BattleTech - Tactical Mech Combat Game from Hairbrained Schemes

Saskatoon

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Agree on most of the points. The game still could see some TLC but it seems like a big success so far so hopefully it’ll get it.

On vehicles, I’ve got in just past the first non prologue mission and they become a very nasty thorn in your side when you’re going up against fully armoured tanks. Can’t just pop them in one shot reliably but they can ruin your life. SRM Carriers are the devil.

SRM and LRM carriers have paper thin armor so you should be able to blow those up in one salvo of most mechs (other than some of the lights). High priority target for sure.
 

SniperHF

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The tabletop inspiration of the game has always been move then shoot(although in tabletop everyone moves then everyone shoots but this takes longer).

That's one of the things they don't explain (and the interface does not acknowledge so you can't figure it out until you try it). For example on the first turret mission I wanted to jump up on the cliff, shoot the generator with some LRMs. Then the next phase I wanted to shoot again and jump down (so I don't take a second volley). The only way you find out you can't do this is trying it.
I get why it is the way it is, they want to incentivize you to move around instead of just sit there and volley fire like a Civil War reenactment.

Another game that uses a movement and an attack/action phase is Temple of Elemental Evil. In there you have a meter with a bar which shows how much of each you can do. If they can't operate independently then the movement action should be shown as consumed in some way.



I am notsure if you are experiencing a bug but until you make contact with the enemy you can move all your mechs together.

Far as I can tell it only allows you to move within the same phase, not move simultaneously.

No enemy contact
Click 1 mech move 1 mech.
Click 1 mech move 1 mech.
Click 1 mech, move 1 mech.
Click 1 mech move 1 mech.

You can start the process of moving another mech, while one is moving. But I see no way to simultaneously take all 4 mechs at once and move them to a location without picking each mech and then which direction they are facing.

When Shadowrun Returns came out they did the same thing(during missions). Except everyone hated it because it took 8 years to move your characters. So what they did was they patched in a psuedo real time mode that operated when the enemy wasn't in range. And if you needed to position your characters, you could enter turn based mode and do that.
 

Saskatoon

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Another game that uses a movement and an attack/action phase is Temple of Elemental Evil. In there you have a meter with a bar which shows how much of each you can do. If they can't operate independently then the movement action should be shown as consumed in some way.

I actually don't mind the idea of a separate movement bar but I know they want the engagements to be as short as possible. I used to play MegaMek (essentially tabletop on a computer) and even with electronic assistance the matches could take hours. Lot's of the design choices they made are to make the average multiplayer match 30mins or so and make decent sense if you have tabletop background. Some of the changes I agree with, some I don't. So if you could always move after fire optimal play would be to hide out of LOS -> pop out -> shoot -> hide again. This would make multiplayer matches take forever and also make the campaign pretty easy. So I can see why they want to force you to commit to a fight.

If your having trouble (not sure if you are) with the fights remember to focus fire and that movement is king. In tabletop, walking your mech would add +1 to your to hit attack role, running would add +2 and jumping would add +4. How much you added to your opponent's attack role depended on how far you moved. But in Battletech PC they removed the movement penalties from the attacking mech so moving always makes it harder for them to hit you while not affecting your rolls at all. So for the most part you always want to be moving.

Far as I can tell it only allows you to move within the same phase, not move simultaneously.

Ah yes, you are correct in your understanding on how it works. On the plus side I find I engage the enemy within 2-3 turns most matches so hasn't bothered me much.


I might make a tips for Battletech beginners YouTube video when I have the time but too focused on the play-through right now. Although I am sure there are already good guide videos out there made by people with early access.
 
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Bjorn Le

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SRM and LRM carriers have paper thin armor so you should be able to blow those up in one salvo of most mechs (other than some of the lights). High priority target for sure.

True, though often that’s easier said then done. I’m not really digging convoy missions in any event, you don’t have much time and the vehicles tend to be very powerful.
 

Bocephus86

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I spent a lot of time yesterday reading some beginners guides & then playing again; now I really like it. My biggest issue seems to be pointed out here by others: I didn't understand the turn phases & movement/evasion/range stuff when I first tried so it was quite frustrating. One of my "early" issues is that the evasion chevrons look & display like the movement chevrons for Xcom so I kept thinking those were my movement counts 2 days ago then being confused why I couldn't do something. Understanding the turns & how to move/evade/fire (and spec out the Mechs), I'm having a blast. The last "major" thing I figured out last night that has helped is that you can move to other planets via the navigation area, you don't need to wait for contracts that allow you to move. I figured that out after doing the first "real" campaign mission and then being stuck at a planet with 1.5 to 2.5 skull missions; couldn't handle them.

At this point, I've done a ton of side missions and have 5 Mechs I really like & 1 light backup, allowing me to repair/respect and not wait too often (other than moving) so I'm cranking through side missions. My plan is to get to a year's worth of bank account & do one rotation of respects based on something I thought of before bed last night, then do a couple more campaign missions.

As a second review: I'm enjoying it. My only gripes are that the load times & game itself can be clunky/slow at times (and I have a fairly high level PC with the game installed on an SSD) so far. Also the respect/injury recovery times are long but the game doesn't seem to have "timed" missions so that isn't a huge deal, just makes it so I got caught once respecting 2 mechs without realizing they go one after another early on. At this point, I play as follows:

.5 skulls: All cash
1 skull+: 50/50 cash & scrap

I haven't had an assassin mission yet but I read you should fully go for scrap on those; looking forward to drawing one.
 

Saskatoon

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I spent a lot of time yesterday reading some beginners guides & then playing again; now I really like it. My biggest issue seems to be pointed out here by others: I didn't understand the turn phases & movement/evasion/range stuff when I first tried so it was quite frustrating. One of my "early" issues is that the evasion chevrons look & display like the movement chevrons for Xcom so I kept thinking those were my movement counts 2 days ago then being confused why I couldn't do something. Understanding the turns & how to move/evade/fire (and spec out the Mechs), I'm having a blast. The last "major" thing I figured out last night that has helped is that you can move to other planets via the navigation area, you don't need to wait for contracts that allow you to move. I figured that out after doing the first "real" campaign mission and then being stuck at a planet with 1.5 to 2.5 skull missions; couldn't handle them.

At this point, I've done a ton of side missions and have 5 Mechs I really like & 1 light backup, allowing me to repair/respect and not wait too often (other than moving) so I'm cranking through side missions. My plan is to get to a year's worth of bank account & do one rotation of respects based on something I thought of before bed last night, then do a couple more campaign missions.

As a second review: I'm enjoying it. My only gripes are that the load times & game itself can be clunky/slow at times (and I have a fairly high level PC with the game installed on an SSD) so far. Also the respect/injury recovery times are long but the game doesn't seem to have "timed" missions so that isn't a huge deal, just makes it so I got caught once respecting 2 mechs without realizing they go one after another early on. At this point, I play as follows:

.5 skulls: All cash
1 skull+: 50/50 cash & scrap

I haven't had an assassin mission yet but I read you should fully go for scrap on those; looking forward to drawing one.

Yea I am in the same boat with load times, figured with good PC and SSD it would be quicker.

Sounds like you are getting the hang of it for sure. Assignation missions are great for salvage. My first one was a .5 skull and still had a 55 ton mech for me to salvage.
 

Bocephus86

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Yea I am in the same boat with load times, figured with good PC and SSD it would be quicker.

Sounds like you are getting the hang of it for sure. Assignation missions are great for salvage. My first one was a .5 skull and still had a 55 ton mech for me to salvage.
Kind of a dumb question but I haven't seen an answer online: Is an assassination mission obvious? Like it says assassination in the brief? Or is it implied like "Hunt down and kill this guy".

I've been on the lookout for one and it seems weird I haven't drawn one yet. My GF is on a work trip so I played like 6 hours last night and probably did 12-15 missions and never saw an assassination.
 

Saskatoon

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Kind of a dumb question but I haven't seen an answer online: Is an assassination mission obvious? Like it says assassination in the brief? Or is it implied like "Hunt down and kill this guy".

I've been on the lookout for one and it seems weird I haven't drawn one yet. My GF is on a work trip so I played like 6 hours last night and probably did 12-15 missions and never saw an assassination.

It will say assassinate by the climate type in small font. The mission title will be something else. "Key Personnel" is one example.
 
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Bocephus86

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So, ah, anyone got advice on how to move up in difficulty? I've been cruising through 1 skull missions and wanted to try a 1.5; getting worked. The mission involves stopping a convoy. The convoy can cross the map & escape in 4 turns; it is comprised of 4 vehicles that I basically need to alpha shot to take out (1 each). It also has a fairly strong 4 mech defense force; all 8 units can shoot at me each turn. I cannot get through this mission without losing a mech. I have been cruising through the level 1s so the jump is a bit shocking. Are my Mechs poorly specced? Do I suck? Is this mission just harder then other 1.5s? Certainly makes me wonder how I'll ever move up in skills as I haven't found any half decent mechs to loot so I'm running mostly mediums.

Anyone know of any sources that give good recommendations on Mech specs? I have a pure sniper blackjack that is getting worked in this mission; maybe that isn't a good move? All the googling I'm doing is turning up discussions about the tabletop game so I'm struggling on how to take the next step; my next campaign mission is 2 skulls so I don't have a shot at it right now, I don;t think anyway. I've done 1 in game year and have 4.5 million bucks...
 

SniperHF

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Anyone know of any sources that give good recommendations on Mech specs? I have a pure sniper blackjack that is getting worked in this mission; maybe that isn't a good move? All the googling I'm doing is turning up discussions about the tabletop game so I'm struggling on how to take the next step; my next campaign mission is 2 skulls so I don't have a shot at it right now, I don;t think anyway. I've done 1 in game year and have 4.5 million bucks...

I'm not as far as you are so not much to offer.
But maybe try putting "past month" as a filter on your google search. That's mainly how I've found threads about the vidya game instead of the table top.

Or just search the steam community if you want to wade into that sewer :laugh:
 
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Bjorn Le

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So, ah, anyone got advice on how to move up in difficulty? I've been cruising through 1 skull missions and wanted to try a 1.5; getting worked. The mission involves stopping a convoy. The convoy can cross the map & escape in 4 turns; it is comprised of 4 vehicles that I basically need to alpha shot to take out (1 each). It also has a fairly strong 4 mech defense force; all 8 units can shoot at me each turn. I cannot get through this mission without losing a mech. I have been cruising through the level 1s so the jump is a bit shocking. Are my Mechs poorly specced? Do I suck? Is this mission just harder then other 1.5s? Certainly makes me wonder how I'll ever move up in skills as I haven't found any half decent mechs to loot so I'm running mostly mediums.

Anyone know of any sources that give good recommendations on Mech specs? I have a pure sniper blackjack that is getting worked in this mission; maybe that isn't a good move? All the googling I'm doing is turning up discussions about the tabletop game so I'm struggling on how to take the next step; my next campaign mission is 2 skulls so I don't have a shot at it right now, I don;t think anyway. I've done 1 in game year and have 4.5 million bucks...

Very carefully lol. There’s a big spike at the 1 1/2 missions so you got to be really careful.

The convoy missions are really difficult if you don’t get placed right. If you’re jump capable you can try to jump past the escorts and wipe out the tanks. You will take a few shots but should be OK if you have high evasion/can brace after. And yes some 1 1/2 are quite difficult especially the convoy ambushes.

The next story mission (after the Argo one) isn’t crazy difficult but there’s a lot of turrets and you got to be careful.

Check the Paradox forums or the game reddit for mech builds.

Right now I’m running an all medium lance with a Trebuchet (2x MLas 2x LRM15), Blackjack (2x AC5 2x SLas), Centurion (AC10, PPC++) and a Hunchback 4P (8x MLas). It’s been handling 2 1/2 star missions with no problem. The Hunchback was the turning point for my game though. It has a 200 dmg alpha strike and plenty of heat sinks so you can keep firing them.
 
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Bocephus86

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I'm not as far as you are so not much to offer.
But maybe try putting "past month" as a filter on your google search. That's mainly how I've found threads about the vidya game instead of the table top.

Or just search the steam community if you want to wade into that sewer :laugh:

This is a good idea, will do this. Also found some tips that might help others who are struggling, unless it is obvious, so anyone curious check below

Very carefully lol. There’s a big spike at the 1 1/2 missions so you got to be really careful.

The convoy missions are really difficult if you don’t get placed right. If you’re jump capable you can try to jump past the escorts and wipe out the tanks. You will take a few shots but should be OK if you have high evasion/can brace after. And yes some 1 1/2 are quite difficult especially the convoy ambushes.

The next story mission (after the Argo one) isn’t crazy difficult but there’s a lot of turrets and you got to be careful.

Check the Paradox forums or the game reddit for mech builds.

Right now I’m running an all medium lance with a Trebuchet (2x MLas 2x LRM15), Blackjack (2x AC5 2x SLas), Centurion (AC10, PPC++) and a Hunchback 4P (8x MLas). It’s been handling 2 1/2 star missions with no problem. The Hunchback was the turning point for my game though. It has a 200 dmg alpha strike and plenty of heat sinks so you can keep firing them.

Love the mech advice; I only have the Blackjack and Centurion from the above list. 1/3rd away from the Trebuchet, not Hunchback yet. How "far" into the game time-frame are you? Are you good so you were able to move into higher battles earlier & get better mech loot (likely, haha)?

I will post my rigs tomorrow BUT, i had a break through (well, a couple):

1. Max, or close to it, jump jets. 1 less S/LRM is worth the evasion bonuses you get with the jumps vs normal movement. I struggled to find good positions that would give me more than 1 evasion then being able to shoot before (I brought minimal jump jets, just to get up over cliffs basically). Now I can jump for 3/4 evasion & the next 1 or 2 shots at me miss or barely hit.

2. Respected my Mechs to be more balanced; instead of skimping on Jump Jets/Heat Sinks/Armor, I focused on specific builds and replaced a lot of the PCCs with AC5s to save on heat issues. Basically, I have 2 mechs with 1 PCC++ each and everyone else runs some combo of ACs & S/LRMs with 1 or 2 Medium lasers sprinkled in for flavor/for those with good heat situations. My heaviest mech also has the best movement range and she's an up-close beast; everyone else is balanced (AC10 or 20, I forget, ++; 1 SRM6+, 1 SRM4; many an alpha 1-shot on mechs 30 ton and under).

Anyway, will post my specs tomorrow but I am really enjoying it. Will get the combo right at some point & money isn't an issue in my game so as long as there isn't a hidden timer, I will stumble upon good combos at some point.

Side note: I stopped trying that mission and am having much more success with battle, base and assassin 1.5s. Either because that mission was too hard, my respected mechs are way better and/or im getting better (likely a combo)
 

SniperHF

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LOL, just got spawned on top of a rock and couldn't walk off it. Thankfully that particular mech had jumpers.
 

Bjorn Le

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This is a good idea, will do this. Also found some tips that might help others who are struggling, unless it is obvious, so anyone curious check below



Love the mech advice; I only have the Blackjack and Centurion from the above list. 1/3rd away from the Trebuchet, not Hunchback yet. How "far" into the game time-frame are you? Are you good so you were able to move into higher battles earlier & get better mech loot (likely, haha)?

I will post my rigs tomorrow BUT, i had a break through (well, a couple):

1. Max, or close to it, jump jets. 1 less S/LRM is worth the evasion bonuses you get with the jumps vs normal movement. I struggled to find good positions that would give me more than 1 evasion then being able to shoot before (I brought minimal jump jets, just to get up over cliffs basically). Now I can jump for 3/4 evasion & the next 1 or 2 shots at me miss or barely hit.

2. Respected my Mechs to be more balanced; instead of skimping on Jump Jets/Heat Sinks/Armor, I focused on specific builds and replaced a lot of the PCCs with AC5s to save on heat issues. Basically, I have 2 mechs with 1 PCC++ each and everyone else runs some combo of ACs & S/LRMs with 1 or 2 Medium lasers sprinkled in for flavor/for those with good heat situations. My heaviest mech also has the best movement range and she's an up-close beast; everyone else is balanced (AC10 or 20, I forget, ++; 1 SRM6+, 1 SRM4; many an alpha 1-shot on mechs 30 ton and under).

Anyway, will post my specs tomorrow but I am really enjoying it. Will get the combo right at some point & money isn't an issue in my game so as long as there isn't a hidden timer, I will stumble upon good combos at some point.

Side note: I stopped trying that mission and am having much more success with battle, base and assassin 1.5s. Either because that mission was too hard, my respected mechs are way better and/or im getting better (likely a combo)

I'm about 70 weeks in. Completed three priority story missions.

The missions can vary in difficulty. It's supposed to reflect how variable your intel is. For example, I've had a 2 1/2 star with 4 lights, a medium, and a couple beat up tanks. I also had a 2 1/2 star last night that was a Manticore (PPC tank with heavy armour), Jagermech (65t), two LRM carriers (3x LRM20), a Striker, and a reinforcement mixed heavy-medium lance. Had to withdraw because the Manticore had sensor lock and was tagging targets for the LRM carriers, who could almost knock down my mechs in on volley.
 
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offkilter

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I'm old school, does anyone know if this game going to/got a physical release? I have a habit of collecting these games going back to Crescent Hawk's Inception.
 

Saskatoon

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This is a good idea, will do this. Also found some tips that might help others who are struggling, unless it is obvious, so anyone curious check below

Also generally take out the tanks first. They have a high firepower per armor ratio so you can quickly reduce the damage you take by quickly blowing them up. Make sure you movement maximizes your evasion as much as possible as well.
 
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Seedtype

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I've been enjoying the game so far. It's a little clunky, but pretty good overall.

With this and Phoenix Point coming out later this year, it should be a pretty good year for turn-based strategy fans.
 

Bocephus86

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Alright, so I have to admit I'm 100% addicted to this game now and have played way too much over the last few days thanks to:
  1. It being REALLY friendly to "just one more mission" (if friendly is the right term...)
  2. My girlfriend being out of town on a work trip until tonight
  3. Work being on the slower side this week so I could sign out at a normal time
That being said, I'm about to throw a wall of text at you hidden behind spoilers for anyone who has no idea what they are/were doing (like I was) and wants some tips I've accumulated from here, reddit & good old trial and error (I'm 2 years into the game time frame and wasted probably half of that respecting my mechs, completely, multiple times). I finally got it right earlier today and have been doing well on 2/2.5 skull missions and now I'm too excited to not share this...

Last note before tips: these will be a little random/all over the place but focused on the mechs/build/combat strategy as that is were I struggled the most.

  1. Don't be afraid of the first few priority missions; don't rush them, but they aren't as hard as their skulls imply & the benefits are pretty big. They open up more game options, I'll leave it there. Reminder: I'm only through the first two. The first helped my mech situation & the second REALLY options up things to do. Plus they pay a ton of money so you can have a large safety net.
  2. Push for money in the early .5 skull missions. Once you get comfortable with 1s, balance it with you monetary needs but I've found you find better weapons to buy then you get in mission salvage. The only caveat is assassin missions as that is when you'll see Mechs "better" than your level. Once you get to 1.5/2s, I balance salvage but I always go all salvage on assassins. It doesn't always pay off, but better mechs are so important the chance is huge. Loot gets better at 2+
  3. Don't be afraid to spend money on weapons with "+"s. See below on weapons that work for me. I don't spend on anything else but I think I bought a few heatsinks early when I needed them for my mechs
  4. I've run into no time limits yet so don't be afraid to farm easy missions for money/to spec up pilots/for practice
  5. You can fly to different systems to look for more contracts in the navigation area of the ship. Do this when you end up on a planet with only high level missions you can't handle.
  6. I try to maintain 6 mechs and 6 pilots that are useful. My main 4 pilots are better than my other 2 but you want people who can sub in OK.
  7. I sell excess weapons, equipment and mechs I get in salvage. Find a balance that works for you but I keep all + weapons, 4 of each I "use", 2 of the others, all ammo/equipment and sell everything else
  8. The best balance in mechs I've found are 4 mediums; i've been running this for a while now and do quite well in missions up to 2.5. I get as close as possible to max armor (near max front, half in the rear) and full jump jets.
    1. Centorian: Missile boat: 3 long range missiles (I have 1 20, 1 15 and 1 5); 4 ammo. Stays near the back and rains hell. With some weapon "+" bonuses, you can stagger a mech in 1 volley
    2. Shadowhawk or Quickdraw: Brawler/close fighter. 3 SRMs (3 ammo) & 1 flamer
    3. Vindicator runs a medium range with the PPC & Some medium lasers. Tons of heatsinks as this guy runs hot. Will likely change him soon
    4. Blackjack: 4 medium lasers & an AC5. This is really my mid-range unit
  9. Evasion in battle is the most important thing ever; its why I use jump jets so much - 4 evasion is huge. Changing specifications to (near) max armor & jump jets vs an extra weapon was the MOST important lesson I learned
  10. I've found the "best" weapons are the once that don't raise heat as much; this means I (generally) avoid large lasers and PPCs for the most part. I love missiles; medium lasers are OK as you can balance with heatsinks since they are so light. ACs are good too but I've really on found the AC5 worth it as they are heavy & get less accurate the more you use them
  11. Use the precision shot for kills on weakened units and/or knocked over units
Theres more I can share if there are questions but that is the gist...
 

Bocephus86

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One more learned tip: If you are having lots of drink because your team is in the playoffs and you try to sneak battles in during intermission: your lost inhibitions from drinking effects your ability to crush a mission as well... The general slowness you usually play with helps... ALOT
 

SniperHF

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One more learned tip: If you are having lots of drink because your team is in the playoffs and you try to sneak battles in during intermission: your lost inhibitions from drinking effects your ability to crush a mission as well... The general slowness you usually play with helps... ALOT

While you are here. Do the intermediate character skill points on mechwarriors that don't list a bonus (like the third tactics point) do anything under the hood?
Or if it doesn't say anything when selecting it it does nothing?
 

Osprey

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MechCommander (both 1 and 2 I believe) you can find for free on the internet but they require some significant workarounds to work.

FYI, I installed both MechCommander games on Windows 10 the other day and didn't find them very hard to get working.

Off the top of my head, these are the steps that I did for each:

MechCommander Gold:
1. Copied all files from the CD/ISO to a folder on my hard drive (you can't install the game on 64-bit Windows because it uses a 16-bit installer).
2. Downloaded and applied the official patch, which makes only one multiplayer change, but also removes the CD check.

At this point, the game worked, but I made two changes to improve things:
3. Added "l Resolution=3" to PREFS.CFG to set the resolution to 1280x1024. You can set it to 2, instead, if 1024x768 is better for you. Note that doing either causes the 640x480 menus display in a corner of the screen, but the actual gameplay will be fullscreen.
4. Added the dgVoodoo 2 wrapper and used it to force v-sync on, which removes flickering in the game (ex. when panning around the map). Using the wrapper also causes 1280x1024 mode to stretch to fill my monitor (1024x768 stretches even without the wrapper).

MechCommander 2:
1. Installed the game from the CD/ISO with the original installer (copying the files, like with MC1, doesn't work, even though it looks like it might).
2. Downloaded and applied a cracked executable so that the CD/ISO wouldn't have to stay mounted. The game may work without it, but I didn't test it.
3. Downloaded and applied the official patch, which simply updates the video card database. Since you're unlikely to be playing with any of the 17-year-old cards in that database, this step may be completely useless and optional.
4. Added the dgVoodoo 2 wrapper since, without it, there was massive flickering on the main menu.

As far as 20-year-old games go, these two were relatively a breeze to get working. I didn't even have to set compatibility modes.

They look more dated than I remember, with MC1 looking like the original Age of Empires (2D engine with 3D perspective) and MC2 looking like one of the earliest 3D-accelerated RTSes (which it was, complete with horribly low quality textures), but all of my memories are from 15+ years ago, so that's no surprise. I'm sure that the gameplay will hold up.
 
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Caeldan

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Been trying to find it, but what's 2/10 on salvage for contract negotiations actually mean?

Just started playing, Dekker survived my first mission but just barely... His mech is out for a month and he's out for two lol.
 

SniperHF

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Been trying to find it, but what's 2/10 on salvage for contract negotiations actually mean?

Just started playing, Dekker survived my first mission but just barely... His mech is out for a month and he's out for two lol.

People seem to think there's some sort of programing that gets him injured all the time :laugh: He's gotten injured on me 3 times but hasn't died yet.

2/10 means:
You get to pick 2 items from the pile.
And you'll get 8 random items. Usually crappier stuff but not always.

I usually leave at least 1 priority salvage to help build mechs.

While you are here. Do the intermediate character skill points on mechwarriors that don't list a bonus (like the third tactics point) do anything under the hood?
Or if it doesn't say anything when selecting it it does nothing?

If anyone knows that would be great :P
 

Bocephus86

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3,708
Boston
While you are here. Do the intermediate character skill points on mechwarriors that don't list a bonus (like the third tactics point) do anything under the hood?
Or if it doesn't say anything when selecting it it does nothing?
Sorry, I left the site up: You get the passive bonus from training (you'll see it) but not the passive/active skill from that range. Example: I get the same melee and stability bonus but not guarded if I took another skill tree. Make sense?
 

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