MechCommander 2/BattleMechs

Emblem-important.svg Apocryphal
The subject of this article is exclusively described in apocryphal sources, i.e. in official BattleTech products that do not fall under the current definition of canon. Consequently, the subject of this article may not be canonical.
See the article's section on Canonicity for details.



Below is a listing of all BattleMechs in the game, with their specifications.

Base Game BattleMechs[edit]

BattleMech Faction Tech. Base Class Tonnage Speed Jump Distance Space
(X x Y)
Armor
(Min/Max)
Heat Limit
(No HS)
C-Bills
(Prime Variant)
Sensor Suite
Fire Ant Bandits Inner Sphere Light 30 97 N/A 3 x 2 80/112 22 24,600 None
UrbanMech Bandits Inner Sphere Light 30 54 125 2 x 4 80/144 22 33,700 None
Razorback Steiner Inner Sphere Light 30 97 125 4 x 2 80/144 22 41,750 Intermediate
Hollander Steiner Inner Sphere Light 35 86 N/A 2 x 4 96/160 22 36,300 None
Hunchback Steiner Inner Sphere Medium 50 65 125 3 x 4 80/240 24 46,750 None
Bushwacker Steiner Inner Sphere Medium 55 86 N/A 4 x 4 112/272 27 62,850 None
Shootist Steiner Inner Sphere Heavy 70 65 N/A 3 x 6 130/290 30 63,550 None
Zeus Steiner Inner Sphere Assault 80 65 N/A 5 x 4 130/258 72 87,500 None
Highlander Steiner Inner Sphere Assault 90 54 125 5 x 5 148/372 37 100,950 None
Atlas Steiner Inner Sphere Assault 100 54 N/A 6 x 5 80/432 43 106,600 None
Anubis Liao Inner Sphere Light 30 130 125 2 x 3 96/128 26 41,600 Intermediate
Raven Liao Inner Sphere Light 35 97 N/A 3 x 2 96/160 24 37,500 Advanced,
ECM Mk. I
Sha Yu Liao Inner Sphere Medium 40 119 125 3 x 3 112/176 28 46,850 Intermediate
Starslayer Liao Inner Sphere Medium 50 86 125 4 x 3 112/240 42 64,450 None
Men Shen Liao Inner Sphere Medium 55 97 N/A 6 x 2 80/272 29 57,500 Advanced,
ECM Mk. I
Catapult Liao Inner Sphere Heavy 65 65 125 4 x 4 80/272 40 71,350 None
Lao Hu Liao Inner Sphere Heavy 75 86 125 4 x 4 130/290 60 84,300 None
Cyclops Liao Inner Sphere Assault 90 65 N/A 4 x 5 144/304 29 80,100 Advanced
Uller Davion Clan Light 30 97 N/A 4 x 2 96/128 22 41,300 Intermediate
Wolfhound Davion Inner Sphere Light 35 97 125 3 x 3 80/176 28 46,850 None
Shadow Cat Davion Clan Medium 45 97 125 2 x 5 112/208 24 63,000 None
Enfield Davion Inner Sphere Medium 50 86 N/A 4 x 3 112/240 30 50,400 None
Ryoken Davion Clan Medium 55 97 N/A 5 x 3 112/240 38 84,400 None
Vulture Davion Clan Heavy 60 86 N/A 3 x 5 130/290 52 88,350 None
JagerMech Davion Inner Sphere Heavy 65 65 125 4 x 4 130/290 27 61,000 None
Thor Davion Clan Heavy 70 86 125 3 x 6 130/290 46 100,700 None
Mad Cat Davion Clan Heavy 75 86 N/A 5 x 4 130/322 61 121,650 None
Blood Asp Davion Clan Assault 90 65 N/A 5 x 5 240/368 64 132,250 None

Differences from BattleTech[edit]

There are some notable differences in design specifications. The most significant are described below.

Payload Space/Criticals/Slots - Whatever term you want to use, BattleMechs in MechCommander 2 do not use the typical Critical Hit Slots used in BattleTech. Instead, each 'Mech has a grid of squares where weapons and equipment can be added. If there are available squares (slots) then you can add it. There are no 'Mechs with irregularly shaped grids. They're all rectangular. 'Mechs can and do take critical hits in combat, which results in various weapons and equipment being destroyed. The number of squares a weapon uses does not appear to influence the chances of the weapon receiving a critical hit. However, having a number of secondary weapons will reduce the chance of a critical hit impacting a primary weapon.

Critical Hits - Armor added to a 'Mech can receive critical hits. If destroyed, the 'Mechs maximum armor (hit points) is reduced by the amount added by that armor plate. This is represented by the 'Mech's health bar not filling up completely when repaired during a mission. Likewise, maximum armor is also reduced when a limb or side torso is blown off. The minimum armor listed in the table doesn't take up any space, so a high minimum armor value is a significant benefit.

There does not seem to be any direct relationship between a 'Mech's arms and its weapons. When an UrbanMech loses its weapon "arm" or even both arms, it often still has its autocannon. Weapons destroyed in combat cannot be repaired by the repair vehicle and must be re-purchased when the mission ends. Most importantly, if the weapon is one that is not available for purchase, it will not be replaced. The player must then modify the loadout to use weapons that are available.

Reactor Explosion - A reactor explosion will occur whenever a 'Mech's center torso is destroyed. It does not require a critical hit to the reactor, nor is the reactor capable of receiving critical hits.

Heat - Heat in MechCommander 2 works more like the way tonnage does in BattleTech. The 'Mech either has a high enough heat limit to allow a weapon to be equipped, or it doesn't. Heat doesn't affect rate of fire in any way, and the flame weapons in the game do not increase the target's heat. One exception to this is if a loudout uses the last point of the Heat Limit (46/46, for example). In this situation the 'Mech will chain-fire weapons instead of firing them all at once. BattleMechs in the game will not overheat and shut down. A BattleMech's Heat Limit can be increased by adding one or more Heat Sinks, each of which increase the Heat Limit by 4 and take up one Critical Hit Slot.

It appears that the developers may have originally planned to use a more traditional heat management system. The main evidence comes from a unique enemy 'Mech late in the game that has a weapons loadout that exceeds its heat limit. While fighting, it does overheat and shut down, showing that the heat measurement and shutdown mechanics are in the game. They just ended up deciding to arrange things so that heat dissipates as fast as the weapons can generate it.

Jump Jets - Each BattleMech is either able to equip Jump Jets or it isn't, and the Jump Distance is the same for all of the ones that can. Equipping Jump Jets adds 7 heat (doesn't matter if they're in use or not), so the player might choose to remove the Jump Jets to gain more heat capacity, rather than adding Heat Sinks.

The pilot AI does not use Jump Jets at all. Only the player can activate Jump Jets. As a result, they are mainly used for things like jumping over walls to capture buildings, crossing waterways, etc. However, jumping is faster than the speeds the slower 'Mechs can run. A player who's good at micro-management can use Jump Jets to close with enemies faster and to jump over enemies to take shots at their back.

Fire Ant - The Fire Ant in MC2 is the Flea in BattleTech.

Misc. Info[edit]

Salvage - Salvage is a very important part of the game. Every BattleMech that didn't have a reactor explosion can be salvaged. Aiming for the head (Hold down the "8" key on the number pad, then click on the target.) is an excellent way to preserve an enemy 'Mech that you would like to salvage. After a mission ends, all of the salvageable 'Mechs are listed, and the player can pay to salvage any or all of them at 80% of the normal purchase price. In addition, all missing weapons are replaced as part of the payment, except for weapons that are not available. Since 'Mechs are sold at full value, salvaging after a battle always results in a 20% profit.

'Mechs can also be salvaged during a mission by spending Resource Points to bring in a salvage aircraft. BattleMechs salvaged this way can be sold for a much higher profit, since no payment is necessary to acquire them. However, the player must pay to replace missing weapons on 'Mechs salvaged this way. When a choice of multiple of the same 'Mech is available, choose the one that has the most weapons intact.

By salvaging 'Mechs, the player can acquire 'Mechs and weapons that are unavailable for purchase or limited in quantity. Already have a certain 'Mech, but need more of the weapons it carries? Salvage it, strip the weapons off, and then sell the weaponless 'Mech.

Repairs - It should be noted that armor and limb repairs are free after a mission ends, so using repair trucks at the end of a mission before extracting does not save any money.

BattleMech Range - Each 'Mech has a listed range. It changes based on the weapon loadout. The game looks at the damage the loadout can do at short, medium, and/or long range, and lists the range it believes to be the optimum for that loadout. However, it does more than simply tell the player what range the 'Mech is armed most effectively for. This is also the distance that the pilot will prefer to remain at in battle. If you keep wondering why your 30-ton scout is in the enemy's face, while your two Bushwackers, who actually have armor, stand back and shoot from a distance, this is why. The default Razorback loadout gives it a Short 'Mech Range, while the Bushwacker has a Medium 'Mech Range. Keep this in mind in regards to your weapon loadouts.

Tip: It can be difficult to get the game to assign the Razorback a Medium range. Adding long range weapons doesn't help shift it from short to medium. One loadout that works early on is: 1 Heatsink, 2 Armor plates, 2 Large Lasers, and a choice of 1 MG, 1 Streak SRM, or 1 LRM.

Paper Doll - As with BattleTech, the armor and internal structure of BattleMechs in MechCommander 2 are divided into sections. BattleMechs have a Head, Center Torso, Left Torso, Right Torso, two arms, and two legs. In MC2, only the center torso appears to have a rear side. Armor is divided between sections automatically. Damage to armor has no chance of causing a critical hit. Once the armor is gone, damage goes to the internal structure. Any damage to internal structure has a chance of causing a critical hit. If all of the internal structure for a section is destroyed, then that section is destroyed, or blown off.

Weight Class - Smaller 'Mechs are harder to hit. In MC2, this is determined not by tonnage, but by weight class. This means that a light 'Mech is harder to hit than a medium 'Mech, etc.