on the net a bit...just wait and hope for this section, it may be online some day. *************************** 12-HOW TO COSTUMIZE A 'MECH *************************** *************************** 13-HOW TO BALANCE YOUR TEAM *************************** ************** 14-WALKTHROUGH ************** You start the game with 2 Bushwackers and one Razorback, piloted by Hacsaw, Longshot (Bushwackers) and Flash (Razorback). ---------------------------- --FIRST CAMPAIGN: CARVER V-- ---------------------------- Mission 1: SCOUTING PATROL Primary Objectives: + Investigate abandoned airfield (4000 C-Bills) + Destroy hangar (7500 C-Bills) + Destroy bandit patrol (11000 C-Bills) + Repair and reload, then proceed to the extraction point (6500 C- Bills) + Locate and destroy all bandits (11000 C-Bills) + Move all 'Mechs to extraction point (3000 C-Bills) Weight Limit: 190 tons Intial RPs: 22000 Map description: there are four islands you can explore, plus three islands at the edges of the map, which are inacessible (and you won't need to go there, BTW). These four islands describe a (very) rough circle. You'll land in the east isle and the extraction marker is in the west. The airfield is near your starting position. You'll need to pass through all islands. The northern island contains a small wooded area. Logistic Phase: nothing much to say here. Command Phase: so, here's your first mission. I reccomend you to play the tutorial if you're new to the MechCommander universe, though this mission will be a decent training. Move all your 'Mechs into the airfield (do not bother yourself in destroying the fences or order your 'Mechs to pass through the entrance, just oreder them to enter, and they will step on the fences) and destroy the only hangar still intact. After you've done this an infantry unit will enter the airfield; they won't be a match for your 'Mechs, just like the two Centipedes. Now proceed to the northern island and destroy all vehicles you'll find (only few LRM Carriers and other Centipedes). At the west-most edge of the north isle there is a small wooded area and beyond this area there are 2 Urbanmechs and two Harassers; try to take out the Harassers first and then concentrate on the two Urbanmechs. You should be able to salvage at least one of these 'Mechs, but you'll may want to wait to spend your RPs for later. It is now time to go to the extraction point, on the west isle. As soon as you land on the isle 3 LRM Carriers, 2 Harassers and one Starslayer will powerup, engaging at close range. Destroy the LRM Carriers first, then concentrate on the Starslayer (I had enough luck to salvage this 'Mech, though it downed one of my Bushwackers. If this happen, salvage the Starslayer and the Bushwacker and ignore the previous Urbanmechs) and finally on the Harasser. Now reach the extraction marker. Mission 2: REACQUISITION: BASE GEMINI Primary Objectives: + Capture Resource Building + Destroy all units occupying Base Gemeni + Capture Steiner Sensor Control + Destroy all bandits in Base Gemini South + Capture Steiner HQ + Destroy all units occupying Base Gemeni North Weight Limit: 170 tons Initial RPs: 6000 Map Description: Base Gemini is divided into two smaller bases: Base Gemini South is at the center of the map, on a small hill, sorrounded by smaller independent bases devoted to its defense and contains the Sensor Control building. Base Gemini North is in the upper part of the map and supports the Steiner HQ and it has full automated defenses. Always in the north there are several islands with some Resource Buildings. The remaining terrain is mainly composed by rolling hills. The two bases are linked by a small terrain strip. The whole map is covered by Sensor Towers. Logistic Phase: If you managed to capture the Starslayer and other 'Mechs and any of your 'Mechs have been destroyed deploy one Razorback (for sensors and jump jets) and two Bushwackers, though I reccomend one Bushwacker and one Starslayer. Choose at least one pilot with the Sensor Specialist skill and two other MechWarriors with high Gunnery Skills; if they have Laser or Medium 'Mech specialist is better. Command Phase: You will start in the east and directly in front of you there is a Resource Building (10000 RPS), which is also the first mission objective. Capture it and proceed toward the center of the map. Before you encounter the east defense station, the Razorback's sensors will detect one or two vehicle contacts. As soon as you close with them, a Fire Ant will power up. Use the Razorback to destroy the two vehicles (an LRM Carrier and one Harasser) while the other two 'Mechs destroy the Fire Ant. For now, wait to salvage the 'Mech. Now you should be able to see the first defense station; there are three different stations, each with its Power Generator and Turret Control; the first is placed to the east, the second to the west (directly opposite to the east one) and the last to the north-west, few meters above the west station. Use your Razorback to quickly circle the east defense station and enter it from the west, where there isn't any wall section and capture the Turret Control; alternatively you can use a Bushwacker and its LRM to destroy the Power Generator. Now destroy one wall section of Base Gemini South: some vehicles will try to intercept you and an LRM Carrier will probably start to fire. Enter the base, take out the LRM carrier and destroy all other vehicles present (two Centipedes and one Armored Car) and engage the Urbanmech that will power up and one other that will enter from the west. Just like the previous Fire Ant, do not salvage them now. Capture the Base Sensor Control and you'll notice several contacs showing up on your map; at the extreme north some hovercrafts are patrolling the zone, like the contacts in the north-west sector; Base Gemini North has several contacts. All other contacts are civilian Cargo Trucks. Your 'Mechs should be damaged, but there is no real need to call a Repair Truck; use your Razorback to locate two other Resource buildings in the west/south-west of the map; each contains 10000 RPs, enough to call Karnovs to salvage all 'Mechs downed so far, though it is better to ignore this possibility for now. Once the buildings are your control, move all your 'Mechs at the beginning of the strip of terrain that leads to Base Gemini North; an UrbaMech should power up on the nearest island and will immediately jump near you. No better chance to destroy it. A Centipede will also reach you, but it will be no match. Now use your Razorback or a Starslayer to jump from one island to the other; scattered across these isles there are two Resource Buildings, one guarded by and LRM Carrier and the second very near to the Base perimeter. If you used the Starslayer you should be able to destroy the wall section in front of the Power Generator and the Generator itslef from the island containg the Resource Building. Do not try to jump in the base as all 'Mechs and vehicles in it will attack you and you won't be able to capture the Turret Control because enemies are too near. Once the Turret Control is gone, regroup you 'Mechs; Base Gemini's gate is protected by a Partisan and two LRM Carriers, and the Base itself has two other Fire Ants inside, but are shutted down. Now the choice is yours: you can call an Air Strike or a Long Tom to help you in the siege or to use your 'Mechs to break all defenses; I usually choose the latter because the defenses are not too strong. Each 'Mech should take care of one vehicle at the gate, in order to dispatch them quickly enough that at least one 'Mech is free to engage the first Fire Ant that will inevitably come. Once all vehicles and 'Mechs are gone, you can salvage all salvageable 'Mechs you downed before taking control of the Steiner HQ. Mission : Primary Objectives: + (00 C-Bills) Secondary Objectives: + Weight Limit: tons Initial RPs: Map Description: Logistic Phase: Command Phase: ************** 15-FAQ SECTION ************** If you are wondering why, and how, a document at its first release has a FAQ section, I just reply that I'm bored of all the mails I recieve for how using the Minelayer in MechCommander (the first); MC2 has a Minleayer and probably it will be useful in some missions, so... Question - Where's the Minelayer? Answer - There is no way to buy a Minelayer before the mission starts. It can be only purchased from the Support Palette. It will be airdropped where you want. Q - Then? A - You have a working Minelayer, with a full load of mines and brand-new armor. Q - But the Minelayer doesn't lay mines! A - This vehicle will lay mines only if you order it to do so. Normal move order will make the vehicle move. To lay mines, see p.55 of the MC2 instruction booklet. Q - Hey! You described the entire sequence! It's not fair! A - OK...just press V and click where you want those mines Q - But the mines don't work... A - Only units weighting more than 35 tons will set off mines Q - Just tell me why the Minelayer lays only some mines! A - Because it has a limited supply of mines. After the Minelayer expended its cargo it can still be moved and used as a scout. ******************* 16-CREDITS and MISC ******************* First credit? To Fasa for the old BattleTech continuum (I prefer to see how WizKid will manage to "evolve" BT with the new timeline before thanking them...especially because most of the things I've seen weren't good -IMO-), then to M...Mic...Micrrrr...hell...I'm not able to thank M....$..t, even for this game; and last, but not least (absolutely not) the third credit goes to me for this document! (that's the last time I write something at 3:42 in the morning, this paragraph is getting totally senseless...) Here's the list of the sites currently showing my document with my permission. 1) The Clans Hall (my site; it's BT-related and currently down but it will be always allowed to show my FAQs ;) 2) GameFAQs (http://www.gamefaqs.com) 3) GameSpot (http://www.gamespot.com) 4) Cheat Code Central (http://www.cheatcc.com) 5) Gaming Planet (http://www.gamingplanet.com) If someone sees a site with my document (or part of it) on a site listed above, let me know. Special thanks to: All italian MW/MC/BT/BF2/AT2 players, Thanatos (my PC)and whoever for letting the game run on my computer (I think the lead programmer, or the beta testers and the QA people in general...damned MW4, too unstable, and I want to finish it at least once...) and Lionhead for Black&White; well, I'd like to thank FireGlow and CDV for Sudden Strike and Gundam Century to exist, but these are other stories... So far no one (25/09/2001) posted mails of any kind, so there's no one to thank...however, I've already prepared the beginning of the list so that this paragraph will need only their names and e-mail addresses. Many thanks to: 1) To ask permission to post this document, send a mail gently asking permission and with the URL. To contact me, write at [email protected]; ICQ UIN is 40534369; Odigo ID is 264286, though you won't recieve answer to such messages (I'm just bored of all the ICQ crap and Odigo's tendency of cutting to half your effective speed 'cause it has to check if the world is still working) . Write only about this FAQ or if you have a cute (female)friend/sister to introduce. Copyright (c) Briareos Kerensky 2000/2001. Reproduction and translation of this document (as a whole or parts of its) in any mode without permission is strictly forbidden. All names and marks are proprieties of respective owners.