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Mech Commander 2, Part II

by Len "Viking1" Hjalmarson

Article Type: Review
Article Date: July 26, 2001

Back to Part I


Tactics

Tactical placement of units is significant. Creating a crossfire can be a problem for enemy units. Likewise placing your long range mechs on a hill can make it very hard on mechs with shorter range weapons to engage you. Running away to live to fight another day is always good option! Using sensor specialists helps in most engagements.

Sensor specialists are pilots who are just that much better at understanding the sensor data returned from their mech. You will normally want one on any mission you undertake, since the more warning you can get as to enemy position and strength, the better you can prepare to defend yourself. As with all pilot specialties, this specialty is an option you can give to any pilot who achieves regular status (it only takes a few initial kills). Placing a sensor specialist inside a mech that has powerful sensors is the best possible combination.

Sensor Display

Another tactic I use frequently is a bait maneuver. I will send a single mech near to an enemy installation to determine the amount of resistance I can expect. I then order my mech to withdraw back toward my main force. This will usually result in a number of enemy units following my mech out of the fortress. I position my mechs at a distance away to create a crossfire when the enemy comes within range. This way I only take on a few mechs at a time with a superior force, resulting in a quick victory.

“Tip: Two keys you will use frequently are the “E” to automatically selects all units on screen and the “H” key, which will cause all selected units to hold position until given a movement order.”


Keeping your units fighting efficiently is sometimes a challenge. They will move forward to engage the enemy, but if they happen to have long range weapons to the enemies short range weapons, you don’t always want them moving forward.

Furthermore, they can become separated and divided as enemy units attack. As you move along on your mission it’s a good idea to capture fortified positions. These positions have walls and are defended by automated turrets. Capturing the turret generators ensures that the turrets will not fire on you, but they will fire on approaching enemies. Retreating to these positions behind walls can put you out of the line of sight (LOS) of the enemy, and the automated turrets will fire on them when they come in range.

Yer Basic Fort

While in the field you’ll also get constant updates from your individual pilots. If they are taking too much fire they’ll let you know. If they are wounded they’ll be sure to squawk. If you see a unit go down but no ejection you can manually eject the pilot before they are killed. (Sometimes a stubborn pilot will wait too long before ejecting).

Fortified positions often have sensor towers that will extend your sensor range. Capturing key sensor positions will sometimes be a mission objective, but even when it is not it’s a great way to keep your intelligence up to date and broaden your sensor data.

Speaking of mission objectives, you aren’t left guessing as to their nature. Hitting the ESC key brings up the current list at any time, as well as the in game quick access menu.

Mission Objectives

When you complete one objective, your home base will update you by voice on the next objective, along with any new intelligence that has come in while you’ve been busy cleaning up the enemy. This works very well and ensures you stay on track to fulfilling all the mission requirements.

Fulfilling mission objectives means collecting your paycheque when you get back to base, which in turn means the ability to purchase new weapons and new mechs. Fulfilling primary objectives is a requirement for a successful mission; fulfilling secondary objectives means a bonus payment.

He who fights and runs away...

“TIP: Create fighting units out of individual mechs and thus quickly issue orders to groups instead of individual units.”


If you happen to have a unit like the Strategic Commander, MC 2 will really roll along nicely. Some commands do require key presses… like M for a medium range attack, or L for a long range attack. Naturally, you also have support available when you have the necessary resources, so you can order air strikes, fixed artillery, sensor probes and the like. Voice control should also work great with this one.

Incidentally, sound is nicely balanced and of good quality. You can alter the balance of various components via the configuration screen if you choose, but I found the default settings to work well.


Multiplayer

Naturally, MC 2 includes multiplayer support. You can host your own game and allow others to join, or you can join a game on the MSN Gaming Zone (the account is free). Up to 8 Commanders can participate in a single session. There are quite a few host configurable options, so games will vary in character and difficulty. There are seven multiplayer mission types, including Elimination, King of the Hill, Capture Base, Territorial, Last Man Standing, Last Man on the Hill, and Complex. This latter type usually consists of two teams and pre-assigned territories.

Debriefing and Awards

Conclusion

Mech Commander 2 delivers where the original did not. The game looks great, plays great, and has a good sense of flow. There is a fair amount to learn, but the game is designed to ease you in. Well crafted briefings and a well developed plot help to draw you in.

If you are looking for something completely different, this one is worth considering. If you happen to have a friend who is also interested, you can increase the fun and replayability by adding multiplayer conflicts to your itinerary.





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