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Below is a listing of all BattleMechs in the game, with their specifications.
 
Below is a listing of all BattleMechs in the game, with their specifications.
  
==''MechCommander 2'' BattleMech specifications==
+
==MechCommander 2 BattleMech specifications==
===Light===
+
 
 
{| class="wikitable sortable" border="1"; style=text-align:center;
 
{| class="wikitable sortable" border="1"; style=text-align:center;
 
|-
 
|-
! width="80pt" | BattleMech
+
! width="80pt" | BattleMech
! width="75pt" | Faction
+
! width="75pt" | Faction
! width="75pt" | Tech. Base
+
! width="75pt" | Tech. Base
! width="75pt" | Tonnage
+
! width="75pt" | Class
! width="75pt" | Speed<br/>(km/h)
+
! width="75pt" |  Tonnage
! width="75pt" | Jump Distance<br/>(m)
+
! width="75pt" | Speed
! width="75pt" | Armor
+
! width="75pt" | Jump Distance
! width="75pt" | Heat Limit<br>(No HS)
+
! width="75pt" |  Space<br>(X x Y)
! width="80pt" | C-bills
+
! width="75pt" | Armor<br>(Min/Max)
! width="75pt" | Sensor Suite
+
! width="75pt" | Heat Limit<br>(No HS)
|-
+
! width="80pt" | C-Bills<br>(Prime Variant)
| ''[[Anubis]]''
+
! width="75pt" | Sensor Suite
| Liao
+
|-  
| Inner Sphere
+
| [[Flea|Fire Ant]]
| 30
 
| 130
 
| 125
 
| 96
 
| 26
 
| 41,600
 
| Intermediate
 
|-
 
| ''[[Cougar]]''
 
| Unknown
 
| Clan
 
| 35
 
| 86
 
| N/A
 
| 96
 
| 36
 
| 56,000
 
| None
 
|-
 
| ''[[Flea|Fire Ant]]''
 
 
| Bandits
 
| Bandits
 
| Inner Sphere
 
| Inner Sphere
 +
| Light
 
| 30
 
| 30
 
| 97
 
| 97
 
| N/A
 
| N/A
| 80
+
| 3 x 2
 +
| 80/112
 
| 22
 
| 22
 
| 24,600
 
| 24,600
 
| None
 
| None
 
|-
 
|-
| ''[[Hollander]]''
+
| [[UrbanMech]]
| Steiner
+
| Bandits
 
| Inner Sphere
 
| Inner Sphere
| 35
+
| Light
| 86
+
| 30
| N/A
+
| style="background:#F0E68C"|54
| 96/160
+
| 125
 +
| 2 x 4
 +
| 80/144
 
| 22
 
| 22
| 36,300
+
| 33,700
 
| None
 
| None
 
|-
 
|-
| ''[[Raven]]''
+
| [[Razorback]]
| Liao
 
| Inner Sphere
 
| 35
 
| 97
 
| N/A
 
| 96/160
 
| 24
 
| 37,500
 
| Advanced,<br>ECM Mk. I
 
|-
 
| ''[[Razorback]]''
 
 
| Steiner
 
| Steiner
 
| Inner Sphere
 
| Inner Sphere
 +
| Light
 
| 30
 
| 30
 
| 97
 
| 97
 
| 125
 
| 125
 +
| 4 x 2
 
| 80/144
 
| 80/144
 
| 22
 
| 22
Line 84: Line 59:
 
| Intermediate
 
| Intermediate
 
|-
 
|-
| ''[[Kit Fox (Uller)|Uller]]''
+
| [[Hollander]]
| Davion
+
| Steiner
| Clan
+
| Inner Sphere
| 30
+
| Light
| 97
+
| 35
 +
| 86
 
| N/A
 
| N/A
| 96/128
+
| 2 x 4
 +
| 96/160
 
| 22
 
| 22
| 41,300
+
| 36,300
| Intermediate
 
|-
 
| ''[[UrbanMech]]''
 
| Bandits
 
| Inner Sphere
 
| 30
 
| 54
 
| 125
 
| 80/144
 
| 22
 
| 33,700
 
 
| None
 
| None
 
|-
 
|-
| ''[[Wolfhound]]''
+
| [[Hunchback]]
| Davion
+
| Steiner
 
| Inner Sphere
 
| Inner Sphere
| 35
+
| Medium
| 97
+
| 50
 +
| 65
 
| 125
 
| 125
| 80/176
+
| 3 x 4
| 28
+
| 80/240
| 46,850
+
| 24
 +
| 46,750
 
| None
 
| None
 
|-
 
|-
|}
+
| [[Bushwacker]]
* Cougar is only avaiable in Solo Mission and Multiplayer games.
 
* Fire Ant and Urbanmech can be purchased from the store in Solo Mission and Multiplayer games, but not in the Campaign. However, they can be acquired by salvage during the Campaign.
 
 
 
===Medium===
 
{| class="wikitable sortable" border="1"; style=text-align:center;
 
|-
 
! width="80pt" | BattleMech
 
! width="75pt" | Faction
 
! width="75pt" | Tech. Base
 
! width="75pt" | Tonnage
 
! width="75pt" | Speed<br/>(km/h)
 
! width="75pt" | Jump Distance<br/>(m)
 
! width="75pt" | Armor
 
! width="75pt" | Heat Limit<br>(No HS)
 
! width="80pt" | C-bills
 
! width="75pt" | Sensor Suite
 
|-
 
| ''[[Bushwacker]]''
 
 
| Steiner
 
| Steiner
 
| Inner Sphere
 
| Inner Sphere
 +
| Medium
 
| 55
 
| 55
 
| 86
 
| 86
 
| N/A
 
| N/A
 +
| 4 x 4
 
| 112/272
 
| 112/272
 
| 27
 
| 27
Line 146: Line 98:
 
| None
 
| None
 
|-
 
|-
| ''[[Enfield]]''
+
| [[Shootist]]
| Davion
+
| Steiner
 
| Inner Sphere
 
| Inner Sphere
| 50
+
| Heavy
| 86
+
| 70
 +
| 65
 
| N/A
 
| N/A
| 112/240
+
| 3 x 6
 +
| 130/290
 
| 30
 
| 30
| 50,400
+
| 63,550
 
| None
 
| None
 
|-
 
|-
| ''[[Hunchback]]''
+
| [[Zeus]]
 
| Steiner
 
| Steiner
 
| Inner Sphere
 
| Inner Sphere
| 50
+
| Assault
 +
| 80
 
| 65
 
| 65
 +
| N/A
 +
| 5 x 4
 +
| 130/258
 +
| style="background:#F0E68C"|72
 +
| 87,500
 +
| None
 +
|-
 +
| [[Highlander]]
 +
| Steiner
 +
| Inner Sphere
 +
| Assault
 +
| 90
 +
| 54
 
| 125
 
| 125
| 80/240
+
| 5 x 5
| 24
+
| 148/372
| 46,750
+
| 37
 +
| 100,950
 +
| None
 +
|-
 +
| [[Atlas (BattleMech)|Atlas]]
 +
| Steiner
 +
| Inner Sphere
 +
| Assault
 +
| 100
 +
| 54
 +
| N/A
 +
| 6 x 5
 +
| 80/432
 +
| 43
 +
| 106,600
 
| None
 
| None
 
|-
 
|-
| ''[[Men Shen]]''
+
| [[Anubis]]
 +
| Liao
 +
| Inner Sphere
 +
| Light
 +
| 30
 +
| 130
 +
| 125
 +
| 2 x 3
 +
| 96/128
 +
| 26
 +
| 41,600
 +
| Intermediate
 +
|-
 +
| [[Raven]]
 
| Liao
 
| Liao
 
| Inner Sphere
 
| Inner Sphere
| 55
+
| Light
 +
| 35
 
| 97
 
| 97
 
| N/A
 
| N/A
| 80/272
+
| 3 x 2
| 29
+
| 96/160
| 57,500
+
| 24
 +
| 37,500
 
| Advanced,<br>ECM Mk. I
 
| Advanced,<br>ECM Mk. I
 
|-
 
|-
| ''[[Stormcrow (Ryoken)|Ryoken]]''
+
| [[Sha Yu]]
| Davion
 
| Clan
 
| 55
 
| 97
 
| N/A
 
| 112/240
 
| 38
 
| 84,400
 
| None
 
|-
 
| ''[[Sha Yu]]''
 
 
| Liao
 
| Liao
 
| Inner Sphere
 
| Inner Sphere
 +
| Medium
 
| 40
 
| 40
 
| 119
 
| 119
 
| 125
 
| 125
 +
| 3 x 3
 
| 112/176
 
| 112/176
 
| 28
 
| 28
Line 201: Line 189:
 
| Intermediate
 
| Intermediate
 
|-
 
|-
| ''[[Shadow Cat]]''
+
| [[Starslayer]]
| Davion
 
| Clan
 
| 45
 
| 97
 
| 125
 
| 112/208
 
| 24
 
| 63,000
 
| None
 
|-
 
| ''[[Starslayer]]''
 
 
| Liao
 
| Liao
 
| Inner Sphere
 
| Inner Sphere
 +
| Medium
 
| 50
 
| 50
 
| 86
 
| 86
 
| 125
 
| 125
 +
| 4 x 3
 
| 112/240
 
| 112/240
| 42
+
| style="background:#F0E68C"|42
 
| 64,450
 
| 64,450
 
| None
 
| None
 
|-
 
|-
|}
+
| [[Men Shen]]
===Heavy===
+
| Liao
{| class="wikitable sortable" border="1"; style=text-align:center;
+
| Inner Sphere
|-
+
| Medium
! width="80pt" | BattleMech
+
| 55
! width="75pt" | Faction
+
| 97
! width="75pt" | Tech. Base
+
| N/A
! width="75pt" | Tonnage
+
| 6 x 2
! width="75pt" | Speed<br/>(km/h)
+
| 80/272
! width="75pt" | Jump Distance<br/>(m)
+
| 29
! width="75pt" | Armor
+
| 57,500
! width="75pt" | Heat Limit<br>(No HS)
+
| Advanced,<br>ECM Mk. I
! width="80pt" | C-bills
 
! width="75pt" | Sensor Suite
 
 
|-
 
|-
| ''[[Catapult]]''
+
| [[Catapult]]
 
| Liao
 
| Liao
 
| Inner Sphere
 
| Inner Sphere
 +
| Heavy
 
| 65
 
| 65
 
| 65
 
| 65
 
| 125
 
| 125
 +
| 4 x 4
 
| 80/272
 
| 80/272
 
| 40
 
| 40
Line 249: Line 228:
 
| None
 
| None
 
|-
 
|-
| ''[[Catapult]]''<br/>(Elite)
+
| [[Lao Hu]]
 
| Liao
 
| Liao
 
| Inner Sphere
 
| Inner Sphere
 +
| Heavy
 +
| 75
 +
| style="background:#F0E68C"|86
 +
| 125
 +
| 4 x 4
 +
| 130/290
 +
| style="background:#F0E68C"|60
 +
| 84,300
 +
| None
 +
|-
 +
| [[Cyclops]]
 +
| Liao
 +
| Inner Sphere
 +
| Assault
 +
| 90
 
| 65
 
| 65
| 65
+
| N/A
|  
+
| 4 x 5
|  
+
| 144/304
|  
+
| 29
|  
+
| 80,100
|  
+
| Advanced
 +
|-
 +
| [[Kit Fox (Uller)|Uller]]
 +
| Davion
 +
| Clan
 +
| Light
 +
| 30
 +
| 97
 +
| N/A
 +
| 4 x 2
 +
| 96/128
 +
| 22
 +
| 41,300
 +
| Intermediate
 
|-
 
|-
| ''[[JagerMech]]''
+
| [[Wolfhound]]
 
| Davion
 
| Davion
 
| Inner Sphere
 
| Inner Sphere
| 65
+
| Light
| 65
+
| 35
 +
| 97
 
| 125
 
| 125
| 130/290
+
| 3 x 3
| 27
+
| 80/176
| 61,000
+
| 28
 +
| 46,850
 
| None
 
| None
 
|-
 
|-
| ''[[Lao Hu]]''
+
| [[Shadow Cat]]
| Liao
+
| Davion
| Inner Sphere
+
| Clan
| 75
+
| Medium
| 86
+
| 45
 +
| 97
 
| 125
 
| 125
| 130/290
+
| 2 x 5
| 60
+
| 112/208
| 84,300
+
| 24
 +
| 63,000
 
| None
 
| None
 
|-
 
|-
| ''[[Lao Hu]]''<br/>(''[[Chong Vong|Vong]]'')
+
| [[Enfield]]
| Liao
+
| Davion
 
| Inner Sphere
 
| Inner Sphere
| 75
+
| Medium
 +
| 50
 
| 86
 
| 86
| 125
+
| N/A
|  
+
| 4 x 3
|  
+
| 112/240
|  
+
| 30
|  
+
| 50,400
 +
| None
 
|-
 
|-
| ''[[Timber Wolf (Mad Cat)|Mad Cat]]''
+
| [[Stormcrow (Ryoken)|Ryoken]]
 
| Davion
 
| Davion
 
| Clan
 
| Clan
| 75
+
| Medium
| 86
+
| 55
 +
| 97
 
| N/A
 
| N/A
| 130/322
+
| 5 x 3
| 61
+
| 112/240
| 121,650
+
| 38
 +
| 84,400
 
| None
 
| None
 
|-
 
|-
| ''[[Shootist]]''
+
| [[Mad Dog (Vulture)|Vulture]]
| Steiner
+
| Davion
| Inner Sphere
+
| Clan
| 70
+
| Heavy
| 65
+
| 60
 +
| 86
 
| N/A
 
| N/A
 +
| 3 x 5
 
| 130/290
 
| 130/290
| 30
+
| 52
| 63,550
+
| 88,350
 
| None
 
| None
 
|-
 
|-
| ''[[Shootist]]''<br/>(Elite)
+
| [[JagerMech]]
| Steiner
+
| Davion
 
| Inner Sphere
 
| Inner Sphere
| 70
+
| Heavy
 +
| 65
 
| 65
 
| 65
|  
+
| 125
|  
+
| 4 x 4
|  
+
| 130/290
|  
+
| 27
|  
+
| 61,000
 +
| None
 
|-
 
|-
| ''[[Summoner (Thor)|Thor]]''
+
| [[Summoner (Thor)|Thor]]
 
| Davion
 
| Davion
 
| Clan
 
| Clan
 +
| Heavy
 
| 70
 
| 70
 
| 86
 
| 86
 
| 125
 
| 125
 +
| 3 x 6
 
| 130/290
 
| 130/290
 
| 46
 
| 46
Line 337: Line 358:
 
| None
 
| None
 
|-
 
|-
| ''[[Mad Dog (Vulture)|Vulture]]''
+
| [[Timber Wolf (Mad Cat)|Mad Cat]]
 
| Davion
 
| Davion
 
| Clan
 
| Clan
| 60
+
| Heavy
 +
| 75
 
| 86
 
| 86
 
| N/A
 
| N/A
| 130/290
+
| 5 x 4
| 52
+
| 130/322
| 88,350
+
| 61
 +
| 121,650
 
| None
 
| None
 
|-
 
|-
|}
+
| [[Blood Asp]]
* Catapult Elite appears in Baxter's Gambit mission.
 
* Vong's Lao Hu appears in Breach: Bandit Headquarters mission.
 
* Shootist Elite appears in Operation Goliath mission.
 
 
 
===Assault===
 
{| class="wikitable sortable" border="1"; style=text-align:center;
 
|-
 
! width="80pt" | BattleMech
 
! width="75pt" | Faction
 
! width="75pt" | Tech. Base
 
! width="75pt" | Tonnage
 
! width="75pt" | Speed<br/>(km/h)
 
! width="75pt" | Jump Distance<br/>(m)
 
! width="75pt" | Armor
 
! width="75pt" | Heat Limit<br>(No HS)
 
! width="80pt" | C-bills
 
! width="75pt" | Sensor Suite
 
|-
 
| ''[[Atlas (BattleMech)|Atlas]]''
 
| Steiner
 
| Inner Sphere
 
| 100
 
| 54
 
| N/A
 
| 80/432
 
| 43
 
| 106,600
 
| None
 
|-
 
| ''[[Atlas (BattleMech)|Atlas]]''<br/>(Claymore)
 
| Steiner
 
| Inner Sphere
 
| 100
 
| 54
 
|
 
|
 
|
 
|
 
|
 
|-
 
| ''[[Atlas (BattleMech)|Atlas]]''<br/>(''[[David Renard|Renard]]'')
 
| Steiner
 
| Inner Sphere
 
| 100
 
| 54
 
|
 
|
 
|
 
|
 
|
 
|-
 
| ''[[Blood Asp]]''
 
 
| Davion
 
| Davion
 
| Clan
 
| Clan
 +
| Assault
 
| 90
 
| 90
 
| 65
 
| 65
 
| N/A
 
| N/A
| 240/368
+
| 5 x 5
 +
| style="background:#F0E68C"|240/368
 
| 64
 
| 64
 
| 132,250
 
| 132,250
| None
 
|-
 
| ''[[Cyclops]]''
 
| Liao
 
| Inner Sphere
 
| 90
 
| 65
 
| N/A
 
| 144/304
 
| 29
 
| 80,100
 
| Advanced
 
|-
 
| ''[[Cyclops]]''<br/>(''[[Jason Cho|Cho]]'')
 
| Liao
 
| Inner Sphere
 
| 90
 
| 65
 
| N/A
 
|
 
|
 
|
 
| Advanced
 
|-
 
| ''[[Highlander]]''
 
| Steiner
 
| Inner Sphere
 
| 90
 
| 54
 
| 125
 
| 148/372
 
| 37
 
| 100,950
 
| None
 
|-
 
| ''[[Highlander]]''<br/>(Elite)
 
| Steiner
 
| Inner Sphere
 
| 90
 
| 54
 
| 125
 
|
 
|
 
|
 
|
 
|-
 
| ''[[Zeus]]''
 
| Steiner
 
| Inner Sphere
 
| 80
 
| 65
 
| N/A
 
| 130/258
 
| 72
 
| 87,500
 
 
| None
 
| None
 
|-
 
|-
 
|}
 
|}
* Claymore's Atlas appears in Combat Rescue: Claymore mission.
 
* Renard's Atlas appears in Honor Guards mission (in-game cutscene only) and Operation Goliath mission.
 
* Cho's Cyclops appears in Honor Guards mission.
 
  
 
==Differences from BattleTech==
 
==Differences from BattleTech==
 
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 irregular 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.
+
'''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 'Mech's 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.
+
'''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 repurchased 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.
+
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.
 
'''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 or, more accurately, Heat in ''MechCommander 2'' works the same way that Heat works on [[ProtoMechs]]. 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 loadout 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 Sink]]s, each of which increase the Heat Limit by 4 and take up one Critical Hit Slot.
+
'''Heat''' - Heat in MechCommander 2 works more like the way tonnage does in BattleTech (or, more accurately, Heat in MechCommander 2 works the same way that Heat works on [[ProtoMechs]]). 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 Sink]]s, 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.
 
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 carry [[Jump Jet]]s or it isn't, and the Jump Distance is the same for all of the ones that can. Mounting 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.
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'''Jump Jets''' - Each BattleMech is either able to equip [[Jump Jet]]s 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 micromanagement can use Jump Jets to close with enemies faster and to jump over enemies to take shots at their back.
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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'' was an apocryphal variant of the ''[[Flea]]'' in BattleTech, originally exclusive to this game before it eventually became canonized. This is one of the rare examples of something from one of the BattleTech video games becoming canon after its release.
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'''Fire Ant''' - The ''[[Fire Ant]]'' in MC2 was an apocryphal variant of the ''[[Flea]]'' in BattleTech, originally exclusive to this game before it eventually became canonized. This is one of a rare few examples of something from one of the BattleTech videogames becoming canon after its release.
  
 
==Misc. Info==
 
==Misc. Info==
  
'''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.
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'''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 units of the same 'Mech is available, choose the one that has the most weapons intact.
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'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.
 
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.
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'''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.
 
'''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.
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'''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 Heat sink, 2 Armor plates, 2 Large Lasers, and a choice of 1 MG, 1 Streak SRM, or 1 LRM.
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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.
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'''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.
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'''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.
  
 
[[Category:Video Game Resources]]
 
[[Category:Video Game Resources]]

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