Difference between revisions of "MechCommander 2/BattleMechs"
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| style="background:#F0E68C"|72 | | style="background:#F0E68C"|72 | ||
| 87,500 | | 87,500 | ||
+ | | None | ||
+ | |- | ||
+ | | [[Highlander]] | ||
+ | | Steiner | ||
+ | | Inner Sphere | ||
+ | | Assault | ||
+ | | 90 | ||
+ | | 54 | ||
+ | | 125 | ||
+ | | 5 x 5 | ||
+ | | 148/372 | ||
+ | | 37 | ||
+ | | 100,950 | ||
| None | | None | ||
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There are some notable differences in design specifications. The most significant are described below. | 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. Whether the odds of a critical hit on a particular weapon | + | '''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. Whether the odds of a critical hit on a particular weapon is affected by the number of squares it uses on the grid is unknown. |
+ | |||
+ | '''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. There does not seem to be any direct relationship between a 'Mech's arms and its weapons. 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. | ||
− | ' | + | It's important to note that MechCommander 2 appears to scale the chances of inflicting a critical hit based on a weapon's damage per shot. Either that or it has a hidden critical hit chance value assigned individually to each weapon. A 'Mech armed with Large Pulse Lasers will rarely inflict critical hits, despite having a much higher rate of fire, than a 'Mech armed with Large Lasers. On the other hand, PPCs, Heavy Autocannons, and the like, can be very effective at scoring critical hits, despite their slow rate of fire. |
'''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. BattleMechs in the game will not overheat and shut down. | '''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. BattleMechs in the game will not overheat and shut down. |
Revision as of 07:12, 6 October 2014
Below is a listing of all BattleMechs in the game, with their specifications.
Base Game BattleMechs
BattleMech | Faction | Tech. Base | Class | Tonnage | Speed | Jump Distance | Criticals/Slots (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 |
Anubis | Liao | Inner Sphere | Light | 30 | 130 | 125 | 2 x 3 | 96/128 | 26 | 41,600 | Intermediate |
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 |
Differences from BattleTech
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. Whether the odds of a critical hit on a particular weapon is affected by the number of squares it uses on the grid is unknown.
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. There does not seem to be any direct relationship between a 'Mech's arms and its weapons. 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.
It's important to note that MechCommander 2 appears to scale the chances of inflicting a critical hit based on a weapon's damage per shot. Either that or it has a hidden critical hit chance value assigned individually to each weapon. A 'Mech armed with Large Pulse Lasers will rarely inflict critical hits, despite having a much higher rate of fire, than a 'Mech armed with Large Lasers. On the other hand, PPCs, Heavy Autocannons, and the like, can be very effective at scoring critical hits, despite their slow rate of fire.
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. BattleMechs in the game will not overheat and shut down.
Jump Jets - Each BattleMech can either use Jump Jets or it can't, and the Jump Distance is the same for 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.
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 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 for free, except for weapons that are not available. Since 'Mechs are sold at full value, salvaging always results in a 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 significantly 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's the most intact.
By salvaging 'Mechs, the player can acquire 'Mechs and weapons that are unavailable for purchase. 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.