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Mechcommander 2 old games

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When you are even closer a listing of the type of enemy vehicle or 'Mech will also show giving you more ability to plan attacks. Only when line of sight is achieved will the enemies actually materialize in their polygonal form. Not only will you be able to scout with units but also with a sensor support option that allows you to get a scan of any area of the map giving you even greater opportunity to see what awaits you before you commit troops. Once you've scouted the area, you'll have several options at your disposal.

Most of these will be already be familiar to those that played the original MechCommander and have a lot to do with how you load your team before dropping them onto the playing field. As with the first game, you can customize all of your 'Mechs before going to fight so that you have a finely honed specialized team, or one with great diversity. So now that you can see what 'Mechs you'll be coming up against, you can decide how to deploy your own to the greatest affect whether that means using the different ranged attack commands or deploying support such as stationary artillery or air strikes.

Getting your units where you need them to be before or in the middle of an attack was actually one of the failing points of the original MechCommander. But lucky for all of our sanity, better pathfinding AI and waypoints have been set into the game to make sure that you get where you need to be when you need to be there. The bit we've gotten to play the game showed that the 'Mechs don't have the same wandering tendencies that they used to so the frustration level for would be commanders will drop considerably.

The other biggest change in the game comes from the graphical upgrade to full 3D. Camera control for the game seems to be a bit of a breeze using the right-click and hold drag the camera system that has worked well in other 3D games. For those that are still having problems controlling the camera, a pause feature will be there so that you can organize your thoughts in the middle of a battle.

The engine is looking pretty good though with nice terrain textures, polygonal trees and some nice 'Mech models and walking animations. Aside from that, most of the features in the game will be pretty familiar to those that played the first game.

Their attention to making units matter more to players is certainly still in tact with the same RPG system that was in the first game. Keeping veteran pilots alive is a very important task as increased experience and skills will definitely make a difference in the middle of a firefight. Having limited resources from winning missions and salvaging other 'Mechs also keeps players from just throwing their units into the grinder.

Even though most of the features are the same or close to the same, the additions and changes that have been made should make a huge difference in the way the final game plays. Okay, so maybe you're curious about what's been happening with FASA's latest effort in the Mechwarrior franchise.

As luck would have it, so are we. It's been a little while since we last got a peek at MechCommander 2 , and wouldn't you know it, E3 seemed like the perfect time to see what how things are going. We caught up with Mitch Gitelman, producer of the title, and he was very enthusiastic about showing off some of the cooler new features that have made it into this update over the past several months.

Of course the expected graphical enhancements are in place, along with the extra mechs, refined interface, and intriguing resource point system we saw in our last viewing of the game. However, on top of all that are some refinements and general enhancements that FASA believes will be very popular among followers of the title and the general Mechwarrior universe. First and foremost, the camera angle manipulation is looking very much up to spec. Players are able to zoom, rotate, and tilt the view of the world with a simple maneuver of the mouse while holding down right-click.

The system takes a bit of getting used to at first, but is ultimately the easiest method with which such a full function camera could be implemented. Besides, if you don't feel like playing around much with the view, Mitch was adamant to point out that it is never necessary to change your viewing angle or zoom level. For those of you who don't have one of those nifty things yet, well shame on you. Also demonstrated well at this year's showing was some effective use of the terrain height advantage.

Gaining the upper ground can be extremely important to your force being capable of defeating one or more superior mechs. The reason being that in this scenario head shots are much more likely to occur thanks to the team's faithful translation of the pen and paper rules in this regard.

Pilots who notice the armor around their chairs being chewed up by laser fire are likely to eject, leaving you with an almost fully functional mech that only needs a pilot to be up and running in your current mission. As for the departing foe, a quick stomp is enough to remove them from the picture, or if you're feeling spicy, a laser blast or two will do the job for those of you who like your enemies extra crispy. As far as team management is concerned, things seem to be coming along quite smoothly.

Last time we saw briefly the enhancements that would be possible by allowing your pilots to upgrade their skills through experience in combat. This feature was further expanded upon during the E3 demonstration, showing a number of the various abilities higher level pilots can attain. Long and short range masteries, projectile weapon proficiencies, and a host of other such specialties were shown, and all with the understanding that the use of such talents is totally up to the player.

A pilot with a knack for PPC's placed in a mech that contains those weapons will of course provide some advantage, but that same pilot is still quite capable of handling a mech without the heat hungry beasts. So logically, no penalty is suffered by simply not using a mech tuned to their individual fortes, you just won't be able to tear a new one in your rivals as quickly.

Lastly, one of the most enjoyable and strategically useful functions of the newest installment is the inclusion of the fully viewable map from the onset of each mission. The ability to view all of the enemy installations, not to mention the terrain surrounding those encampments, is extremely helpful in planning an effective battle strategy.

In one instance, a base was located just beyond a wedge created by two mountains in the battlefield. The area is perfect for the deployment of an artillery cannon, one of the several units available from your stock of resource points equipment. After setting up the ambush, we sent in a guinea pig mech from our force to lure the enemy base's defenses away from the protection of their own artillery.

Soon after, the pursuing forces rounded the bend expecting to see only a wounded Raven ripe for the picking, but instead found an entire lance of mechs poised behind a cannon capable of quartering the health bar of the first unlucky sap within range. In another scenario, a base heavily fortified with gun turrets appears to be a significant problem for your small force. However, the fact that the location of the turret control tower is fully viewable makes dealing with the issue much simpler.

One jump jet use later, a member of your force can enter the compound, take control of the tower, and with it take possession of all of those beautiful turrets. Suddenly all of the foes within the walls of the encampment find themselves being assaulted by the very weapons they were counting on to protect them. So there you have it. Things are looking about as good as they could be at this point, and fans of the first installment in this series should be a bunch of happy campers later this summer.

If all goes well, you'll be blowing things up and salvaging all sorts of goodies by the end of July. So hang tight, keep your hype under control, and keep your eyes peeled for a full review once we get our grubby little hands on this one. A couple of years ago, FASA Interactive took a closer look at the computer gaming possibilities of their MechWarrior system and finally realized like the rest of us that a good strategy game was far overdue.

While there's no denying at least you'd better not deny it to us that Infocom's Crescent Hawk's Revenge had been an excellent game, there had been around ten years of technological water under the bridge and both veterans and newbies alike were screaming for a new look at the tactics of giant mechanized combat. What they got was MechCommander, a title that managed to come into a market crowded with RTS clones and wow the jaded crowds with great graphics, animation and combat that required more in the way of thought than, "I think I'll build units and sling them against my enemy's base until he gives up.

Yep, you guessed it, like just about every other RTS developer in the world, the group is in the process of taking their product into the third dimension. We got a chance to see the game in a surprisingly functional state at last week's Gamestock show and figured we'd pass along what we saw to you.

Since this title isn't due to hit shelves until sometime in the beginning of next year, the team is still being pretty tight with the storyline details we suspect that much of their mysterious nature stems from the fact that they haven't finished it yet but we've managed to dig out enough little tidbits to at least get a basic idea of what was going on. First off, you'll be playing this game out as the leader of a mercenary group.

What this means from a gameplay standpoint is that, much as with the original Activision MechWarrior, you'll be calling the shots on which mission your team will take. The game will follow a branching campaign structure in which you'll play through Mission A, and at the end of it you'll have your choice between Missions B, C or D and so on. The advantages to being a mercenary don't end at just a little added freedom though.

During the course of your campaign, you'll get to fight for three separate houses: House Steiner, House Davion, and House Liao in various battles in the Chaos March region. Right on. Better still, because you'll be fighting for so many different factions and against so many different enemies, you'll have access to 15 Mechs that are completely new, including the Urban Mech and the Menshen. Those of you who are fans of the first game will be more than happy to know that 11 of the original bots will also make an appearance.

We managed to catch a glimpse of the MadCat, the Vulture, the Raven of course and the Hunchback during our first few minutes of play. Better still, we caught a quick glimpse of a 95 ton clan mech, the Blood Asp, that boasts 2 Gauss Cannons, 2 PPCs and 5 lasers in its arsenal. Details are still thin, but the designers also assure me that there will be you will also be able to design your own new mechs and then have them built. While it's certainly nice to get access to a new tale, it's the gameplay differences in MechCommander 2 that are really going to be the crowd pleasers.

One of the things that annoyed many gamers about the original title was its remarkably linear approach to individual combat situations. While it was possible to set up tactical situations that the designers hadn't originally conceived, it was far easier to play the game the way they wanted you to. Most players played through a mission once, got the crap blown out of their team, and then reloaded the game with new knowledge of where the enemy fortifications and units were located.

This was a problem from a gameplay point of view and it made no sense from a storyline point of view. That's what I did. And have had no problems. But don't forget that this game is really low resolution, compared to today's standards. Setting your display to the lowest resolution x may help. Aaron 1 point. Legend 3 points. Hi guys I just want to say that this is the first time I have seen it and thank you for putting this up on Internet. I run the Mechcommander. Hope you enjoy this game as much as we do and your welcome to head on over to gameranger and play with us online!

Calamity Wolf 0 point. GameMaster points. DerangedGaming -1 point. Downloads fine. Play right from mount ISO, installation not allowed on Win10 x Loads fine, but crashes as soon as you press "begin mission" on the first campaign mission. JDCollie 0 point. A very fun tactical RTS with beautifully detailed sprites and a nice long campaign to keep you hooked. Persistent mechs, salvage, crews, and weapons just add to the already enjoyable experience.

Comictango 0 point. AdmiralAckbar 1 point. One of my favorite RTS games. Vitoria90 -1 point. Cutscenes aren't working on my end and the patch the game comes with doesn't seem to work, Windows 7. Share your gamer memories, help others to run the game or comment anything you'd like. If you have trouble to run Mech Commander: Gold Windows , read the abandonware guide first!

We may have multiple downloads for few games when different versions are available. Also, we try to upload manuals and extra documentations when possible. If the manual is missing and you own the original manual, please contact us! MyAbandonware More than old games to download for free! Browse By Download MB. See older comments Write a comment Share your gamer memories, help others to run the game or comment anything you'd like.

Send comment. Download Mech Commander: Gold Windows We may have multiple downloads for few games when different versions are available. Just one click to download at full speed! Windows Version. Similar games Fellow retro gamers also downloaded these games: MechCommander 2 Win MechWarrior 4: Mercenaries Win

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Once you have picked out your Mechs you then move on to the pilot screen where you pick from a list of mercenaries that work for you. Once again this is where it gets interesting because each pilot has different skills that you have to match up with the Mech unit in order for the unit to be at its best. I would also like to note that after each mission, pilots earn medals and promotions which cause their skills to go up. So now that you have picked your pilots and Mechs, the only thing to do before proceeding to the actual mission is to decide if you want to spend any of your hard earned cash to customize your Mech units.

Once the mission starts you are presented with a top-down view showing your units in all their heavy metal glory. Yeaahh Baby!!!! From this point forward you follow mission objectives that were laid out for you in your mission briefing. While going on missions throughout Carver V you will find enemy bases that have resources you can use to repair your units. Money plays an important part of MechCommander 2 because while on missions you can salvage enemy units and use them as your own.

You can also buy repair trucks, order air strikes and buy artillery units, so without money, which you get at the end of each mission, you will have a bunch of burning scrap metal. One thing the game designers did for which they deserve applause is the fact that the missions have a great learning curve. MechCommander 2 brings you along slowly so you get the feel of the game without being frustrating.

The only complaint I have with MechCommander 2 is the lame "Save" feature. You are not able to access your quick save games from the main menu -- you have to start a mission from the beginning and have it load, then once the game is going you can access your quick save and quick loads, which takes some time.

Other than that, I found this to be a challenging and fun game, especially with the actors sequences. When playing online you have a total of seven styles of play to choose from. What I really liked about playing online was the fact that it was tough to figure out what the other guy was going to do. You might have one person who likes light and fast mechs, and then you have guys like me who like the big and heavy mechs. Definitely give Multiplayer a try -- I think you will have a lot of fun and meet some cool people.

He spent quite a few hours running me through the different types of games and whooping my butt nicely. I found the actual textures of the planet to be very lacking in eye candy. They felt dull and drab compared to the military bases which came across with a lot more color and vibrancy. The graphics for the actual Mech units in the game are great. They come across as these hulking machines pounding across the map, which will have you zooming in your camera view quite a bit to get a better look.

Just as much detail was paid to the support units in the game -- they come across as very futuristic and high tech. I do have to give a thumbs up on the graphics for the mission briefing screens because they utilized live actors for the mission briefs and that is way cool on my Coolness Meter.

In the end I would have to say the graphics are just so-so. I thought I was going to blow my speakers when playing this game. When you blow up other units you get some gnarly explosions that make your teeth rattle. I really loved the fact that the other Mech pilots would talk to you while in the heat of battle. Unsourced material may be challenged and removed. Catalyst Game Labs. Retrieved June 10, BattleTech fictional setting BattleMech.

Book Category. Categories : BattleTech games Video game lists by franchise. Hidden categories: Articles with short description Short description is different from Wikidata Articles needing additional references from December All articles needing additional references. Namespaces Article Talk. Views Read Edit View history. Help Learn to edit Community portal Recent changes Upload file.

Download as PDF Printable version. Add links. BattleTech, Second Edition. BattleTech, Third Edition. BattleTech, Fourth Edition. BattleMech: Introductory Box Set [2]. MechWarrior: Dark Age. MechWarrior, Second Edition. MechWarrior, Third Edition. Classic Battletech RPG. BattleTech: A Time of War. MechWarrior: Destiny. BattleTech Collectible Card Game.

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